Editorials
Exploring “Hellnight”, PlayStation’s Barely Known Subterranean Horror Title
The PlayStation’s ‘Hellnight’ incorporates demonic monsters, labyrinthine levels, and doomsday cults to deliver a unique, but unknown, experience.
“You’re all alone now.”
The 1990s were a formative period for survival horror. Not only did the genre get to truly take its first real formative steps and turn out franchises that would help define it like Resident Evil, Silent Hill, and Clock Tower, but more experimental titles were also allowed to exist, many of which fell into the digital abyss and failed to have a lasting impact on the industry. Hellnight, or Dark Messiah as it’s known in Japan, takes some big swings. It’s set within a futuristic version of Tokyo, largely set underground, and it throws subterranean monsters and apocalypse cults at the audience. Yet in spite all of this craziness, Hellnight is largely a mixed bag.
One of the most interesting things about Hellnight is that it’s developed by Atlus, a company with a formidable reputation, but one that is more commonly known for lengthy RPGs. During the ‘90s it sometimes feels like everyone was trying to capitalize on the survival horror trend and Hellnight is Atlus’ quirky attempt. Konami handled the game’s European release in 1999, but there was no North American release for the title. This can largely explain why the game flew under the radar so much, but Hellnight is a title where there is bizarrely very little information available.
The game received barely any media attention and there aren’t even any official reviews from mainstream publications available for Hellnight. Additionally, details that should be readily available are incredibly scarce, like the game’s director. Hellnight is developed by Dennou Eizou Seisakusho, but details on the game’s production are almost non-existent (there’s basically just the game’s end credits and even those are sparse and do not list a director). Seisakusho would also work on deSPIRIA for the Dreamcast and some Game Gear titles, but nothing of considerable worth or of the same scope as Hellnight.

The introduction and “sizzle reel” that kick off Hellnight honestly feel like the opening cinematic of any survival horror game from he ’90s, but that’s oddly comforting in a way. This introduction also explains the game’s basic premise where not only does a subway accident take place that claims 56 lives (and you were on board during the crash), but most of the world has evidently fled underground to the subways and have found themselves in a war with the Dark Followers of a group called the Holy Ring who wish to bring forth a “Dark Messiah” with a plot that revolves around the impending Millennium (the game came out in 1998/1999). On top of that, the intro also not so elegantly explains that in this game you have no means of attacking and that you’re supposed to flee from your enemies (making this feel like a precursor to Outlast in many ways). “All you can do is run, and keep running,” Hellnight tells the player. The game makes it very clear that your survival largely depends on the help that you either utilize or ignore from others.
On that note, the game’s handful of characters and possible companions are all entertaining, albeit a touch stereotypical. On the other hand, monstrous characters like That Which Wanders or his slew of alien companions, That Which Sways, That Which Judges, That Which Whispers all skew to incredibly unique creations. There’s a real flavor and style to their look. The exchanges of dialogue with the people that Naomi encounters in The Mesh are freaky at times and effective, as well as help shade in details and build up the game’s atmosphere. Although when you beat the final threat it’s pretty amusing that you’re told, “Not bad…Not bad at all.”
Hellnight allows you to bring along one companion at a time through your progress who can assist Naomi on her journey and can also act as a shield of sorts from enemies. Some of these companions do have limited firepower, but it never fully eliminates an enemy and just buys you a few more seconds. You do switch characters throughout the game as you reach new areas and get new people in your party, but due to the first-person mechanic, this largely feels irrelevant and it’s not really clear that you’re no longer playing as Naomi until there’s a death animation and you see your character fall.

In terms of Hellnight’s gameplay, it offers a first-person explorative style of experience that feels akin to Amnesia: The Dark Descent, or even Enemy Zero, except you’re in the sewers or the corridors of the infrastructure known as “The Mesh,” as opposed to ventilation ducts. A Resident Evil sheen is placed over all of this where there’s still a degree of looking for items, keys, and solving puzzles (and shutting down a whole lot of control panels), but these mechanics, when combined with the fact that you can’t fight your enemies and need to be on the defensive, makes it feel like a distinct enough entry that’s different from the other survival horror games of the time. It’s weirdly more of a dungeon-crawling adventure with horror aesthetics. You’re highly dependent on the game’s maps and without them it’s a much more difficult experience, whereas in some survival horror games they’re just a helpful tool.
There’s some impressive sound design that’s also fundamental in this respect, where the footsteps and roars of monsters can be heard in the distance, alerting you to which routes are dangerous or safe and it amounts to a much more intimidating, anxious experience. It makes you be careful in your exploration in a way that you might not necessarily otherwise be in a different survival horror game. This exceptional sound design continues onwards into the game’s unnerving soundtrack, which is definitely one of its biggest selling points. The score greatly immerses you into the game and it’s also the only survival horror game you’ll encounter that incorporates sitar music into its score.
The game’s music is credited to Ryouhei Tomoeda, Rick Tillman, Kinso, Minehiko Tanaka, Naoki Wato, Harumi Fujita, and Masataka Kitaura. The composers strangely receive the largest attention in the game’s credits, but it’s honestly well deserved. The frantic music during the Hive’s final stages (that is also filled with the harrowing screams of victims) is so good and tense. It’s more upsetting than any sort of Halloween SFX soundtrack. It makes playing the game alone, in the dark, even more stressful, which is exactly the energy that Hellnight wants to create.

