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The trick, then, is to switch rapidly between characters and use their powers as you need to in order to dispose of the hundreds of skull-faced zombies and grisly, half-metal mutants that swarm your way.įaced with a gang of grinning bone-heads toting exploding crossbow bolts? Black can take them out one by one from a distance using her psychically-enhanced sniper skills. Meanwhile, the simple D-pad based command system and poor squad AI (much more on this subject later) make it equally impossible to play as a squad-based strategic shooter. Play Jericho as a straight 3D shooter and you won’t last five minutes your enemies are too hard and too numerous. What didn’t come through in the preview was how complex and well developed these special abilities are, or how crucial they are to the game.
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You can switch to another member of Jericho just by targeting that character and pressing X, or by pressing X then selecting using the D-Pad. You’ll get to grips with all of them, as your initial playable character is finished off early on, but – ingeniously – survives by possessing his squad-mates. Cole can slow down time, while Church can perform blood rites which anchor enemies to the spot or cause them to burst into flame. Black is a sniper, but she also comes blessed with telekinetic powers with which she can shift barriers and steer bullets in slow motion to their target. Delgado, for example, is a hulking guy in the Gears of War mode, armed with a hulking chaingun and able to unleash a fire spirit who can seek out and destroy enemies within visual range. As mentioned in the preview, each member of Jericho squad has his or her own specific weapons and powers. Instead, the USP turns out to be what the characters can do. Nor is it the characters, who similarly conform to well established sci-fi and horror stereotypes. Hence, the Jericho squad’s journey falls into four themed acts, covering Barker-fied versions of World War II, the Crusades, Roman and Sumerian settings.įunnily enough, the game’s real USP turns out not to be Barker’s story, which – frankly – doesn’t seem a million miles away from the X-Files meets Doom meets Cthulu meets Aliens nonsense that we’ve already seen a million times before.
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The rift has actually opened several times during the lifetime of humanity, and each time it has dragged a warped version of the local architecture and population into the box. The rift is enclosed in what the characters describe as ‘the box’ a sort of trans-dimensional prison that protects it. The seven-strong Jericho squad – a secret military unit made up of warriors with psychic powers – is sent on a mission to close a dimensional rift before a horrific elder entity can be unleashed upon humanity. If you read the preview, you’ll already know that the game is a squad-based shooter, but with the usual military guff exchanged for a dark, gory horror theme. In a way, this actually makes me sadder than I’d be if Jericho was just your average damp squib. There are real signs here of innovative thinking and artistic and technical skill, but there’s also plenty of evidence of sloppy design, poor execution and clichéd or merely generic work. In others, it’s a much worse game than I feared. In some respects, Jericho exceeds my first impressions. Having played the final product, the answer is less straightforward than I expected. Could it live up to its potential, or would it fall short of the mark and flat on its face? No, my biggest worry was whether, in what was already looking like the best year we’ve had for 3D shooters in a long time, it had a chance of standing out. When I previewed Clive Barker’s Jericho back in August, my main concern wasn’t that the game seemed like another ‘me too’ shooter (it didn’t) or that the game lacked promise (it had bags of it). ”’Platforms: PC, Xbox 360, PlayStation 3 – Xbox 360 version reviewed.”’