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The Official Clive Barker's Jericho: Here is a List of Fearful Things

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General Information

Published by: Codemasters
Developed by: MercurySteam
Genre: FPS/Horror
Release Date:
US: October 23, 2007
Europe: October 26, 2007
Australia: November 2, 2007
MSRP: $59.99
Consoles: PS3 Xbox 360
ESRB Content Descriptors: Blood and Gore, Intense Violence, Sexual Themes, and Strong Language.
Also Available On: PC

Box Art (The same box art is being used across all territories and platforms)

JerichoBoxArt.jpg


PC Specifications

Minimum:

► Windows XP / Vista
► CPU: Pentium 2.4 GHz or Athlon XP 2400+
► RAM: 1 GB
► Graphics Card: GeForce 6600 / Radeon X1600
► DirectX 9 Compatible Sound Card
► 2 GB Hard Drive Space
► 2x DVD-ROM Drive

Recommended:

► Windows XP / Vista
► CPU: Intel Core 2 Duo or Athlon 64 X2
► RAM: 1 GB
► Graphics Card: GeForce 8800 or Radeon X1950
► Creative Sound Blaster X-Fi Sound Card
► 2 GB Hard Drive Space
► 2x DVD-ROM Drive

Supported Video Cards:

ATI Radeon X1600, X1800, X1900, X1950, HD2900
NVIDIA GeForce 6600, 6800, 7100, 7300, 7600, 7800, 7900, 7950, 8800

Not compatible with all integrated sound/graphics solutions (including laptops).

Overview

Clive Barker’s Jericho™ is a terrifying squad-based horror FPS game based on an original concept and story by legendary horror writer and filmmaker Clive Barker , the creator of Hellraiser™.

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An ancient evil has broken through into our world and is threatening to spread its taint across the whole of the earth unless it’s stopped. At ground zero lies the Middle Eastern city of Al-Khali, a modern city built atop the ancient ruins of a dozen previous conquerors.

Jericho1.jpg


Clive Barker’s Jericho delivers an overload of sensory horror. Players journey through hellish locations and slices of time combating gruesome and twisted enemies. A squad-based horror First Person Shooter, the Jericho of the title refers to the Jericho Team, a seven-man strike force that protects government interests from paranormal threats. Trained in both conventional warfare and the arcane arts, each Jericho Team member is an expert in different para-psychological disciplines, including telekinesis, pyromancy, blood magic and exorcism.

Features

Jericho is an all-action first person shooter (FPS) combined with darkest horror from the twisted mind of horror legend Clive Barker

* Modern weapons and paranormal powers
* Switch between and play all six squad members- use the best member for particular combat situations. Additionally, members can combine their paranormal powers for even more substantial attacks
* Direct your squad as they watch your back and follow your orders
* Squad first person shooter (Squad FPS) mechanics deliver tactical action
* Each character has unique paranormal abilities
* Abilities can be combined to create new powers
* The game takes place in Al-Khali, a city formed over 6 different eras and ruled by evil. You will traverse through multiple planes of existence, including Ancient Rome, the Crusades, WWII and more!

Story

Before Adam and Eve were created, God fashioned the Firstborn. Neither light nor dark, both terrible and beautiful to behold, it disturbed the Almighty who banished this flawed creation into the Abyss. There, it waited and watched until it was able to reach out with its power into our world. Seven Sumerian priests met its arrival and fought to contain it, successfully entombing the place of its escape within a great ziggurat. Ever since that time, there would always be a secret order that would train seven warriors to await the Firstborn's attempts to escape. They would always disappear into the ruined city of Al Khalid that had been built atop this bedrock of strife and somehow succeed in banishing the Firstborn back to the Abyss. However, none of these teams have ever returned from their Mission.

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The Firstborn would make four attempts to escape, each time taking back a piece of the earth to add to its domain. Fragments of time and space would form layers around Al Khalid, entrapping pieces of history within its walls from the time of the ancient Sumerians to World War II. Over time, other conquerors would arrive to claim the city as their own but eventually, the city was forgotten and buried by the sands around it.

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The Department of Occult Warfare was created in the 1930s to combat the unexplained and meet Nazi Germany's own research into the paranormal. One of their most brilliant members, Arnold Leach, was recruited in 1962. However, his unscrupulous behavior and nature would eventually have him expelled. He was marked for assassination, and although the operation appeared to be successful, it seems he may have survived.

Time Slices

Each "level" in Jericho, is broken up into what Barker describes as "the layers of a disgusting, rotting onion." Each slice is dedicated to a specific era of time the Firstborn has taken from the earth. Below are three of the layers The Jericho Squad will visit.

World War II Slice

World War II began the era of industrialized, global, modern combat. Millions died. This war, unprecedented in global reach and casualties, was only ended through the deployment of nuclear bombs dropped at Hiroshima and Nagasaki, killing hundreds of thousands of civilians in two devastating strikes. Recent Department of Occult Warfare paranormal excavations revealed concentrated levels of activity at Al-Khali during the War. The roots of the activity stretch back further.

In the 1930s reports reached the UK Security Service that a German occult society, deeply entwined with the Nazi hierarchy, was investigating paranormal warfare. Initially these documents were dismissed and filed. The outbreak of the Spanish Civil War changed everything. Field reports spoke of strange phenomena during bombardments, projectiles that seemed to change their path in mid-flight to reach hidden positions, interrogation led by unidentified collaborators that obtained information without a word being uttered, and sudden deaths in inexplicable conditions (heart attacks, spontaneous combustion) of high Republican commanders inside their underground refuges. Covert operations revealed that a new German corps established by the German Occultists, the Geheimnisvoll Abwehrmacht, were operating on the Spanish northern front, camouflaged as logistical and intelligence support for the Condor Legion.

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The Spanish Civil War was a training ground for the new corps. Extensive research was carried out by the German Occultists to establish how the paranormal could further their war effort. As their new fighting force carried operations in Spain, psychic operatives identified Al-Khali of critical strategic potential. As soon as WW II broke out, German forces invaded Al-Khali. Local men, women and children were enslaved to carry out excavations. Hundreds died of exhaustion and starvation. After uniformed German forces led and supervised the excavations, the Geheimnisvoll Abwehrmacht, commanded by their finest psychic squadron leader Hanne Lechtermact, was dispatched to Al-Khali to take over the site. In response, a British commando unit was sent to Al-Khali under the command of Major Pat Buckland. The unit, known as Blackwatch, was established by the Office of Strategic Services under the supervision of famed British Occultist Alleister Crowley. The squad was comprised of veterans hardened on the battlefronts of almost all the wars in the early 20th century. People touched by luck, clairvoyants, occultists and experts in demolition and infiltration. They were the Allies best hope of response as they played catch-up against their German counterparts.

