Compare Metro Redux vs Clive Barker’s Hellraiser: Revival

Metro Redux

Metro Redux

Overall score 4.1 / 5

Based on 44 scored reviews

vs
Clive Barker’s Hellraiser: Revival

Clive Barker’s Hellraiser: Revival

Overall score 3.7 / 5

Based on 62 scored reviews

How we score

Scorata scores summarize analyzed review evidence on a 1–5 scale; they are not laboratory measurements or a simple average of customer star ratings. Feature scores summarize the reviews covering that feature. The overall score averages feature scores within each review, then combines review averages. When both expert and customer evidence are available, those two groups receive equal weight. Products can have different review coverage, so small score gaps do not establish a winner.

Recommendations prioritize important features for the category, with a score of at least 3.5, a gap of at least 0.25 points and at least two supporting reviews per product. Features with widely varying scores or broad connectivity contexts are excluded from recommendations. These safeguards do not establish statistical significance.

Quick verdict

What each product is best for

The review evidence points to a tradeoff: controls responsiveness and movement feel versus art direction and faithfulness to franchise. Choose according to which strengths matter more to you; the overall score alone does not settle that choice.

Choose Metro Redux for controls responsiveness and movement feel.

Choose Clive Barker’s Hellraiser: Revival for art direction and faithfulness to franchise.

Why these recommendations?

Metro Redux

Where It Has the Edge

  • controls responsiveness is 4.8 vs 2.3. Redux improves the original’s sluggish handling, while the Switch port wins particular praise for fast response. Its 30fps...
  • movement feel is 4.7 vs 2.3. The remaster feels smoother than the original, and deliberate, weighty movement can strengthen the physical connection to Artyom....
  • difficulty balance is 3.8 vs 2.5. Survival, Spartan, and Ranger options accommodate very different preferences. Praise for the choice sits alongside complaints about difficulty...

Clive Barker’s Hellraiser: Revival

Where It Has the Edge

  • art direction is 4.7 vs 3.9. Surreal flesh, metal, religious imagery, and impossible architecture give the game striking visual character. The strongest praise concerns...
  • faithfulness to franchise is 4.7 vs 4.3. The game embraces the franchise’s sadomasochism, grotesque imagery, and philosophy of pleasure and pain rather than softening them....
  • visual effects quality is 4.8 vs 4.4. Surreal transitions, grotesque effects, and the flow between cinematics and gameplay are frequently admired. These visual tricks help...
Metro Redux 4.1 overall score
Clive Barker’s Hellraiser: Revival 3.7 overall score

Compare features

Scores are out of 5. Missing scores mean missing review evidence, not a missing feature.

Scored on both products

Other features

Physical release format
Metro Redux
4.7

Having both games and DLC on one Switch cartridge is a strong attraction for physical buyers. The Rangers Cache presentation adds another appealing option.

Clive Barker’s Hellraiser: Revival
2.0

One buyer is disappointed by reports that the physical disc contains little game data. Their desire for a complete physical copy makes a download-dependent format less appealing.

Movement feel
Metro Redux
4.7

The remaster feels smoother than the original, and deliberate, weighty movement can strengthen the physical connection to Artyom. Higher console frame rates also reduce the old sluggishness.

Clive Barker’s Hellraiser: Revival
2.3

Dodging and first-person movement can feel functional once their rhythm clicks. The inability to vault, awkward evasion, and stiff movement under pressure create recurring friction.

Loot system
Metro Redux
4.5

Optional areas and encounters provide useful ammunition, filters, and equipment. Scavenging feels most worthwhile when the supplies directly support continued survival.

Clive Barker’s Hellraiser: Revival
2.5

One account finds survival too dependent on whether useful weapons happen to appear while looting. That reliance makes difficulty feel less consistently earned.

Aiming precision
Metro Redux
4.4

Responsive aiming and carefully tuned sticks help the shooting feel dependable. Switch motion aiming is especially admired, although one account finds fast mutant fights hard to track even up close.

Clive Barker’s Hellraiser: Revival
2.6

Aiming is serviceable for some players, especially with a mouse. Aggressive aim assist, awkward headshot targeting, and uneven firearm precision frustrate others.

Originality
Metro Redux
4.7

The Russian underground, survival demands, and literary storytelling distinguish the collection from standard action shooters. Its slower, stranger identity is a major part of the appeal.

Clive Barker’s Hellraiser: Revival
2.9

Hellraiser’s imagery and puzzle-box powers give the game an identity of its own. Its survival-horror structure remains heavily familiar, which some welcome and others find derivative.

Innovation
Metro Redux
4.5

Replacing old loading breaks with additional connecting gameplay stands out as an unusually thoughtful remaster idea. That change is admired for going beyond visual refurbishment.

Clive Barker’s Hellraiser: Revival
2.7

The puzzle box supplies a fresh angle on familiar survival-horror mechanics. The surrounding shooting, inventory, and encounter design largely follow established conventions, leaving innovation uneven.

Romance quality
Metro Redux
2.0

One detailed assessment finds the romance contrived. It is a specific weakness within an otherwise admired narrative.

Clive Barker’s Hellraiser: Revival
3.8

The central relationship explores dependency, abuse, and the difference between love and possession. Its emotional complexity interests some players, while others find the couple difficult to care about or the resolution unsatisfying.