The graphics in the game may not be anything special, but all of Hellnight’s cut scenes deliver. They’re not only highly gory, but they’re actually surprisingly frightening in some cases, as opposed to the typically hokey nature of the presentation that many of these games have. These even embrace a certain cosmic horror energy that really works for it, too. The monsters themselves all have this very marionette-like artist’s dummy kind of appearance that isn’t really that scary, but it still is creepy in the right context. There are also no bosses to speak of in Hellnight, due to the game’s lack of combat, which is unfortunate.
The game’s story eventually builds to the “Ceremony of the Awakening” where people from Tokyo are kidnapped by the dark cult to be used in their sacrifices to awake their Dark Messiah. There’s a rather seismic reveal when it turn out that Naomi is in fact the second coming of the Dark Messiah and she must decide if she succumbs to these dark forces and gets reborn, or vanquishes them for good. That’s actually not a bad story and it plays with some solid, disturbing ideas that typically aren’t in video games. Things do become considerably stranger once you enter the Great Hall and are surrounded by eerie religious iconography and deformed priest figures. This and the alien-like psychedelic Hive (you could honestly swear that you’re working your way through a secret level in Doom or Hexen) provides a strong final act that becomes increasingly foreign and surreal.
Hellnight does conclude with six different possible endings available, depending on how well you perform, which companion you have with you, the decisions you make, and if Naomi can be kept alive through the whole game. These endings vary from the worst one, where a serial killer gets his way and ascends to become the Dark Messiah, to a moderate success where the Hive is destroyed, to the game’s best ending where not only is the mission accomplished, but Naomi survives the Hive’s destruction and goes on to tell the story. These are a nice attempt at replayability and do make the short game become longer and more challenging in a way.

Overall Hellnight does provide some very sterile, drab, locations that can make for a detached experience. They certainly verge on becoming boring and repetitive, but never quite reach that place. Even still, it does feel like a duller System Shock in many respects. That being said, the game’s main objective is to create the feeling that you are truly alone and lost and these isolating environments do do that. If the setup works for you, it’s easy to lose yourself in this game. At the same time, Resident Evil: Nemesis was also around at the same time, which is a game that does so much, not just with basic combat and level design in a survival horror title, but its additions like real-time decisions and branching paths were proof of what could be done in a game, whereas Hellnight is decidedly more linear, but still creates a memorable experience in some ways.
Hellnight is, unfortunately, a surprisingly short game and it’s easy to breeze through it in a little over two hours without even trying. This definitely holds the title back some, but its strangeness still shines through, despite its flawed nature. There are genuinely some good, creative ideas here, so the fact that there’s almost zero information on the title is a severe shame. It’s got enough charm that it doesn’t deserve to be swallowed into oblivion and forgotten. Throwing it up on Steam, or Microsoft and Sony’s online stores so some people can at least be aware of it would be nice, especially when less impressive titles have gotten such a treatment. Hellnight is a more than worthwhile way to fill up an evening or a weekend in a weird horror universe and get thrown back into the late ‘90s for a little bit. It’s also impressive to see how much Atlus has evolved as a developer and that they figured out that their skills are perhaps not best suited to this genre, but if they made a Hellnight 2 or attempted a few more survival horror games, they maybe could have come up with something really addictive and different.

Comics
‘Spider-Noir’ Comic Changes Explained: How the TV Series Reinvents Marvel’s Darkest Spider-Man
A little while back, I wrote an article chronicling the Hellraiser franchise’s affinity for Film Noir and touched on how that genre has, historically, always been connected to horror.
This connection can be observed in everything from the cannibalistic serial killers of Frank Miller’s Sin City to the disturbing criminal plots fueling neo-noir thrillers like Stuart Gordon’s underrated King of the Ants. That’s why it came as no surprise when I finally sat down to watch all eight episodes of Prime Video’s recently released Spider-Noir series and was confronted with plenty of classic horror tropes.
What did come as a surprise, however, was how showrunners Oren Uziel and Steve Lightfoot approached these horror elements when compared to the 2009 comic book that the show is based on. From the heavily altered rogue’s gallery to an equally terrifying yet completely different origin story for Nicolas Cage’s take on the webslinger, there are plenty of changes here that I feel might be of interest to genre fans.
With that in mind, I’d like to invite readers to take a closer look at all the adjustments that Spider-Noir made to the story in order to bring this incarnation of Spider-Man to life in all of its monochromatic glory (unless you watched the True-Hue color version of the show, in which case you’ll be treated to a surprisingly comic-booky palette that you don’t usually see on television).
The Dark Origins of Marvel’s Spider-Man Noir

