Urgent.News

What's breaking now, across thousands of outlets.

Tech

Saber Interactive CEO Says Clive Barker’s Hellraiser: Revival is Performing 'Extremely Well on PC and Consoles' with More to Come

Clive Barker’s Hellraiser: Revival has been a smash hit, says Saber Interactive CEO Matthew Karch in a post on LinkedIn, and it’s the first of a "series" of releases from the studio that will improve its methodology.

Saber Interactive CEO Says Clive Barker’s Hellraiser: Revival is Performing 'Extremely Well on PC and Consoles' with More to Come

Clive Barker's Hellraiser: Revival has been a massive success, according to Saber Interactive CEO Matthew Karch. The CEO praised the game's performance on PC and consoles since its October 8 release, and revealed that it's just the beginning for the studio. Karch believes that middle-market IP-driven products with controlled costs are the future of the game industry, as opposed to AAA titles with massive budgets.

Hellraiser: Revival has earned high praise from players and content creators, despite its explicit content causing some streamers to face bans. The game's narrative director Antony De Fault revealed that one of the team's goals was to face bans, ratings restrictions, or censorship, as proof that they had successfully captured the essence of the source material.

Written by urgent.news from IGN's reporting — not their text. Machine-written — may contain errors; check the original before relying on it.

This story

This is one outlet's version. Read the fullest account.

Read the original at ign.com →

More in Tech

Kubernetes: presupuestos de tiempo para correo en CI

Un pipeline de CI puede tardar varios minutos y aun así terminar con un mensaje poco útil: “no llegó el correo”. En una prueba que usa un disposable email address , ese fallo no dice si la aplicación…

  • Each test stage should have a defined time budget for diagnosis
  • Collect four signals: worker restarts, pod age, queue depth, correlation
  • Use unique addresses per execution to isolate inbox for verification

Mid-air flips and side nozzles: selling flight without rewriting the hitbox

In a landscape browser runner, a jump that only changes Y position feels like a hop. A flip that rotates the car, keeps underbody jets lit, and throws mist from the side nozzles feels like flight.

  • Players use A/D for lane changes, W/Spacebar for jump-flip, S for ground roll, Shift for boosting.
  • Mid-air flip is intentional, not hover, with fixed camera and timing.
  • Side nozzles are visual markers, collision detection separate from effects.

More from Thursday 22 October →