HUD clarity
Metro Redux
3.7

Minimal overlays and Ranger’s HUD removal can deepen immersion. The same choice makes navigation, inventory selection, and some prompts less convenient, especially before the controls become familiar.

Clive Barker’s Hellraiser: Revival
2.0

The flashing health display can be difficult to read in a fight. A clearer indication of remaining health would make urgent decisions easier.

Stealth mechanics
Metro Redux
4.4

The imported stealth system makes 2033 substantially more playable, with lighting, knives, and alternate routes supporting satisfying guard hunting. Opinions split on how much weak or overly forgiving AI undermines it.

Clive Barker’s Hellraiser: Revival
2.8

Optional sneaking can save resources and make clearing an area quietly satisfying. Forced stealth and unreliable detection are much less popular, especially when enemies spot Aiden through cover.

Sandbox freedom
Metro Redux
2.9

Larger Last Light encounters provide some freedom of approach, but both campaigns remain tightly scripted. Waiting behind invisible boundaries and following predetermined routes can feel restrictive.

Clive Barker’s Hellraiser: Revival
1.5

One player dislikes being confined to the central storyline. There is little scope for deviating into a freely directed adventure.

Difficulty balance
Metro Redux
3.8

Survival, Spartan, and Ranger options accommodate very different preferences. Praise for the choice sits alongside complaints about difficulty spikes, artificial enemy durability, and harsh resource limits.

Clive Barker’s Hellraiser: Revival
2.5

Difficulty varies sharply with settings, resource luck, and how heavily the puzzle box is used. Some appreciate the survival challenge, while others encounter unfair spikes or find the tools make normal encounters too easy.

Onboarding experience
Metro Redux
3.3

Spartan mode offers a gentler way into the games by reducing resource pressure. The benefit is qualified by poorly explained mechanics that can still obstruct a first playthrough.

Clive Barker’s Hellraiser: Revival
2.0

Fast-disappearing introductory prompts can leave players uncertain about mechanics they should already understand. The opening could explain crafting and puzzles more clearly.

Progression system
Metro Redux
4.5

Weapon development adds depth to simple shooting and can turn weak starting equipment into useful tools. Progress comes through practical improvements to the arsenal.

Clive Barker’s Hellraiser: Revival
3.3

New abilities and equipment arrive alongside the story, keeping progression focused on practical tools. Some powers appear too late or receive too few opportunities to develop fully.

Load times
Metro Redux
3.2

Switch’s initial level loads are the most repeated technical complaint and can exceed a minute. Fast reloads after death soften that drawback, while merged Redux levels reduce interruptions on other platforms.

Clive Barker’s Hellraiser: Revival
2.0

Long loading and repeated run-backs can make failed encounters frustrating. One account specifically objects to waits exceeding thirty seconds.

Frame rate stability
Metro Redux
4.7

PS4 and Xbox One commonly earn praise for smooth 60fps play; Switch usually holds a consistent 30fps. Rare hitches and firefight dips are reported but generally have limited impact.

Clive Barker’s Hellraiser: Revival
3.6

Some players report stable high frame rates, while others encounter occasional drops or a restrictive platform target. The experience varies across PC, PlayStation, and Switch configurations.

World interactivity
Metro Redux
4.5

Interactive lights let players reshape stealth encounters, while burning webs and reactive scenery make the world feel tangible. Small physical interactions do useful work beyond visual decoration.

Clive Barker’s Hellraiser: Revival
3.4

Telekinesis turns traps, spikes, and saw blades into entertaining combat tools. Some players wish objects and environmental interactions allowed more freedom or experimentation.

Survival mechanics
Metro Redux
4.2

Gas-mask filters, limited ammunition, and hand-charged light make survival feel practical and immediate. Fans value the tension, while others find upkeep frustrating or poorly matched to Last Light’s action-heavy sections.

Clive Barker’s Hellraiser: Revival
3.1

Ammunition conservation, fragile melee weapons, healing, and inventory choices can create satisfying survival pressure. Durability and resource scarcity sometimes feel punitive rather than tense.

Side character depth
Metro Redux
2.9

Residents and new personalities can enrich the narrative, but not every character connects. Complaints focus on interchangeable supporting figures and a child who neither looks nor behaves convincingly.

Clive Barker’s Hellraiser: Revival
4.0

Zora and the eccentric cult members often leave stronger impressions than the protagonist. Some supporting antagonists feel underdeveloped despite their striking presentation.

AI behavior
Metro Redux
3.3

More consistent detection is a major improvement over the original 2033. Reactions remain divisive: some find opponents believable and tactical, while many report oblivious guards, predictable rushing, or poor navigation.

Clive Barker’s Hellraiser: Revival
2.3

Enemy perception and responses are a weak point: opponents can seem oblivious one moment and unusually perceptive the next. Predictable attacks and questionable pursuit behavior further reduce the threat.

Overall quality
Metro Redux
4.6

The collection is strongly recommended overall, especially for first-time players drawn to atmospheric shooters. Persistent AI flaws, uneven action, and limited Last Light changes prevent universal enthusiasm.

Clive Barker’s Hellraiser: Revival
3.7

The game’s faithful horror world and memorable presentation win enthusiastic recommendations from many sources. Less satisfied players see a compelling license held back by uneven combat, repetition, and technical problems.

Combat system
Metro Redux
4.2

Human encounters and heavy, improvised weapons often make combat satisfying. Forced mutant waves, weak damage feedback, and crowded fights are the recurring exceptions.

