Thursday, November 25, 2010

Clive Barker’s Jericho


Jericho follows the travails of the deceased Cap’n Devin Ross and his band of black ops psychics, sent to a desert ruin to deal with The Fristborn, an ultimate Evil mistakenly created by that interfering devil, God, before be made man (this is all gospel, honest). You have to fight your way back through the areas of history that makes up his prison, flipping between the team’s members using Devil psychic possession abilities.
Each team member has their own psychic powers and familiar weapons set (each with configurable guns). Delgado has the Chaingun and fire demon, Black has the sniper rifle and telekinetic bullet control and so on, all of which are satisfying solid to use. But when the undead enemies might be singularly well designed, no one could suggest they are scary, and the liner format of this scary game progress through the ruined city of Al Khali, plus the immortality of the squad (having two chaps who can resurrect in the team at a time is very useful), means you are never truly afraid.
Agreed, initially, you might be concerned by the speed at which your team mates get killed, but don’t worry as there’s only two or three times when you will really be challenged to keep them alive. Even the boss battles (impressive though the design is) are never tough as long as you concentrate on resurrecting your team mates.

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