Despite the huge levels of paranormal activity recorded at Al-Khali, what actually occurred there during the war remained a mystery. All contact with the British commando unit was lost soon after their arrival. There are no official known records of Gehimisvoll Abwermacht activity although it is believed they never returned from the desert. The physical excavations at Al-Khali and any discoveries made at the site were lost.

The Crusades Slice

The Crusades span nearly two hundred years of the bloodiest conflicts in human history as the amassed forces of Christendom and Islam fought for control over the Holy Land. Countless numbers died in warfare, thousands more during the sieges and the ruthless sacking of cities. The most sickening event of all occurred at Al-Khali. Bishop Maltheus St. Claire feared for his eternal life, especially since he suffered from illness of the flesh. He could not control his appetites despite his increasingly severe penances. His trauma drew him to devote his life to study in the Vatican Library, the largest concentration of ecclesiastical books and manuscripts in the world and the principal library in the West,
searching for enlightenment, salvation and secrets. After years of total immersion he resolved upon the idea of leading a Crusade to the Holy Land. Maltheus convinced Pope Innocent II to sanction him to lead a radical army that could not fail and would not result in the loss of more Christian lives. His crusaders would be children. Citing the purity of his child warriors, they would be protected by God; no spear or arrow could injure them. Children were recruited from among humble young volunteers from across Europe.
The children could hardly thrust a sword or handle the weight of a coat of mail.

They were convinced by Maltheus, like their Pope, that the purity of their Christian innocence would save them. This was not the case. The crusade of ‘Les Innocents’ began in 1212 but they did not arrive in the Holy Land for a year. Maltheus believed the waters of the Mediterranean were going to part for the holy army to cross. When they didn’t, they had to wait months until one of the merchants provided boats for the crossing. Shipwrecks
meant hundreds died at sea. At ports across the Mediterranean, merchants sold the children into slavery and prostitution. This did not deter Maltheus, who dragged thousands of children across the desert to Al-Khali. The weakest died of hunger and exhaustion on the road.

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Sick, starving, demoralised, and convinced that their youth could not protect them, ‘Les Innocents’ were faced with amassed Saracen forces at Al-Khali. The Saracens pleaded for
their surrender. The remaining children begged to be saved. Yet Maltheus mocked their cowardice, and demanded battle. They were massacred. Maltheus bore witness to the slaughter of his army, the destruction of his salvation, and abandoned them. He fled to the chapel at Al-Khali for sanctuary and to expiate his sins. This was his last recorded act. He did not emerge. The shredded bodies of ‘Les Innocents’ were left to the mercy of the carrion.

The Roman Empire (38 AD) Slice

During the reign of Emperor Caligula, the beginning of the end of Rome’s power, Al-Khali lay at the Eastern front bordering the Parthian Empire. Considered politically, culturally and strategically insignificant by Rome, being stationed at Al-Khali was considered exile at best. For the seventh cohort of the first legion, posted to Al-Khali, it was worse: it meant dishonour. It was the worst destination that a legionary could hope for and most of its members had been condemned for some crime, were killers, or fleeing something. But they also had to serve under governor Casus Vicus.

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The fame of the tribune Cassus Vicus was notorious throughout Rome. A devotee of all types of orgies and festivities, Vicus was a fan of any excess or perversion. But he went too far. He was surprised while practising cannibalism and condemned to death. However, he was absolved. Partly because of the enormous sum he paid as a bribe, partly because of his personal friendship with the former emperor Tiberius, a bosom companion in his bacchanals. Cassus Vicus was named governor of Al-Khali, the province farthest from the Empire. At first furious and deeply offended by this forced retirement to this dusty corner that was so totally lacking in the charms of the known world, he soon learned to appreciate the advantages of governing a place so far from civilization. Far from the interests and law of Rome, Vicus’ supposed duties boiled down to little more than collecting taxes and protecting the borders. But he came to see a new purpose for the cursed lands under his control: dedicating its resources to his own deification, perversion, and excess. Vicus gave free rein to his basest instincts, behaving more like a criminal than a governor of a Roman province. His cruelty won him the respect of his neighbours who avoided him whenever possible. The temple was dedicated not to Jupiter, Saturn Mars or Minerva, but to Vicus himself. The villa and palace were lavishly decorated as they hosted the endless parties, banquets and orgies that satisfied Vicus hedonistic appetite.

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The seventh legion acted not as representatives of the Roman Empire, but as a devastating extension of Vicus will, forced as they were to commit all types of abuse on the local population and especially with the merchant caravans crossing the territory. Tax collection gave way to the payment of tolls, protection fees and finally pillaging and sacking travelers through the Al-Khali region. The most fortunate were executed on the road. Those were not ended up in the sumptuous coliseum as slaves, concubines and finally as part of the banquet (cannibalism was, of course, one of Vicus’ favourite indulgences.) It was said to live under the rule of Vicus was to be a curse from the Gods themselves. But Vicus instead came to see himself as a living God at Al-Khali, with those who lived, trespassed, or traveled through his lands to live, serve and die at his whim.

Characters

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Name: Simon Cole
Rank: Corporal
Height: 173cm
Weight: 58kg
Age: 21
Eyes: Green
Hair: Hazel
Blood Group: AB
Team Position: Support
Specialty: Reality Hacker

Corporal Simon Cole's Dossier

History

Corporal Simon Cole was raised in Silicon Valley to parents who both worked as computer programmers. At the age of four, Cole was diagnosed with mild autism. Her parents refused to consider their daughter as handicapped and chose to home school her. She developed a prodigious intellect, displaying an astonishing aptitude for mathematics, logic and physics. By fourteen she was accepted to MIT. By nineteen she had published a book on chaos mathematics. She was hired as an NSA code breaker before she could legally drink. She has memorized pi up to 5,300 digits.

Recruitment

Paranormal phenomenon such as “missing time”, mass hallucinations, and the spontaneous teleportation of personnel and equipment caused havoc with NSA operations in the months following Cole’s recruitment. Her CO passed on data and the DOW was called in to make covert assessment. After identifying Cole as the source she was enlisted immediately into active duty. Her talent has since been further enhanced. Using principals from Cabalistic mathematics and chaos theory, Cole serves as the Jericho team’s “reality hacker” to alter space and time to their benefit.