Clive Barker’s Hellraiser: Revival
3.3

Melee weapons, firearms, and the puzzle box can combine into satisfying, gruesome encounters. Reactions range from enthusiastic praise to complaints about stiff swings, weak feedback, repetitive fights, and excessive reliance on powers.

Polish
Metro Redux
3.4

The overhaul improves rough edges without completely hiding the games’ age. Character movement, lip sync, and occasional technical quirks keep the package from feeling uniformly polished.

Clive Barker’s Hellraiser: Revival
2.5

The presentation can feel impressively finished, yet multiple accounts describe rough interactions and technical problems. The result is a game whose polish varies considerably across systems and scenes.

Economy and resource balance
Metro Redux
3.8

Bullets that double as currency create a memorable choice between buying supplies and surviving a fight. Scarcity adds tension for many, but others find ammo or filters too limited, while easier settings can remove the pressure entirely.

Clive Barker’s Hellraiser: Revival
2.9

Scarce ammunition and healing supplies can create meaningful decisions about what to carry, craft, or spend. Some players instead find scarcity punishing or inconsistent, while others accumulate enough supplies to blunt the tension.

Bug frequency
Metro Redux
3.3

Redux removes many original glitches but retains some collision, visual, and audio faults. Most describe the remaining problems as distracting rather than game-breaking.

Clive Barker’s Hellraiser: Revival
2.5

Technical experiences vary from essentially clean playthroughs to intrusive glitches involving audio, interactions, animations, and textures. Problems can interrupt encounters and weaken otherwise effective horror scenes.

Horror tension
Metro Redux
4.7

Limited light, dwindling air, and sudden mutant danger create sustained fear beyond simple jump scares. Horror works especially well during slower, methodical play and optional exploration.

Clive Barker’s Hellraiser: Revival
3.9

Chatterer pursuits, sensory tricks, and the Labyrinth’s transformations can produce real dread. Repeating the same chase patterns or giving Aiden overwhelming powers can gradually weaken that tension.

Art direction
Metro Redux
3.9

The gloomy art conveys devastation effectively, and Last Light often looks more striking. Some prefer the original’s stranger creature designs or find the repeated palette limiting.

Clive Barker’s Hellraiser: Revival
4.7

Surreal flesh, metal, religious imagery, and impossible architecture give the game striking visual character. The strongest praise concerns imaginative environments rather than novelty in the underlying mechanics.

Achievement list quality
Metro Redux
4.0

The achievement list offers plenty to pursue across play styles and hidden areas. Most goals are described as approachable, with extra searching needed for the remainder.

Clive Barker’s Hellraiser: Revival
3.3

Opinions range from a routine achievement list tied mostly to story progression to appreciation for discoveries and Easter eggs. Completion goals offer some appeal without universal enthusiasm.

Dialogue quality
Metro Redux
3.7

Overheard conversations make stations feel inhabited and often reward stopping to listen. Some English exchanges, compulsory dialogue, and the child’s lines feel awkward or dated.

Clive Barker’s Hellraiser: Revival
3.0

Dialogue can carry the characters’ menace and eccentric humor effectively. Cheesy exchanges, excessive profanity, and blunt delivery occasionally weaken it.

Animation quality
Metro Redux
3.4

Detailed physical actions can make Artyom feel convincingly present. Character stiffness, mechanical movement, and slow NPC interactions remain noticeable to several accounts.

Clive Barker’s Hellraiser: Revival
2.8

Expressive performances and gruesome action animations can look convincing. Stiff enemy movement, repeated finishers, and occasional animation failures reduce consistency.

Lore depth
Metro Redux
4.6

Station backstories, diary entries, and sequel revelations add meaningful depth to the setting. The extra context rewards players interested in understanding the world beyond the immediate mission.

Clive Barker’s Hellraiser: Revival
3.9

Notes, audio logs, and encounters with the Cenobites add appealing background and new perspectives on the mythology. Some players want deeper exploration of those ideas.

Immersion
Metro Redux
4.7

Masks, wristwatches, hand-charged lights, physical animations, and ordinary station life make the world tangible. Ranger’s reduced interface can intensify that connection while sacrificing convenience.

Clive Barker’s Hellraiser: Revival
4.1

First-person interactions, oppressive environments, and strong audiovisual presentation draw players into the world. Awkward mechanics or technical interruptions can break that involvement.

Fun factor
Metro Redux
4.7

Most accounts enjoy both campaigns, from deliberate stealth to Spartan’s more direct action. The strongest enthusiasm comes from the combination of atmosphere and varied play.

Clive Barker’s Hellraiser: Revival
4.2

Creative kills and outrageous horror make the campaign highly entertaining for many players. Repetition and uneven combat temper that enjoyment for others.

Camera behavior
Metro Redux
2.5

One stealth-focused account dislikes the lack of a third-person camera. The light indicator helps but does not completely replace that preferred view.

Clive Barker’s Hellraiser: Revival
2.0

Restricted peripheral vision can make close-range threats harder to track. One player finds the first-person camera limiting in combat.

Choice impact
Metro Redux
3.5

Subtle actions and mercy can affect endings in ways some find meaningful and refreshing. Others dislike the opaque requirements and feeling that the system pushes an unnecessary replay.

