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Clive Barker’s The Evil Dead: Resurgence is designed to make players feel instantly uncomfortable

Olivia Bennett by Olivia Bennett
September 27, 2026
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Clive Barker’s The Evil Dead: Resurgence is designed to make players feel instantly uncomfortable
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The Evil Dead: Resurgence by Clive Barker Focus on one more form of horrordisturbed Jumps better than traditional chairs. Over the course of the roughly 30-minute demo, the game takes the series’ themes very directly and puts them front and center. The relationship between violence, abuse, sexuality, pain and pleasure.

“We try to make people uncomfortable,” explains narrative director Antoine de Fowler, while game director Emile Essoff adds: “We don’t compromise.” The stated goal is to make discomfort one of the main emotions of the experience, rather than relying solely on fear.

disturbed

The demo follows Aidan as he searches for his partner Sonny after she is dragged off to prison. Monk’s Labyrinth. One of the most important scenes takes place in a surreal and ever-changing space, as the protagonist walks through seemingly familiar corridors, searching for texts and notes that help outline the relationship between the two characters.

The developers explained that they deliberately chose to force players to deal with uncomfortable situations. “We want to confront people with a kind of sex and intimacy that makes them uncomfortable, let’s call it A ‘safe space’ for video games“Defler said. According to narrative directors, the medium allows us to process these feelings while maintaining some distance from the real experience.

Gameplay for Clive Barker’s Hellraiser: Revival Shown in Film

Gameplay for Clive Barker's Hellraiser: Revival Shown in Film

However, the team emphasized Don’t want to automatically associate BDSM practices with negative things. In fact, the game presents a range of different situations: the relationship between Aidan and Sonny is described as unhealthy, like a cult relationship, while other characters engage in BDSM in a consensual and safe manner.

“It’s important for us not to just point at people who like leather, whips and other tools and say, ‘Look at those perverts!’” It’s important to make their presence known Achieve these wishes in a healthy wayalthough the main theme of the game is people who take these dynamics too far,” De Glitch explained.

Esov added that characters who voluntarily practice BDSM are actually the most balanced characters in the game. In fact, one of the scenes set in a club shows social and consensual aspects of these practicesin stark contrast to the more disturbing situations faced in the story.

The use of violence follows the same principle. The Evil Dead: Resurgence is a survival horror game full of combat and guns, but the team claims to avoid violence for the sake of violence. “It’s the environment that makes the difference,” De Fault explains. Director says violence in video games can lose meaning without narrative purpose, like in ‘The Evil Dead’ Every action should have a clear thematic motivation.

Essoff also describes discomfort as an element that needs to be dosed carefully: “We designed the experience around this concept; we wanted to manage it in small doses so that players feel it.” So, some seemingly simple actions like Get the first item or face the first murderbecomes longer and more disturbing, rather than being resolved via quick animations.

Finally, what stood out about this demo was the almost complete lack of jumping out of your chair. The result is an atmosphere that is constructed above all through ongoing sensations nervousness and discomfortand throws in a scare as an additional element relatively late.

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