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REVIEW JERICHO |
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PUBLISHER
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CODEMASTERS
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DEVELOPER
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MERCURY STEAM
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GENRE
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SQUAD-BASED FPS
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PLAYERS
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1
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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The worst ending to a videogame ever and
a mediocre start aren’t enough to ruin
one of the better shooters to emerge in
years. Barker’s influence is something that
elevates Jericho,
despite its problems,
above many other
FPSs. A gory treat. |
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SCORE
02/OCT/07 |
84% |
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What we have here is one of
the most intriguing and just
plain different games to come
along in years – not only for
its affiliation with one of the best writers
today, but in premise, design and gameplay.
Seriously, Clive Barker’s Jericho is worth
getting excited about. But it also has severe
problems keeping it from true greatness
– not least of which is one of the most
anticlimactic and disappointing endings
ever. Yes, even worse than Halo 2. After
facing so much horror, turmoil, trial and
intensity, braving sights unimaginable and
enemies unintelligible, for the game to end
so hastily without even resolving some of its
smallest plot threads… well, it feels a lot like
getting slapped in the face after 15 hours
with a rather large piece of meat. Bloody
meat. Ripped from Clive’s arse. Good thing
everything that leads up to the anticlimax is
so enjoyable then.
Not that you’d guess it immediately.
Despite setting up the story perfectly, which
sees a group of several ‘warrior magicians’
travel to the Middle Eastern town of Al-Khali
to destroy the first evil, Jericho gets off to a
relatively mediocre start. Initially playing as
Captain Devin Ross of the Jericho squad, all
you can do for a couple of hours is primary/
secondary fire and heal fallen
squad mates. It’s a few hours
before you start to possess
the other characters, fully
utilising their powers as you
do. From there, you’ll find that
Jericho gets progressively better the more
you play. More importantly, characters you
may have once taken for granted get to prove
their worth and stand out. That’s because
Jericho is a very calculated experience from
start to finish that just so happens to start on
a bum note. |
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Possessing six different characters
certainly sounds daunting, given their wealth
of abilities. But developer Mercury Steam
does a good, if fairly rigid, job of tutoring
players in how each character works. Our
favourite was Cole, the geek specialist whose
main power is slowing down time. In fact,
her ‘temporal loop’ ability is good for several
reasons; key among them is the way you
move faster, can plant a grenade or two
beside enemies or revive several fallen squad
mates in one swift run. Her riflescope also
highlights critical hit points on the enemies.
Speaking of scopes, Black, Jericho’s resident
lesbian sniper, gets herself the coolest
ability ever – to telekinetically guide bullets
through multiple enemies. Seriously, pulling
off three successful headshots with a single
bullet is incredibly satisfying.
As far as characters go, Jericho manages
to give all playable characters the chance to
shine in both the story and the gameplay.
These are not just a bunch of nondescript
one-line spouting punks with guns; they’re
more, and you can thank Barker for that. In
fact, Jericho’s fiction is strong throughout
– touching on such minute details as why
the bodies even vanish. You can spot his
influence in nearly everything, and the rich
matter therefore gives the game a bit of a
boost over many of its contemporaries.
That said, those expecting a terrifying
experience may be a little surprised to find
it’s a far scarier game in subject matter than
it is in terms of atmosphere or ambience.
And to be fair, it would have been difficult
to make a game where you’re rarely alone
scary. But despite the odd dodgy texture
or small dip in frame rate, the art direction,
character design and locations – which
span modern day, WWII, the Crusades,
ancient Rome and the 4th Millennium BC
– are exemplary. The various enemies and
boss characters are as hideous as they are
beautiful, and reminiscent of Stan Winston’s
work on The Suffering. |
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Unfortunately, enemies expose their one
attack pattern – rushing straight at you
– early. They change appearance, but attacks
remain largely the same. More annoying is
the way you rarely happen on an enemy;
instead they always spawn into locations. As
disappointing as that is, the action proves
so fast-paced and visceral it rarely matters
once the first round is fired. This is because
the action is one of the strongest aspects
of Jericho – beyond its excellent story
and locations. But problems are plentiful;
particularly the way it sometimes refuses to
be clear on exactly what you need to do to
progress. We stalled several times because
the game just didn’t explain itself properly.
And as good as the Quick Time Events
are in terms of chopping up the action
(especially one featuring a binding ritual on
an obscenity-spewing Nazi), they’re entirely
misjudged in difficulty, proving a lot harder
than they really needed to be.
Such things don’t ruin the experience
as much as claw at your legs while playing.
That’s because they’re mostly just a
distraction in what is an otherwise damned
fine shooter. Yeah, the ending sucks, but this
is the closest we’ve come to emulating the
author’s nightmares in interactive form. That
sounds like a dark place to be, but as Clive
Barker’s Jericho proves, it’s one we had a
blast visiting. And blasting.
Craig Gilmore
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