Occult Resources

Cole’s gifts are purely intellect based: she has no psychic powers other than an incredible level of intelligence that allows her to work extremely complex mathematic problems in her head. Augmented with a wearable computer, gesture-based UI, and HUD interface, she runs custom-made Cabalistic and chaos mathematic sequences that have a profound effect on the physical world. She is able to both slow down time briefly and deploy ‘firestorm’ which intensifies the team’s firepower for a short period.

Combat Resources

Cole’s harness is taken up largely by the custom-built computer that she uses to run her Cabalistic programs. The computer casing and harness, built to her spec by DOW R&D, has been tested to withstand a drop from over 13 feet and can easily withstand concussive forces equal to a grenade only 7 feet away. Nonetheless, Cole equips herself with low-report weaponry that is unlikely to jar or interfere with her computer systems. She carries a light-weight X-86 submachine gun modified with a scan feature built into the two-range scope allowing her to identify enemies hidden in the immediate vicinity and identify any vulnerable points.

Primary Weapon:
9mm X-86 submachine gun

Secondary Weapon:
Concussion grenades with 4 different adjustments: impact, time, proximity or remotely triggered.

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Name: Abigail Black
Rank: Lieutenant
Height: 183cm
Weight: 68kg
Age: 27
Eyes: Blue
Hair: Dark
Blood Group: A-
Team Position: Sniper
Specialty: Telekinetic

Lieutenant Abigail Black's Dossier

History

Abigail Black was raised in Fairbanks, Alaska, the only child of an avid hunter that desperately wanted a son but got a tomboy instead. Her mother died from complications of Abigail Black's caesarean birth. The pressures of poverty, simple parenthood and worsening alcoholism led Black's father to physically abuse her for most of her life. He noticed that strange phenomena (e.g. windows spontaneously breaking, flying objects) followed their worst fights, which convinced the deeply superstitious man that his daughter was possessed. During a particularly violent encounter, he attempted to "exorcise" her with a hot iron, which left her with a hot iron, which left her permanently scarred and him with a paralytic stroke. Black escaped her harrowing upbringing by joking the Army at the earliest possible age. Her skills with a rifle earned her an instructing position at Fort Benning's renowned sniper school. Black excelled in the Army, breaking records for her marksmanship whilst she thrived on the discipline and order within the ranks.

Recruitment

Put simply, Abigail Black’s marksmanship was unprecedented. Her perfect record brought her to the attention of the DOW who brought her in to undergo testing at DOW facilities, where it was confirmed that her extraordinary skills with the sniper were enhanced by telekinetic powers. She was immediately transferred to a Jericho squad.

Occult Resources

Sgt. Black can telekinetically move an object ranging in size from a stationary tank to a moving bullet so long as she has line of sight to her target. As a result, she can steer her shots mid-flight, even striking multiple targets with a single projectile. This makes her an extraordinarily powerful asset. However, the greater the force she exerts, the weaker she becomes. The ability physically drains her health causing bleeding from the ears, nose and mouth in extreme cases.

Combat Resources

Black is the top rated sniper in the US army, thanks in great part to her telekinetic ability to steer multiple rounds in flight. She carries a highly modified and personally customized sniper weapon. To enhance her control it plugs directly into her nervous system via an NDI (Neurological Data Interface). Black’s rifle has been further modified to include an under barrel grenade launcher.

Primary Weapon:
7.62mm Custom FLASH THOUGHT
Semi- Auto- Sniper- System

Secondary Weapon:
Custom 40mm under barrel grenade launcher

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Name: Wilhelmina "Billie" Church
Rank: Sergeant
Height: 165 cm
Weight: 47kg
Age: 22
Eyes: Brown/Green
Hair: Dark
Blood Group: Unknown
Team Position: Support
Specialty: Blood Scribe

Sergeant Wilhelmina "Billie" Church's Dossier

History

Wilhelmina "Billie" Church was born into a snake handling Christian sect in rural Tennessee. Her family's congregation believed Billie was gifted with divine powers of healing and protection as evidenced by the "miracles" the child worked by drawing her own blood and writing "Angelic Script" with it. As word spread of the child's perceived powers and the fervent devotion of her followers, the Tennessee State authorities launched an investigation which resulted in "Billie" being taken into custody. Her experience whilst under the care of the State was exceptionally traumatic and included several suicide attempts. Her unusual past has come at great cost; she remains paranoid that her cult will come looking for her and has a continuing history of symptoms associated with schizophrenia and disassociated personality disorder. Her past haunts her to this day.

Recruitment

Church’s unusual circumstances led to low-level surveillance by the DOW. However, monitoring was stepped up after one incident during her custody in particular; she was discovered to have carved the words “Luke 10:19” into the middle of her back, even though she was locked in a solitary observation room, had no sharp implements, and doctors deemed the feat physically impossible. Billie claimed, and maintains to this day, that “angels” did it for her. Father Paul Rawlings noted her extraordinary circumstances and engineered her release into DOW assessment facility. After years of intense deprogramming, therapy, and training in various blood-based magic systems she was appointed to Sergeant. Since her deprogramming, she has gone from withdrawn and modest to something of an explosive extrovert.

Occult Resources

Sergeant Wilhelmina Church is able to cast powerful wards, enchantments and banishments through the ritual of drawing her own blood and writing potent sigils with it. This comes with an obvious physical price, both physical and spiritual. The pain and ritual of the act focuses her will and taps into something inside her that even the DOW is unable to pinpoint.

Combat Resources

Sergeant Wilhelmina Church carries the minimum required level of protection as demanded by the army, a submachine pistol, which is her primary firearm. Her reluctance to use firearms resulted in extensive study of the nodachi, a large-two-handed Japanese sword. Church’s nodachi has been custom crafted and she wields it with devastating effect.

Primary Weapon:
4.6mm KENJUU
Personal Defense Weapon

Secondary Weapon:
Custom made nodachi
 
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Name: Xavier Jones
Rank: Captain
Height: 186 cm
Weight: 90 kg
Age: 30
Eyes: White
Hair: White
Blood Group: O-
Team Position: Reconnaissance
Specialty: Seer

Captain Xavier Jones' Dossier

History

Captain Xavier Jones, born to anthropologist parents, has lived in over eighteen countries during a unique childhood. From Inuit villages along the Bering Straight to Bedouin camps in the Sahara, Jones has been exposed to a myriad of cultures, religions and languages. An only child, the indigenous people that hosted his family became his surrogate siblings and extended family. It was an aboriginal "clever man" that first spotted and nurtured Jone's gift of second-sight and astral projection. As a hobby, Jones began collecting and studying divination systems from every culture he visited (many of which he still carries with him on every mission). After his unorthodox upbringing, he joined the United States Naval Academy at Annapolis. Upon graduation, he joined the intelligence community as an analyst.