Clive Barker’s Hellraiser: Revival
4.0

Rejecting the offer makes the ending feel more hopeful in one account. The choice matters emotionally, although that assessment does not establish a broad branching campaign.

Facial animations
Metro Redux
2.5

Facial expression improves in places, but lip sync and stiff or vacant faces remain frequent criticisms. The remaster does not fully disguise the age of the character presentation.

Clive Barker’s Hellraiser: Revival
3.0

Facial performances can sell the cast’s emotion and menace. Lip-sync problems and inconsistent facial detail occasionally undermine close-up scenes.

Handheld play suitability
Metro Redux
4.0

Handheld visuals are often praised as clean and striking, making portability a compelling reason to buy. Deep shadows and bright surroundings can impair visibility, and not every account prefers the portable graphics.

Clive Barker’s Hellraiser: Revival
4.5

The Switch 2 handheld experience benefits from VRR according to its platform assessment. It is preferred over docked play by a player sensitive to the game’s low frame-rate presentation.

Emotional impact
Metro Redux
4.2

Human resilience, loss, and glimpses of ordinary life create lasting emotional moments. A minority struggle to care about the characters or find some later developments manipulative.

Clive Barker’s Hellraiser: Revival
3.8

The themes and ending can leave players thinking about Aiden’s choices after the credits. Emotional engagement is much weaker for those who never connect with the central relationship.

Solo play quality
Metro Redux
5.0

The story-led campaigns offer a refreshing, substantial solo alternative to multiplayer-focused shooters. Several accounts place them among the strongest single-player FPS experiences available on their platforms.

Clive Barker’s Hellraiser: Revival
4.6

A focused single-player campaign is widely viewed as a good fit for Hellraiser. It allows the world, story, and horror to develop through a personal journey.

Writing quality
Metro Redux
3.9

Literary roots and environmental storytelling give the writing unusual strength for a shooter. Implausible child dialogue, awkward diary logic, sexualized scenes, and forced romance draw more specific criticism.

Clive Barker’s Hellraiser: Revival
3.5

The script earns praise for treating pleasure, pain, and toxic relationships as central themes. Heavy exposition, blunt profanity, and uneven resolutions keep it from working equally well for everyone.

Narrative quality
Metro Redux
4.5

The mysterious Dark Ones, political conflict, and human survival make the stories compelling. Last Light often earns the stronger response, although some prefer 2033’s spiritual tone or criticize forced late plotting.

Clive Barker’s Hellraiser: Revival
4.1

Aiden’s rescue mission explores addiction, consent, and destructive desire, giving some players more to consider than a simple trip through hell. Others find the exposition heavy, the twists predictable, and the ending rushed.

Humor
Metro Redux
4.5

The survivors’ dry, flinty humor gives them humanity despite the grim setting. Small jokes suggest people finding reasons to keep going.

Clive Barker’s Hellraiser: Revival
4.1

Zora’s sarcasm and quick one-liners provide welcome personality amid the horror. Her humor also reinforces her unusual, unsettling presence.

Faithfulness to franchise
Metro Redux
4.3

The remaster is praised for preserving the games’ identity while improving their execution. Style options can also bring Last Light closer to the survival emphasis some original fans prefer.

Clive Barker’s Hellraiser: Revival
4.7

The game embraces the franchise’s sadomasochism, grotesque imagery, and philosophy of pleasure and pain rather than softening them. Many consider it an unusually faithful adaptation, even when they dislike its combat or story choices.

Core gameplay loop
Metro Redux
4.7

Stealth, firefights, scavenging, and quiet station visits generally work best as one connected experience. The balance makes the campaigns feel richer than a continuous shooting gallery.

Clive Barker’s Hellraiser: Revival
4.3

Exploring, conserving supplies, and using the puzzle box give the survival loop a satisfying rhythm. Banishment adds another tactical option to standard fighting and scavenging.

Visual effects quality
Metro Redux
4.4

Lighting and shadows give tunnels, ruined streets, and stealth encounters much of their impact. Missing original particles, reduced console effects, and chunky Switch flames qualify otherwise strong praise.

Clive Barker’s Hellraiser: Revival
4.8

Surreal transitions, grotesque effects, and the flow between cinematics and gameplay are frequently admired. These visual tricks help the Labyrinth feel physically impossible.

Weapon balance
Metro Redux
3.0

Weapons can have satisfying punch, and knives or upgraded guns are effective tools. Early firearms, damage feedback, and enemies that absorb too many rounds are recurring combat complaints.

Clive Barker’s Hellraiser: Revival
3.3

The arsenal and environmental projectiles offer several ways to dismember enemies. Gun strength, melee durability, and dominant puzzle-box abilities can make some options feel much more useful than others.

Combat readability
Metro Redux
2.3

Deep shadows can make spaces and threats difficult to distinguish, especially on the original Switch screen or in bright surroundings. Crowded firefights can also become disorienting.

Clive Barker’s Hellraiser: Revival
2.0

Weak stagger reactions and limited hit feedback can make it hard to tell how effectively attacks are working. That uncertainty reduces confidence during close combat.

Character development
Metro Redux
4.2

Logs and Last Light’s added background help develop Artyom’s personal journey. The sequel’s characters can be stronger, although female roles are criticized for limited development.

Clive Barker’s Hellraiser: Revival
3.9

Aiden’s addiction and relationship history give some players a meaningful character arc. Others find the development thin or less convincing than the ideas behind it.