Our first order of business should be to examine the origins of the Noir comics themselves. Originally published as part of the Marvel Noir alternate universe that reimagined several characters as hard-boiled crime-fighters, Spider-Man Noir became the most successful book in the entire run. This highly politicized story about Peter Parker coming to terms with the capitalist evils of the Great Depression seemed to have struck a nerve with audiences looking for a darker take on the wall-crawler, which is likely why we’d soon see several sequel stories as well as a video game adaptation of the character in 2010’s underrated Spider-Man: Shattered Dimensions.
Of course, it wasn’t just Spider-Man’s darker disposition that made this version of the character a hit, as 1930s New York City was depicted as being much more hostile than what we generally see in the standard Marvel Universe. From Peter’s powers coming from an Eldritch Spider God that spawns man-eating arachnids to Vulture being an ex-Freak-Show Gimp with a taste for human flesh, you can definitely understand why this Web-Head isn’t pulling his punches.
Unfortunately, this alternate universe was a little too popular for its own good, with each subsequent sequel/adaptation further diluting the political anger and classic horror influences that fueled the original comic-book run in order to appeal to a wider audience. Spider-Man Noir was nearly unrecognizable once we got to the Spider-Verse crossover that turned the character into a household name, though this would at least lead to an interesting adaptation in 2018.
The Classic Horror Influences Hidden Throughout Spider-Noir

Jack Huston as Sandman in ‘Spider-Noir’
When Phil Lord and Chris Miller finally translated Spider-Man Noir to the big screen, with Nicolas Cage bringing the character to life in an unexpected case of pitch-perfect casting, he was still mostly relegated to comic relief as his nazi-punching antics and over-the-top edginess were played for laughs. However, while this version of the character had little to do with the comics that spawned him, Spider-Noir’s newfound popularity eventually resulted in the announcement of a darker live-action spin-off – a spin-off that I was cautiously optimistic about.
While the showrunners ultimately decided to go in a completely different direction than the 2009 comic, the new team of writers appeared to understand Noir as a genre in ways that even the folks at Marvel Noir couldn’t quite grasp. That’s likely why 2026’s Spider-Noir boasts plenty of horror elements, just not in ways we’ve seen them before.
The series is obviously borrowing tropes and aesthetics from period-accurate monster movies, with Universal’s 1930s output being a particularly big influence. From the re-imagining of Sandman and Tombstone as tragic figures to The Spider even being operated on by a mad scientist with hilariously antiquated techniques, this bizarre collection of super-powered freaks could have easily shown up in a classic creature feature.
The scares aren’t all retro, however, as the showrunners also injected plenty of body-horror into the mix during their attempt at unifying the origin stories for all these larger-than-life characters. Hell, the Spider himself is now revealed to have gained his powers after being bitten by a half-mutated Man-Spider during World War I, and the aforementioned mad scientist keeps a disturbing collection of failed experiments in her basement, proving that not all of her patients were lucky enough to simply gain superpowers after being experimented on.
Nicolas Cage Reinvents Spider-Man Noir for Television

Ben Reilly/Spiderman (Nicolas Cage) in SPIDER-NOIR
Photo: Aaron Epstein/Prime
© Amazon Content Services LLC
I also really appreciate how Cage insists on depicting Ben Reilly as an arachnid trapped inside of a human body, with his uncanny physical performance and classic Hollywood impressions keeping your eyes glued to the screen while also providing some of the show’s funniest moments.
I still think it’s a shame that the character is no longer politically motivated, and I miss the detail about Uncle Ben having been cannibalized by Vulture after his social activism ruffled too many feathers, but at least this time our protagonist actually feels like someone who could have been written by Raymond Chandler if he were a fan of Superheroes.
In fact, the writers nailed the snappy back-and-forth that Noir authors like Dashiel Hammett used to refer to as the “riposte”, and it’s fun to see supervillains being depicted as horrific movie monsters instead of specialized henchmen – with The Spider feeling like just as much of a Freak Show attraction as the rest of them. Purists might be put off by the lack of reverence for the source material, but I think that’s a small price to pay when even the show’s most clichéd moments intentionally harken back to the golden age of Hollywood.
That’s why I’d argue that Amazon’s Spider-Noir isn’t really an adaptation, but rather an equally valid take on the same premise that inspired Marvel back in 2009. And in a world filled with recycled storylines that only serve to advertise future releases, I’d rather have two completely different visions of the same character than a straight-up retelling of the same handful of ideas.
At the end of the day, there’s enough space inside this comic fan’s heart for both man-eating Vultures and a Cronenberg-inspired Man-Spider. And if you’re also a fan of nostalgic creature features with comic book flair, I’d highly recommend this street-level superhero story with a spooky twist.

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