Recruitment

Jones’s ability to make dead-on predictions of Russian submarine positions using little more than a map and pendulum earned him the nickname “X-Mark” (as in “X Marks the Spot”) among his colleagues. Legend of his accuracy spread throughout the industry and DOW officials began to covertly monitor his work. The results were staggering, and clearly aided by paranormal abilities. Contact was made by Captain Devin Ross and Jones was brought in. He is now the second most senior officer in the Jericho team and is Ross’s right-hand man. Jones is a walking encyclopaedia of arcane knowledge, and carries multiple journals, maps and texts in his BDU, along with the tools of his trade as a seer, including several fortune-telling and scrying devices.

Occult Resources

Jones is a seer, which allows him brief, albeit often cryptic, glimpses of past or future events. Using his second sight, he can spot paranormal elements that others cannot. He can also project his consciousness into a separate host body.

Combat Resources

Given Jones’ background in desk-intelligence, understandably he is the least experienced of the Jericho squad in combat. However, in addition to basic training received at Annapolis he has undergone fast-track training during his year on the Jericho Squad, and is equipped with both short and medium range weaponry.

Primary Weapon:
5.56mm PATRIOTEER Assault Rifle

Secondary Weapon:
12 gauge Light Support Shotgun

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Name: Frank Delgado
Rank: Sergeant
Height: 210 cm
Weight: 130 kg
Age: 31
Eyes: Green
Hair: Dark
Blood Group: O+
Team Position: Heavy Weapons
Specialty: Pyromancer

Sergeant Frank Delgado's Dossier

History

Frank Delgado is of mixed Mesitzo and Chickasaw descent and spent much of a troubled youth in and out of foster homes until distant relatives on an Oklahoman reservation took him in. Finding a much needed cultural identity, Delgado poured his body and soul into Chickasaw spiritualism and the pursuit of Shamanic wisdom. This included intensive study of chemistry, pharmacology and botany as he came to consider himself a modern day alchemist. Through his studies he learned to summon a fire-based entity, which Delgado presumes to be the Chickasaw spirit Ababinli, but he was unable to control it. Delgado traveled the world and made contact with similar spirits in Borneo, Mongolia and Lithuania in order to harness the spirit's enormous power and request it's bidding.

Recruitment

Frank Delgado has always had a deep-rooted anti-authority streak. In order to fund his increasingly expensive research he used his knowledge of psychoactive drugs and chemistry in violation of international narcotics laws. This brought him to the attention of the DEA and the Chinese government. He was less than twenty-four hours from execution in Beijing when the Department of Occult Warfare, who had been tracking his development for some years, were forced to intervene. His liberation was arranged on the condition that he would be recruited into the Jericho Squad and trained in Occult Warfare. He has proved a powerful, if troublesome, asset.

Occult Resources

Frank Delgado is a Pyromancer, roughly translated as “one who speaks with fire”. In Delgado’s case, the fire he speaks with is an entity of living flame that he says is Ababinili, a Chickasaw flame spirit. After contacting the spirit, Delgado offered it his right arm as a sacrifice to win its cooperation. The creature of living flame now lives as a parasite on Frank’s arm during missions, encased and contained in a large metal sleeve. In combat, Frank opens the containment sleeve and releases Ababinili. Ababinili responds (usually) to Delgado’s commands, and so becomes a formidable tool and weapon. When the spirit is loose, Delgado endures intense pain until its return, when the parasitic spirit soothes its host.

Combat Resources

Sgt. Frank Delgado is Jericho squad’s heavy weapons expert and an intimidating opponent for any enemy. Since Delgado’s right arm is encased in a large metal sleeve to contain Ababinili he has had custom designed weapons that can be operated and reloaded with just one arm thanks to specially installed mechanisms on his body armour.

Primary Weapon:
7.62mm HELL’S KEEPER 3-barreled Gatling gun

Secondary Weapon:.50 Calibre PAIN
Automatic custom pistol

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Name: Paul Rawlings
Rank: (Civilian) Priest
Height: 195 cm
Weight: 88 kg
Age: 67
Eyes: Blue
Hair: Grey
Blood Group: O+
Team Position: Medic / Chaplain
Specialty: Exorcist

Father Paul Rawling's Dossier

History

Father Paul Rawlings is the most experienced member of the Jericho squad. He enlisted into the US Army as a chaplain's aide in 1970 and served three tours of duty by the end of the conflict in Vietnam. After US withdrawal, he discharged himself from the service after his experience /caused him to question his religious and political beliefs. Rawlings spent the next twenty years traveling the world searching for meaning and direction, visiting the far corners of the earth on missionary and relief efforts. However his contact with indigenous tribes did more to transform him than his intended converts. He found himself adopting various belief systems into his own, because, as he's fond of saying "There's no such thing as too many Gods when it comes to watching your ass". As such, Rawlings became something of a universal cleric, the ultimate chaplain.

Recruitment

After adopting a fusion of religious belief systems and honing the extraordinary powers that he came into contact with, Rawlings made peace with himself and sought to resume active duty with the Chaplain’s corps. This request was dismissed after taking into consideration his age and length of absence from service. However his application came to the attention of DOW officials who identified his unparalleled experience of dealing with occult forces and the paranormal across the world. He is a walking encyclopedia when it comes to dealing with malevolent spirits and otherwise hostile paranormal entities.
Since joining the DOW, Father Paul Rawling’s has been active in identifying, recruiting and nurturing further talent in addition to his field duties. It was Rawlings who engineered the release of Sgt. ‘Billie’ Church from Texas State custody into the squad, and he has trained numerous agents across the full spectrum of the DOW’s operations.

Occult Resources

Rawlings is an exorcist, a role learnt through intense academic study of magic systems from around the world (especially in the areas of consecration and exorcism) and pure faith. His primary function is that of healer. He can call upon Ghost Heal, a sphere of benevolent power capable of reviving fallen comrades over great distances, which expends some of Rawling’s own health. Vlad’s curse – another power he learned to harness during his travels, allows him to target specific adversaries, which means their conventional weapons won’t damage Jericho squad members, but instead will regenerate their health.