Content variety
Metro Redux
4.1

The blend of stealth, survival, action, weapons, and extra missions gives the package breadth. Repeated tunnel scenery, narrow arsenals, and less dramatic differences between modes are the main reservations.

Clive Barker’s Hellraiser: Revival
4.4

Distinct environments, changing activities, and several combat tools keep the campaign varied for many players. Its best stretches offer more than a succession of similar corridors.

Game length
Metro Redux
4.3

The two campaigns and DLC provide substantial playtime without requiring an enormous commitment. Most value the length, though one account finds Last Light overstays its welcome.

Clive Barker’s Hellraiser: Revival
4.0

The roughly eight-to-thirteen-hour campaign often earns praise for being compact and manageable. Repeated sequences still make that runtime feel padded to some players.

Enemy variety
Metro Redux
3.8

Some welcome the sequel’s broader enemy mix and differing attack styles. Others still find too few distinct opponents across the package.

Clive Barker’s Hellraiser: Revival
3.6

Cultists and increasingly grotesque enemies offer visual variation and changing threats. Similar attack patterns and a limited practical range of foes make encounters feel repetitive to some players.

Haptic feedback integration
Metro Redux
2.0

One Switch technical assessment finds the rumble insufficiently nuanced and distracting enough to disable. Its contribution to the atmosphere is negative in that account.

Clive Barker’s Hellraiser: Revival
2.3

DualSense feedback is inconsistent, and some attacks produce little or no rumble. Players wanting strong tactile impact may find it underwhelming.

Tutorial quality
Metro Redux
2.3

2033 does not consistently explain mechanics added from Last Light, including burning webs and using the lighter for guidance. Missing instruction can leave players stuck or discovering useful functions unusually late.

Clive Barker’s Hellraiser: Revival
2.0

Early tutorial prompts can disappear too quickly to absorb. Missing those explanations makes initial crafting and puzzle interactions more confusing.

Collectibles
Metro Redux
4.1

Diary pages and hidden finds often deepen the story and encourage exploration. A dissenting discussion finds collecting Artyom’s own scattered diary entries narratively awkward.

Clive Barker’s Hellraiser: Revival
4.3

Lore notes and audio logs are enjoyable finds rather than mere completion targets. They add character background and make individual locations feel more meaningful.

Exploration quality
Metro Redux
4.4

Hidden passages, supplies, and small optional encounters reward looking beyond the main path. Exploration is especially appealing when the danger and discoveries reinforce each other.

Clive Barker’s Hellraiser: Revival
4.3

Searching interconnected rooms for supplies, notes, and secrets makes exploration rewarding. The strongest areas encourage attention to the environment while maintaining an uneasy sense of danger.

Checkpoint system
Metro Redux
2.2

Sparse or questionable checkpoints can amplify early difficulty and lengthy sections. They are particularly frustrating when combined with unpredictable enemies or depleted filters.

Clive Barker’s Hellraiser: Revival
2.3

Some players find checkpoints fair and forgiving, while others report losing substantial time after a failed encounter. Greater generosity would help the more demanding sections.

Pacing
Metro Redux
3.2

The alternation of danger and station life can feel expertly paced. Others find companion waiting, scripted downtime, long action stretches, or Last Light’s extended campaign disruptive.

Clive Barker’s Hellraiser: Revival
3.1

Alternating combat, exploration, and surreal Labyrinth passages gives the campaign momentum for many players. Others find repeated chases, long exposition, and late-game encounters drag the pace down.

Mission variety
Metro Redux
4.5

Changing between human fights, mutant threats, exploration, and civilian stations keeps the adventures varied. Last Light’s bigger optional spaces are especially welcome, although scripted stretches remain less appealing.

Clive Barker’s Hellraiser: Revival
4.4

The campaign changes locations, activities, and encounter styles enough to keep many players engaged. Distinct areas and varied set pieces help offset its familiar overall structure.

Upgrade system
Metro Redux
3.9

Attachments offer worthwhile ways to adapt weapons and improve their effectiveness. A smaller shop selection in Last Light disappoints one player, but customization is broadly welcomed.

Clive Barker’s Hellraiser: Revival
4.0

Weapon and inventory upgrades provide useful improvements and can ease survival pressure. Some increases in firepower feel less pronounced than expected.

Gameplay mechanics
Metro Redux
4.4

Mask upkeep, hand-charged lighting, and weapon adjustments give the shooting practical depth. Most enjoy the blend, although some find the handling clumsy or the survival demands intrusive.

Clive Barker’s Hellraiser: Revival
4.4

The Genesis Configuration gives combat and puzzles a distinctive hook through telekinesis, fire, and banishment. Its most enthusiastic admirers enjoy creative kills, while critics find its potential limited or its powers too dominant.

Environmental detail
Metro Redux
4.6

Graffiti, scavenged structures, ruins, and small equipment details help sell the devastation. Richly observed environments remain a strength even when individual textures or character models show their age.

Clive Barker’s Hellraiser: Revival
4.6

Paintings, sculptures, machinery, and grotesque background objects make the environments feel carefully constructed. Small details help turn ordinary rooms and hellish spaces into a convincing extension of the franchise.

Graphics quality
Metro Redux
4.5

The rebuilt 2033 makes the largest visual leap, while Last Light remains attractive with smaller changes. Switch presentation draws strong praise overall, with dissent over soft textures, docked sharpness, and aging character assets.

