| OUR RATING:
5.3
AVERAGE
|
TANGIBLES:
|
Why you should buy it: You hope against hope that the critics are being too harsh.
Why you should rent it: You want to get the gist, just in case the sequel is a better game |
UNIQUE RATING:
SUGGESTION:
Skip It |
Written by: Adrian Ables | Tags: Clive Barker's Jericho, Xbox 360, Codemasters
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We should start by getting one crucial misnomer cleared up right away. In spite of its association with famed horror author Clive Barker, Jericho is far from scary. It can be a little taut and more than slightly disturbing on occasion, but the game offers far too many crutches for it to meet true horror game criteria. For one thing, it’s hard to get really anxious about things that go bump in the night when you’ve got six heavily-armed, highly trained, ‘tude-filled soldiers standing shoulder-to-shoulder with you virtually every step of the way. Add to this the fact that one of the Jericho members, named Cole, has the power to “download” more ammo any time supplies run short, as well as the fact that you can revive every member of your squad as often as they need it, and there’s just no way for the gloomy, gothic atmosphere to really sink in. A few scenarios in which you plod around solo let the tension mount a smidge, but those sequences are largely uneventful, and you always reunite with your squad well before solitude gets your heart thumping. If you’re looking for the gut-wrenching thrills of a good gaming-induced scare, you need to look elsewhere.
Jericho lives up to the other half of its description well enough, though, providing handfuls of satisfactory first-person shooting for a solid eight to ten hours. Much of its success here stems from the ability to switch between the different Jericho members on the fly. Each of them packs a unique weapon load-out that makes them either more or less effective against different enemies. In addition, each member commands their own unique magical abilities. One such ability is Black’s “Ghost Bullet,” an offensive power that gives you limited control over the trajectory of a speeding bullet, allowing you to blow holes through as many as three enemy heads with a single shot. Pretty rad, right? The character abilities actually help give the game its identity – without them, Jericho would feel utterly derivative.
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Then there’s the problem of the individual character powers being shoehorned where they absolutely don’t belong, taking the game from monotonous and cheap to just plain ignorant. One of the most common “puzzles” in the game involves utilizing the character Abigail Black’s telekinesis to move obstacles out of your party’s path. That’s fine by itself, until you get done and realize the impediment was something lame, like a plank of wood that any character could have nudged over with a finger. Later scenarios force you to select Delgado, move to a heavy iron gate and make him lift it out of the way. Worse still, the game literally walks you through these scenarios every time they pop up: “select this character. Move right here. Push this button.” Lame.
| Published by: | Codemasters |
| Developed by: | Codemasters |
| Genre: | Survival Horror |
| # of Players: | N/A |
| ESRB Rating: | Rating Pending |
| Release Date: | US: October 23rd, 2007 |