Combat Resources

Rawlings may be a man of cloth (or many cloths, as he would argue) but he is also an experienced soldier who has served tours in Vietnam and Iraq. He arms himself with a pair of twin customized automatic pistols, which he calls Faith and Destiny, augmented by his own personal luck charms and talismans.

Weapons
Two .357 Calibre auto pistol with modular ammo: piercing, concussion, explosive.

Interviews

IGN.com's Clive Barker Interview October 15th 2007

Where did the concept for Jericho come to you and how did you go about realizing that a game was the most appropriate format for the narrative?

Well, the Rub' al Khali - this isn't my first visit to the "Empty Quarter." I did a novel called Weaveworld, the final portions of which are set in the Rub' al Khali because it's the place where, in the book, Eden was supposed to have stood; and the angel Uriel, who guarded the garden with a flaming sword, is a major character in that novel… I wanted to visit the Empty Quarter again….And so Codemasters and Mercury Steam made these images - these gorgeous images. And terrifying. But at the same time, there's also scale, which I really, really liked. And once we put the score on the material, the game instantly gained a grandeur and a seriousness. We had just taken it to another level. I had asked that they make this game both more holy and more sacrilegious, and I think that they did that. And all of that comes from the pieces of the puzzle that we've been putting together for these two years. Even the words - Rub' al Khali, the Empty Quarter. I mean, shit. You'd have to imaginatively dead not to feel the resonance. I'm not going to instance other games, but it's not like it's called something concrete like "The Black Poison Place." It's open; it's exciting


You say those words - Rub' al Khali - to five different artists and you'd get five different visions of what that world would look like.

Exactly, exactly…And one of the things about the games - which myself and Mr. Ebert disagree about - is that games are open-ended. They're not a closed system. I think that good art is never a closed system; it's always open to interpretation. I realized - and I haven't thought a lot about Roger Ebert - but I have since realized that the real flaw in his argument is that many of the things that I believe are the defining attributes of art are actually the things which he believes, when they are removed from the process, make it impossible for a thing to be art. And one of the things that I think clearly falls into that category is the availability of almost infinite interpretation. That each time you take the adventure, it be different.

Do you envision Jericho as a long-running series?

I pitched to Codemasters the opening of the second Jericho title, which was very fun for me. It was great because you walk into a roomful of business people and you pitch the most hideous, horrible, fucked-up things. And to me, that's very exciting. I still have that sense of wonder, I suppose. I don't know how it survived my Hollywood experience, but it has. I'm kind of emerging from that experience with less and less interest. I actually have more interest in games and painting and writing. Because there's a real chance to scare - a real chance to create a complex mythology. I said to the guys, I'm not just going to be brining you horror stuff; I'm going to be brining you fantastical stuff of every kind and they were very open to that, which was very exciting to me.

When I talk to Guillermo Del Toro, for example. There are three or four of my pals who I really value as geniuses. Del Toro is one of them. He does things because he can; he could give a fuck. Whatever the marketing guys have to do to get Pan's Labyrinth out, fine, but it uniquely comes from Guillermo's imagination. There's nobody else on the planet who could have produced that movie. Same with a Neil Gaiman comic, or an Alan Moore comic. There are imaginations out there who just do their thing. At a certain point, an artist reaches a place where an artists says, like Kubrick, "Who cares if it's going to be a movie about dancing spaceships or Jack Nicholson going mad in a haunted hotel." Either way, it's an expression. I'd like to get to a point where people can say, "This is a Clive Barker game." And I can only do that by building a long-term relationship with one company and one set of people who understand me for who I am, not who they want to turn me into.

The two games you've created thus far - Undying and Jericho - have been first-person action titles. Can you see yourself creating larger RPG-style games?

Absolutely. I would love to get into those very long-term epics, and I have two stories currently waiting in the wings. Hell, they're not even stories. They're mythologies. Stories are things which happen within mythologies. Enormous narratives. Inter-dimensional narratives. And I believe that those will be best served within games of a different genre.

FiringSquad.com's Interview with Jericho director Brian Gomez

Introduction

Many gamers remember the classic first person action horror game Clive Barker's Undying. Now the horror writer is getting involved in games once again with a different first person horror game, Clive Barker's Jericho. The game concept itself is being created Barker and Alchemic Productions and is being developed by Mercury Steam and will be published by Codemasters later this year. FiringSquad got a chance to chat with Alchemic Production’s managing director Brian Gomez to find out more about Clive Barker's Jericho.

FiringSquad: First, did Clive Barker come to Codemasters with a game idea or was it the other way around?

Brian Gomez: The concept for Clive Barker’s Jericho was based on an original concept from none other than Clive Barker himself. When Clive and I first discussed this idea, we knew that we wanted to work together on it, but we didn’t want to just sell the idea outright. We wanted to spend time and develop it ourselves, flesh out the story and characters, create the world and mythology, before attaching a publisher or developer. So instead, we formed a partnership between Clive’s production company and mine, put together a small creative team of artists and designers, and we set to work creating the world of Clive Barker’s Jericho. Once we were happy with the concept, the overall package, that’s when we started talking to Codemasters and the guys at Mercury Steam to help us realize this vision, and in many ways, made it stronger.

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FiringSquad: Clive Barker helped to create the acclaimed Clive Barker's Undying several years ago. Since that time do you think he has learned more about how games are designed and if so how much influence will he have in the making of this new game?

Brian Gomez: Clive’s area of expertise is as a writer, an artist, and a filmmaker. He appreciates games as a unique medium for telling stories, but he’s always preferred to let the designers at Mercury Steam and Codemasters make the hard design decisions. He’s not the type of guy to get bogged down in the minutiae of interface design or control schemes – he’s more about creating a mood, pacing the story, crafting a mythology. Typically, Clive came up with ideas for characters, special powers, villains, action sequences, etc., and then left it to the development team to implement those ideas into playable content. As for his influence, it has been stronger on this game project, from day one, than on any of his previous forays into gaming.

FiringSquad: Why was Mercury Steam picked as the developer of the game?

Brian Gomez: Simply because Mercury Steam was a lucky find on our part! Joe Falke (of Codemasters) had known about this Spanish development team for a while and really wanted to work with them on a horror project. They are fantastic artists, they’ve got a solid engine, and their interest in the horror genre was as strong as ours, so really, it was just a serendipitous match.

FiringSquad: What can you tell us about the storyline and main playable characters in Jericho?