Clive Barker’s Hellraiser: Revival
4.4

Detailed environments, dramatic lighting, and gruesome visuals often impress, especially in the Labyrinth. Character models and the consistency between gameplay and cinematics attract more qualified reactions.

Atmosphere
Metro Redux
4.8

Oppressive tunnels, ruined streets, and living communities create the package’s defining mood. Atmosphere draws unusually consistent praise, although brighter remastered lighting loses some original darkness for a few fans.

Clive Barker’s Hellraiser: Revival
4.7

The Labyrinth sustains a dense, oppressive mood through disturbing imagery, threatening spaces, and a sense that safety never lasts. Atmosphere is one of the game’s most consistently praised qualities.

Casting choices
Metro Redux
4.5

Using Last Light’s voice actor for Artyom is judged a better fit than the predecessor. The praised casting choice supports the protagonist’s presentation.

Clive Barker’s Hellraiser: Revival
4.5

Bringing back the familiar Pinhead performer lends immediate authenticity. The casting helps connect the game to the franchise’s established identity.

Character roster
Metro Redux
4.5

Last Light introduces appealing new characters that broaden its cast. The added personalities are welcomed as part of the sequel’s stronger story.

Clive Barker’s Hellraiser: Revival
4.5

Returning Cenobites are welcomed, and regular interactions with the familiar cast are appreciated. Their presence strengthens the franchise connection beyond Pinhead alone.

Learning curve
Metro Redux
3.0

Learning through trial and error appeals to players who welcome limited hand-holding. Unexplained interactions can instead turn that learning process into needless frustration.

Clive Barker’s Hellraiser: Revival
3.0

Evasion takes time to learn, and the combat becomes more serviceable once its rhythm is familiar. Initial adjustment can make early encounters feel awkward.

Comfort and build

User interface design
Metro Redux
4.5

The interface carried over from Last Light makes 2033 easier and more consistent to use. Clearer feedback helps players understand equipment and stealth situations.

Clive Barker’s Hellraiser: Revival
2.0

Health presentation is less clear than one player would like. A more readable bar would communicate danger better during combat.

Map and navigation design
Metro Redux
2.8

Minimal directional help can make routes confusing. The lighter’s directional flame is useful once discovered, but some players rely heavily on the compass or miss a passage.

Clive Barker’s Hellraiser: Revival
4.0

The map’s marking of discovered items helps navigation and return visits. It makes scavenging less dependent on remembering every room.

Sound design
Metro Redux
4.6

Creaks, mutant calls, footsteps, and useful stealth cues do much of the work in sustaining tension. Switch audio quality and surround support impress, though occasional reused effects draw criticism.

Clive Barker’s Hellraiser: Revival
4.0

Wet impacts, clattering teeth, unsettling ambience, and spatial cues give the horror a strong sonic identity. A few players report missing audio or effects that sound weaker than the action demands.

World-building
Metro Redux
4.9

Bustling communities, political factions, makeshift economies, and everyday conversations make the underground feel lived in. World-building is among the collection’s most consistently praised strengths.

Clive Barker’s Hellraiser: Revival
4.3

Environmental details and background material make the setting feel coherent and inhabited. The game expands the franchise’s world while connecting its strange spaces to Aiden’s personal journey.

Boss design
Metro Redux
2.2

Boss encounters are a consistent weak spot for the assessments that discuss them. They are described as dated, cumbersome, or tedious additions that fit poorly with the stronger stealth and atmosphere.

Clive Barker’s Hellraiser: Revival
2.8

Boss encounters divide opinion between inventive, memorable spectacles and flat or repetitive fights. Bullet-sponge health, weak mechanics, and occasional difficulty spikes are frequent complaints.

Mission design
Metro Redux
3.0

Varied human encounters and optional areas can be excellent, but repeated mutant swarms draw frequent criticism. Forced action and scripted sections sometimes expose the combat’s weaknesses.

Clive Barker’s Hellraiser: Revival
2.5

Inventive set pieces and the mix of combat, puzzles, and traversal can sustain momentum. Repeated wave encounters and chase sequences become tiring when they outlast their initial impact.

Level design
Metro Redux
4.1

Last Light’s larger, connected spaces generally offer stronger tactical possibilities than 2033’s chokepoints. Some still find the series too linear or note dated sections that the remaster leaves intact.

Clive Barker’s Hellraiser: Revival
4.3

Interconnected areas and impossible Labyrinth architecture are major strengths, blending exploration with surreal transformations. Linear stretches, repetitive chase routes, and awkward encounter spaces draw criticism.

Controls and connectivity

Controls responsiveness
Metro Redux
4.8

Redux improves the original’s sluggish handling, while the Switch port wins particular praise for fast response. Its 30fps cap usually does little to undermine the controls.

Clive Barker’s Hellraiser: Revival
2.3

Controls can feel responsive enough for ordinary combat, but awkward quick-turn inputs and occasional delay draw complaints. Tight encounters expose those problems most clearly.

Menu usability
Metro Redux
4.0

Radial menus simplify equipment selection and replace the original’s cumbersome interface. Awkward ammo bindings and returning to the dashboard to switch games are narrower usability complaints.

Clive Barker’s Hellraiser: Revival
2.0

Inventory menus can require too much pausing and digging during item management. Missing conveniences make routine actions more frustrating than they need to be.