Brian Gomez: You assume the role of Capt. Devon Ross, a former Army ranger that has been recruited to lead The Jericho Squad – a secret combat unit of the U.S. Army Chaplains Corps. An adept psychic, it’s his job to lead the other six Jericho squad mates on missions protecting the U.S. against paranormal and other occult threats. His other team members are Delgado – a fire-demon-wielding alchemist and pyromancer; Billie Church – a “blood mage” that uses her own blood to cast spells and wards; Jones – a seer that uses astral projection for reconnaissance; Abigail Black – a telekinetic sniper that can steer bullets in mid-flight; Cole – the team “reality hacker” that can alter time and teleport supplies and personnel; and Father Rawlings – the dual pistol wielding team exorcist.

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As for the storyline, we’re not giving away too much at this time. What we can tell you is that it deals with the reappearance of an ancient city that has, over the past several thousand years, been occupied by everyone from the Sumerians to the Romans to the Third Reich… and some of them still call the place home. It’s up to the player to discover why this cursed time capsule keeps coming back, and what kind of sacrifice will it take to get rid of it once and for all?
 
FiringSquad: How will the player control the Jericho team? Will it be like a tactical shooter with the entire team around or more like a standard first person shooter with only one team member at a time?

Brian Gomez: The squad is pretty much with you from start to finish, although for the purposes of story, there will be times where you’re on your own or accompanying just a small portion of the squad. Although you’ll be playing the game as Capt. Ross throughout the story, you’ll get the chance to play with every one of your squad mates. Early on in the game, Capt. Ross…wait, I’ve said too much already.

FiringSquad: How will each member of the Jericho team differ from each other and how will that affect gameplay?

Brian Gomez: Each Jericho team member has a different primary and secondary weapon, and those span a wide spectrum of military firearms – small automatic pistols, up through assault rifles, sniper rifles, and a huge chain gun. What really sets the team apart from one another and from other games, though, is the incorporation of their occult specialties. Each member of Jericho is a specialist in one of the arcane arts or psychic disciplines and they can use these powers in a variety of ways. On top of that, Ross’ psychic specialty is a power called “threading”, which allows him to act as a sort of “mixing board” for combining his team’s powers. So, for example, he can take the pyromancer’s fire-spirit, mix that with the telekinetic’s shockwave, and now you have the psychic equivalent of napalm!

FiringSquad: The game takes place in a lost city that has returned. How would you describe the city and its various locations?

Brian Gomez: Al Khali is like a set of Russian nesting dolls – one layer of time trapped inside another, inside another, inside another… When the team begins their mission, they’ll start in a modern-day archaeological dig site. But as they move closer and closer to the source of evil that has cursed the city, they’ll pass through different layers of time and come face to face with previous armies and civilizations that have attempted to seize the secrets of Al Khali for their own purposes. Sharp-eyed players should be able to recognize familiar features of the city as it changes from age to age. For example, you might pass the crumbling ruins of a medieval fortress in modern day Al Khali, but when you travel back to the Crusader era, those same ruins are now restored to their former glory – and now they’re occupied...

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FiringSquad: What sort of enemies and missions will the team have to deal with in the game?

Brian Gomez: Most of the enemies that the player encounters wandering the streets of Al Khali are the fallen soldiers of armies past that have tried to conquer the city for their own purposes – and failed. Insane, possessed, and with plenty of time to kill, they’ve kept themselves busy reinventing their own bodies -- replacing limbs with weapons, turning their own blood into venom, building wings out of flayed flesh and bone… (Hey, everyone needs a hobby, right?)

Besides the unfortunate souls that are trapped in Al Khali, there’s also a cult of religious zealots known as The Dark Rapture that would like nothing more than to sacrifice themselves to serve the minions of Al Khali. I don’t think we’re giving anything away by saying that the cult leader, Arnold Leach, had something to do with the city’s most recent reappearance, and the player will be racing Leach and his minions to unlock the city’s secrets.

FiringSquad: What other unique elements will Clive Barker's Jericho have?

Brian Gomez: One of the really cool features that Joe Falke at Codemasters came up with was the spontaneous interactive cut-scenes. Taking some inspiration from God of War, we’ve got sequences in the game that require the player to hit buttons in time to trigger pre-scripted cinematic sequences, especially against some of our larger boss characters. But besides these pre-scripted sequences, we’ve also got spontaneous sequences that can happen at any time. For example, we’ve got some flying enemies that, if the player doesn’t fight them off fast enough, might swoop down and snatch you up into the sky, triggering a hand-to-hand fighting sequence high above the battlefield. Since it’s not pre-scripted, you never know when or where it’s going to happen… it really keeps you on your toes!

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FiringSquad: Will there be any multiplayer features in the game?

Brian Gomez: Going into the game, we knew we were going to focus on making a great single-player game, strong on story, with really memorable action and horror sequences. To that end, I think we’ve achieved what we set out to do. In short, Clive Barker’s Jericho is a single player action/horror game.

FiringSquad: What can you tell us about the graphical features in the game?

Brian Gomez: Mercury Steam has developed their own original in-house engine, and it looks amazing! Every time I play a build, I notice new things… heat waves rippling off the barrel of Delgado’s chain gun, shafts of light streaming through the ceiling of a dusty crypt, wet blood dripping down the wall from the undead gladiator I just beheaded… For all the darkness that surrounds the game’s story, Clive Barker’s Jericho is a very pretty game.

FiringSquad: Finally is there anything else you wish to say about Clive Barker's Jericho?

Brian Gomez: Clive Barker’s Jericho is a great example of what can happen when creative people are given the freedom to work together, to cut through the business and legal BS and just have fun using their imaginations. Codemasters deserves a lot of credit for allowing Clive and his creative team this much participation, not just during pre-production, but throughout the development process, and I think we’re going to have a truly memorable game to show for it. Will this be the Jericho Squad’s last mission? I wouldn’t bet on it…

GameTrailer's Interview HD
Game Video's Interview with Clive Barker

Demo

About the demo:

Thrusting into the middle of this unique horror/FPS, the Clive Barker’s Jericho demo starts gamers off in the Crusades time slice of Al-Khali’s past. A vicious attack has cut the squad in half, leaving players in control of Sgt. Frank Delgado, Lt. Abigail Black and Sgt. Billie Church, and with the other half of the squad presumed lost. As the spirit of Cpt. Devin Ross, the fallen squad leader who’s remaining entity is able to possess and jump between surviving members of the team, players will take advantage of Delgado, Black and Church’s special weapons and paranormal talents.

Click Here to Download the PC Demo!


Previews

Gamespot's updated hands on with Jericho

Gamespot.com said:
The visuals in Clive Barker's Jericho are looking better every time we see it, though you'd be forgiven for immediately filing it under the Unreal 3 engine moniker. In actual fact the title runs on the Mercury Engine, a custom engine written by developer Mercury Steam. Character models are highly detailed, and from what we've seen with our flashlight, the environmental textures lovingly sculptured. Each player's weapons and special abilities has a distinct look and animation, and with the exception of healing--which each player is able to do--all the players have a distinct feeling even from a first-person perspective. You'd be forgiven for thinking this was using the Unreal 3 engine it looks so good.

We didn't replace, drop, or upgrade our weapons at all, but ammunition seemed to flow bountifully, with Cpl. Cole conjuring more whenever we looked like we were running low. As a result, we threw caution to the wind and put as many rounds into enemies as quickly as possible to get them down. If you'd like to play conservatively, enemies do have weak spots where you can pick them off quite quickly with a few well-placed rounds.

Without spoiling the storyline, you will encounter other AI controlled players within the environment, but in our hands-on with the game, we were unable to control anyone outside of our team with the exception of Jones' astral projection ability.

Horror movie fans will be champing at the bit to get their hands on Barker's latest nightmare creation, and with a scheduled release date of early November this year, it won't be long before they can plunge into this new world of darkness.

IGN.com's Hands on Interview
1up.com's Featured Preview

Reviews

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Videos

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Clive Barker

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Clive Barker (born October 5, 1952) is an English author, film director and visual artist.

Barker was born in Liverpool, England. He studied English and philosophy at Liverpool University. He currently lives in Los Angeles, California with his partner, photographer David Armstrong, and Armstrong's daughter Nicole from a previous relationship.

Barker is one of the leading authors of contemporary horror/fantasy, writing in the horror genre early in his career, mostly in the form of short stories (collected in Books of Blood 1- 6), and the Faustian novel The Damnation Game (1986). Later he moved towards modern-day fantasy and urban fantasy with horror elements in Weaveworld (1987), The Great and Secret Show (1989), the world-spanning Imajica (1991) and Sacrament (1996), bringing in the deeper, richer concepts of reality, the nature of the mind and dreams, and the power of words and memories.

Barker's distinctive style is characterized by the notion of hidden fantastical worlds coexisting with our own (an idea he shares with contemporary Neil Gaiman), the role of sexuality in the supernatural and the construction of coherent, complex and detailed universes. Barker has referred to this style as "dark fantasy" or the "fantastique". His stories give equal time to the heavenly and awe-inspiring as to the hellish and horrific.

When the Books of Blood were first published in the United States in paperback, Stephen King said of Barker: "I have seen the future of horror and its name is Clive Barker."

A critical analysis of Barker's work appears in S. T. Joshi's The Modern Weird Tale (2001).

The Real Jericho

Jericho Hebrew יְרִיחוֹ (Arabic أريحا Canaanite Yareah, Greek εριχώ) is a town in the West Bank, located within the Jericho Governorate, near the Jordan River. Its name may be derived from the word meaning "moon" in Hebrew, as the city was an early center of worship for lunar deities.

Believed to be the second oldest continuously-inhabited city in the world, archaeologists have unearthed the remains of over 20 successive settlements there, dating back to 9000 BC.

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Jericho has a population of approximately 25,000 Palestinians. The current mayor is Hassan Saleh, a former lawyer.

The earliest village sites discovered by archaeologists at Jericho are 2,000 years older than other finds in the region, with the exception of similarly dated outposts in what is contemporary Syria.[citation needed] Three separate settlements have existed at or near the current location for more than 11,000 years. The position is on an east-west route north of the Dead Sea.

The first archaeological excavations of the site were made by Charles Warren in 1868. Ernst Sellin and Carl Watzinger excavated Tell es-Sultan and Tulul Abu el-'Alayiq between 1907-1909 and in 1911. John Garstang excavated between 1930 and 1936. Extensive investigations using more modern techniques were made by Kathleen Kenyon between 1952 and 1958. Lorenzo Nigro and Nicolo Marchetti conducted a limited excavation in 1997. Later that same year, Dr. Bryant Wood also made a visit to the site to verify the findings of the earlier 1997 team.

Walls of Jericho

The Biblical account of the destruction of Jericho is found in the Book of Joshua. The Bible describes the destruction as having proceeded from the actions of Joshua, Moses' successor. The Exodus is usually dated to the 13th century BC (based on Ussherian calculation) − according to interpretation of archaeological evidence from the Merneptah Stele. That was followed by new settlements in the next century. At that time the Pharaoh of Egypt would have been Ramses II.

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Alternatively, the exodus is dated to the 15th century BC according to a prevailing Christian reckoning of biblical chronology, which is synchronized with several ancient calendars with astronomical observation. At that time the Pharaoh would have been Thutmose III (1490-1430). Neither biblical chronology matches the popular interpretation of the archaeological evidence at Jericho.

Strange Experiments Viral Add

Codemasters released a number of Viral Adds online promoting Jericho and it's paranormal elements...

The Strange Experiments I
The Strange Experiments II
The Strange Experiments III
The Strange Experiments IV

Here is a list of fearful things:
The jaws of sharks, a vulture's wings,
The rabid bite of the dog's of war,
The voice of one who went before.
But most of all the mirror's gaze,
which counts us out our numbered days.


jerichofire.jpg
 

bud

Member
how long did it take you to type this?

edit: nm, i thought this was one of your ''post mortems''
 

Sirolf

Member
XHitoshuraX said:
Crap, mods can you add "Thread" after Jericho in the title! Thanks!

>.<

Great job XHitoshuraX!!!
I'm on the verge to buy it next week...I absolutely love Barker's work.
 

spyshagg

Should not be allowed to breed
i would like the ps3 demo better with an extra layer of frames per second on top. With the flashlight on, its about 15fps - no joke.
Because of that i only enjoyed the game until my head started to bleed.
 

Kosma

Banned
spyshagg said:
i would like the ps3 demo better with an extra layer of frames per second on top. With the flashlight on, its about 15fps - no joke.
Because of that i only enjoyed the game until my head started to bleed.

Yeah the framerate is too low for me too on my PS3. Could anyone tell me if the 360 version runs smoother?
 

Tieno

Member
The OP of an official thread doesn't have to be gigantic to be good though, just present info about the game in a easy to access and digest way.
 

DustinC

Member
I'm looking forward to this. The monster designs look really good, and while the demo didn't convince me to toss down $60 on it, I moved it to the top of the Gamefly list at least.