Protagonist appeal
Metro Redux
4.5

Artyom’s coming-of-age arc is a highlight for one account, and added background makes him more engaging in Last Light. His appeal rests on vulnerability and personal context.

Clive Barker’s Hellraiser: Revival
2.7

Aiden’s vulnerability and gradual assertion of agency engage some players. Others find him bland, unlikable, or too shallow to carry the rescue story.

Voice acting
Metro Redux
3.0

Voice acting is one of the more divided production elements. Some find it solid or well suited to Artyom; others criticize forced Russian accents, reused voices, and an unconvincing child performance.

Clive Barker’s Hellraiser: Revival
4.7

Doug Bradley’s commanding, unsettling delivery is a standout, bringing Pinhead’s familiar menace to the game. The broader cast generally supports him well, although a few performances land less convincingly.

Collector appeal
Metro Redux
4.5

The Rangers Cache package appeals through its attractive presentation and included collectible items. It gives physical collectors an extra reason to consider that edition.

Clive Barker’s Hellraiser: Revival
5.0

The collector’s edition is enthusiastically praised for its appeal as a physical collectible. Shipping disappointment is a separate concern for buyers hoping to receive it at launch.

Ownership and support

Replay value
Metro Redux
4.3

Multiple play styles and the substantial 2033 overhaul give fans reasons to return. Several accounts find the new modes too modest to justify replaying or repurchasing Last Light by themselves.

Clive Barker’s Hellraiser: Revival
2.5

Trying different weapons or revisiting the campaign can appeal to some players. Limited unlocks and the absence of New Game Plus leave others with little incentive to return.

Localization support
Metro Redux
3.8

English translation can make jokes and exchanges awkward. The supplied discussion favors Russian voices with subtitles for a more convincing experience.

Clive Barker’s Hellraiser: Revival
2.5

The lack of Spanish voice dubbing disappoints one Spanish-language player. Language support falls short of their preferred way to experience the story.

Platform-specific feature support
Metro Redux
4.7

Switch motion aiming is widely admired for precise adjustment and useful long-range shots. Effective surround support also helps preserve the fuller console experience.

Clive Barker’s Hellraiser: Revival
4.3

Xbox Play Anywhere’s included PC access is seen as a useful benefit. Switch 2 mouse controls also draw appreciation for a first-person game.

DLC value
Metro Redux
4.2

Included missions and challenges add worthwhile breadth, with the Kshatriya library adventure a highlight. Their value is lower for owners who already have the original DLC, and some prefer the main campaigns.

Clive Barker’s Hellraiser: Revival
4.5

One account considers the extra storytelling worthwhile for players who want more narrative context. That appeal centers on expanding the story rather than adding essential combat systems.

Save system reliability
Metro Redux
2.0

One technical account warns that checkpoints can preserve a state with too few filters to finish. Escaping that repeated-death loop may require restarting the level.

Clive Barker’s Hellraiser: Revival
2.1

Autosave behavior can compound bugs or leave players losing minutes of progress. These accounts describe frustration with preserving progress rather than dependable recovery.

Value for money
Metro Redux
4.4

Two campaigns and their extras make a persuasive package for newcomers, especially at the lower prices cited. Existing Last Light owners and buyers paying a Switch premium have a less clear value case.

Clive Barker’s Hellraiser: Revival
4.3

The approximately $40 price is frequently considered attractive for the campaign and presentation. Strong value still depends on accepting the mechanical and technical rough edges.

Performance

Performance optimization
Metro Redux
4.7

The ports generally run impressively for their hardware, with Switch receiving particular praise for stable delivery and low input latency. A few accounts find docked presentation weaker or PC performance demanding at higher settings.

Clive Barker’s Hellraiser: Revival
3.4

Some configurations run smoothly, while others show pop-in, flickering, frame drops, or loading-related issues. Performance depends heavily on platform and individual playthrough.

Marketing accuracy
Metro Redux
2.5

The Survival and Spartan changes are judged less substantial than the developer’s description suggests. Their presence alone is not a compelling reason to rebuy Last Light.

Clive Barker’s Hellraiser: Revival
1.5

Launch-arrival promises are criticized when physical orders remain unshipped. Limited communication and late updates increase frustration about expectations being missed.

Soundtrack quality
Metro Redux
3.8

Music often builds unease and shifts effectively into action, with Last Light’s opening guitar especially admired. Repetition and a perceived move toward more bombastic cues disappoint some listeners.

Clive Barker’s Hellraiser: Revival
4.2

The score helps sustain dread, with some musical moments earning especially enthusiastic reactions. A few encounters would benefit from more forceful or better-matched accompaniment.

Evidence available for one product

Other features

Accessibility options
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
2.8

Accessibility settings receive some appreciation, but subtitle mismatches or missing lines can hinder comprehension. Available options do not eliminate every presentation or readability problem.

Character diversity
Metro Redux
2.0

Two assessments criticize women’s limited and sexualized roles. Female characters are considered less fully developed than the world around them.

Clive Barker’s Hellraiser: RevivalNo score yet
Companion AI
Metro Redux
3.3

Companion behavior receives some technical refinement, but waiting for allies to reach doors remains frustrating. Their scripted role can interrupt otherwise improved gameplay.

Clive Barker’s Hellraiser: RevivalNo score yet
Content completeness
Metro Redux
4.8

The complete DLC inclusion strengthens the edition and removes earlier restrictions around Ranger mode. Physical Switch coverage also values keeping the entire package on one cartridge.