Should I track down Undying and play it?
 
Eh, the review code I have for the PS3 isn't nearly as choppy as the demo. There are dips here and there but considering the infrequency of such instances, it isn't a deal breaker.

Tieno said:
The OP of an official thread doesn't have to be gigantic to be good though, just present info about the game in a easy to access and digest way.

Problem with the Thread, friend?

And yes if you can, track down Undying...it's fantastic if a bit unpolished.
 

bluheim

Banned
XHitoshuraX said:
Eh, the review code I have for the PS3 isn't nearly as choppy as the demo. There are dips here and there but considering the infrequency of such instances, it isn't a deal breaker.

What about AA ? And is the game as linear as the demo is ? I wanted to jump into that water below and explore the levels on my own but couldn't on the demo. Pretty frustrating.
 
bluheim said:
What about AA ? And is the game as linear as the demo is ? I wanted to jump into that water below and explore the levels on my own but couldn't on the demo. Pretty frustrating.

AA is good on the PS3 but of course is better on the Xbox 360 (which at this point is fucking ridiculous). And the game is very much a "story" FPS, it's linear lol It's telling you a story.
 

Kevtones

Member
Wow, great job on the thread.


I played the demo on my artifacting PS3 and was floored nonetheless. I'm a huge fan of Barker and this game was a clusterfuck of his imagery and it plays pretty damn well.

Very excited!
 

bluheim

Banned
XHitoshuraX said:
AA is good on the PS3 but of course is better on the Xbox 360 (which at this point is fucking ridiculous). And the game is very much a "story" FPS, it's linear lol It's telling you a story.

Thanks for the input.
 
The movement is better as well. In the demo you seemed to glide everywhere, this has been fixed. The overall graphics are still somewhat "next gen shiny like" but still great. I really don't know how they got away with some of the stuff they put in this game lol
 

John Harker

Definitely doesn't make things up as he goes along.
All I know is, I played this game at E3, met some of the designers, and thought it was awesome.

Too bad I have a billion games already, I likely have to skip it, maybe they'll send me a copy :(
 
gamerecks said:
Have they slowed down the QTE stuff? The button presses required rediculous speed in the demo.
they did? you just had to see what side of the screen they appeared on. wasn't that hard, and half the fun of QTEs is seeing nasty things happen when you fail them imho.
 
Well the monsters are more than just gothic. If you look at some of the Crusader screens, those ghosts with the Templar cross on their tunics are actually children..."Innocents". the QTE are slowed down a touch but, they are still pretty fast.

What's interesting about the QTE is that they aren't just random buttons. the Triangle and X button are your legs (usually) and Square and Circle are (usually) your arms. So in the demo when "Billie" is creeping down the well, you can physically see her inching herself down.
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
i thought the 360 demo was received mostly negatively? maybe i'll go download it...
 
Foreign Jackass said:
What the hell is scary about gothic monsters? I don't get it.
fear is personal. if you aren't scared of clowns, or spiders, or whatever, you'll never understand why someone is. some of us are scared by Clive's sense of the macabre. i know i am.

op_ivy said:
i thought the 360 demo was received mostly negatively? maybe i'll go download it...
make sure you turn fun mode on.
play as church.
 
“Here is a list of fearful things:
The jaws of sharks, a vulture's wings,
The rabid bite of the dog's of war,
The voice of one who went before.
But most of all the mirror's gaze,
which counts us out our numbered days.”
 
SolidSnakex said:
This is the only correct answer. Sucks that it seems like you'll have to use the other characters at certain points.

The other characters are fun, really, give them a shot. They arent just the same generic squad member; they each have two specific abilities and two specific weapons. The sense of variety is maddening. And there are plenty of times when the you'll need to use a combination of powers to achieve a goal.


plagiarize said:
fear is personal. if you aren't scared of clowns, or spiders, or whatever, you'll never understand why someone is. some of us are scared by Clive's sense of the macabre. i know i am.

Exactly, and what Clive really wanted to introduce in this game is complete sacrilegious visuals...and he pulled it off in spades.
 

RavenFox

Banned
XHitoshuraX said:
Eh, the review code I have for the PS3 isn't nearly as choppy as the demo. There are dips here and there but considering the infrequency of such instances, it isn't a deal breaker.



Problem with the Thread, friend?

And yes if you can, track down Undying...it's fantastic if a bit unpolished.

Woo damn Undying scared the black out of my hair back in the day. Yeah it has it ups and downs but a good run it was.
Also my compliments on the thread.
 
SolidSnakex said:
I didn't like the other 2 featured in the demo. But there is a big group so maybe some of hte others won't be so bad.
i think my issue with the other two characters were how specialised they were... both were only really good in certain circumstances, whereas church seemed much more multipurpose.
 

Unison

Member
op_ivy said:
i thought the 360 demo was received mostly negatively? maybe i'll go download it...

I thought it was pretty solid. It's a Gears of War ripoff, for sure, but it's pretty playable.
 

JB1981

Member
Demo had some interesting ideas but it was severely hampered by a poor framerate and indistinct art.

360 version ran a little bit better than the PS3 but even that version was unacceptably poor in the framerate dept.
 
plagiarize said:
i think my issue with the other two characters were how specialised they were... both were only really good in certain circumstances, whereas church seemed much more multipurpose.

That's pretty much how I felt. It's kind of like with Killzone, I stuck with Templar through the entire game as he just felt like the character that had the most balance. The other could do some cool things but none of them seemed as well rounded as he did.
 

Mistouze

user-friendly man-cashews
Great thread as always XHitoshuraX, after reading all that I'm actually going to try out the PC Demo. You sure love horror games don't you?
 
In short, Clive Barker’s Jericho is a single player action/horror game

well this is a bit disconcerting :(. Team based FPS action lends itself more to MP than SP....but still looking forward to playing.
 
About the whole horror aspect, most of the demo wasn't scary at all until you get to the part where you have to go alone as Church. If there's more stuff like that then it could be pretty scary but as long as you're with the group it doesn't really seem all that scary.
 

Victrix

*beard*
A second for Undying. I actually played it again fairly recently, and it holds up reasonably well. Still surprisingly scary in many places as well, and with some really cool and funky weaponry and nifty abilities.
 

Mesijs

Member
I received the review version of the game but I must admit I did not play it at all yet. Had A LOT more to do on my PS3 debug. I guess now it's Jericho's turn, although I also have to review the PS Eye games. :lol


Will post my impressions here sometime.
 
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