Clive Barker’s Hellraiser: RevivalNo score yet
Crafting system
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
3.0

Crafting healing items and repairs can feel useful and focused rather than overloaded with materials. Resource shortages or simplistic implementation make it less satisfying for some players.

Crash stability
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
2.6

Several players report crashes, sometimes with lost progress, while others complete the game without any. Crash reliability is inconsistent across the supplied playthroughs.

Death mechanics
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
4.0

Quick respawns in the Labyrinth make deaths less punishing than they are in the real world. This helps players retry its more unusual passages without a lengthy recovery.

Driving mechanics
Metro Redux
5.0

Last Light’s rail-car exploration stands out as a campaign highlight. Stopping at optional locations adds freedom and survival encounters to the journey.

Clive Barker’s Hellraiser: RevivalNo score yet
Endgame content
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
1.8

Completing the story offers little extra reward, with New Game Plus notably absent. Players seeking substantial post-campaign activities may be disappointed.

Family friendliness
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
1.3

The sexual content and graphic horror make playing around children inappropriate. It is better reserved for an adult setting.

Grind level
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
2.0

One account describes an extended stretch as a grind because inventory trouble prevented collecting a useful upgrade. The complaint concerns avoidable friction rather than rewarding repetition.

Hint system
Metro Redux
4.5

Musical alert cues make stealth easier to understand, while the lighter provides useful directional guidance. That navigational help is much more valuable once players know it exists.

Clive Barker’s Hellraiser: RevivalNo score yet
Inventory management
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
2.7

The grid inventory makes equipment choices tangible, and automatic sorting helps. Limited space, cumbersome item handling, and upgrade collection problems can turn management into needless friction.

Packaging presentation
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
4.5

The Day One Edition’s visual presentation and typography impress one buyer. Its distinctive styling is part of the attraction of owning a physical copy.

Physical preorder fulfillment
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
1.0

Delayed physical orders and poor communication cause substantial disappointment among buyers expecting launch-day delivery. Collector’s edition components and standard-copy shipping both attract complaints.

Platforming precision
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
2.0

One account criticizes clunky platforming. Precision during traversal is a weakness rather than a highlight.

Remake/remaster quality
Metro Redux
4.6

2033’s rebuilt visuals, imported systems, and redesigned flow make this much more than a resolution upgrade. Last Light receives comparatively modest changes, making a second purchase harder to justify for some existing owners.

Clive Barker’s Hellraiser: RevivalNo score yet
Sexual content treatment
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
3.8

Some find the sexual imagery refreshing and integral to Hellraiser’s themes. Others consider its repeated use gratuitous, shallow, or uncomfortable rather than meaningfully provocative.

Shopkeeping system
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
2.7

Zora’s shop gives supplies and upgrades a useful place in the survival loop. Stock restrictions and failures to restock before important fights can be especially frustrating.

Skill tree depth
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
4.5

One player particularly welcomes the absence of a skill tree or perk system. Keeping new combat tools tied to the story avoids an extra layer of complexity.

Violence level
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
4.0

Many appreciate the gore as an uncompromising match for Hellraiser’s identity and a satisfying part of combat. Others find the excess unpleasant or exhausting, making its effectiveness strongly dependent on tolerance.

VR implementation
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
5.0

A PC account strongly recommends playing through the UEVR mod, especially when exploring the Labyrinth. The praise concerns a modded VR experience rather than a native VR mode.

Controls and connectivity

Age appropriateness
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
1.3

Warnings about children watching underline that this is an adult horror experience. The objection concerns its appropriateness for younger audiences, not whether the horror succeeds for adults.

Character customization
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
2.0

Customization feels limited to one player. It does not provide the broad range of personal options they wanted.

Comfort and build

Controller ergonomics
Metro Redux
4.5

The Switch controls feel good with both the Pro Controller and Joy-Cons. Careful tuning supports comfortable play despite the lower frame-rate cap.

Clive Barker’s Hellraiser: RevivalNo score yet
Multiplayer design
Metro Redux
4.0

For the accounts that weigh its absence, multiplayer is successfully offset by the selection of campaign modes. The attraction remains the story-led solo experience.

Clive Barker’s Hellraiser: RevivalNo score yet
Open-world design
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
1.5

A player who prefers open worlds finds the fixed central storyline too restrictive. The campaign’s linear structure does not suit that desire for free exploration.

Puzzle design
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
3.7

The puzzle box and shifting architecture provide enjoyable breaks from combat, with several satisfying transformations. Most puzzles are approachable, although some players find them too simple or less inventive than the setting promises.

QTE design
Metro Redux
3.0

Brief QTEs can heighten danger, but hidden prompts in the harshest modes are much less comfortable. Their appeal depends on whether tension or clear guidance matters more.

Clive Barker’s Hellraiser: RevivalNo score yet

Performance

CRT filter quality
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
4.0

The optional 1980s movie filter is appreciated as a fitting stylistic touch. It offers another way to frame the franchise’s period horror aesthetic.

Ownership and support

Mod support
Metro ReduxNo score yet
Clive Barker’s Hellraiser: Revival
4.5

The UEVR mod works out of the box for one PC player and enables a highly recommended VR playthrough. This is praise for a specific mod outcome, without establishing broader modding support.

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