Jericho
Game:
In
this squad-based fps, you play the part of part of Ross, CO of the elite
paranormal swat team, Jericho Squad.
Well, for a little while anyway.
Later in the game you’ll find yourself a disembodied spirit, hopping into the
corporeal forms of your companions as you battle the demonic minions of the
Firstborn, humanity’s soulless precursor.
Comments:
'Jericho'
is of course, Clive Barker's first foray into the world of gaming since the
critically lauded 'Undying'. Let's be honest, this is why the game is considered
lackluster by so many. (Nothing like simultaneously upstaging yourself while
producing something no one played.) I'll certainly admit, 'Jericho' is far from
perfect. I don't intend to champion the game as a slighted future-classic, but
it's gotten a lot more negative press than it deserves.
The worst charge I would
nail on 'Jericho' is the commonly cited confused gameplay. The game uses a
squad-based combat system. Each character has unique talents and abilities,
requiring you to jump from one to the other during battle. Firefights are hectic
and brutal, unfortunately the play focuses more on managing your squad's
revitalization than overcoming adversaries. If the squad system is slightly
awkward at first, it does add complexity rather than the tedium or frustration
it so easily could have. Your teammates are an extremely well balanced lot.
There is no such thing as the best character in the game; everyone earns their
place, but no one is the go-to guy. For example Black, the sniper, is a great
for taking point, but she can be overwhelmed by rather quickly when things get
sticky. Likewise, folks like Cole or Jones who seem rather vanilla at first pack
a punch when used properly. While comp-controlled player AI is much better than
years of suicidal sidekicks have conditioned us to expect, there are still a few
'wtf do you think you're doing' moments. Squadmates don't handle standing orders
well, and tend to rush and be crushed by opponents even after multiple orders to
fall back.
Much worse than minor command issues, the gameplay is hugely linear compared
even to old-school fpses. (Fps'? Fps… i? Man, where's Bob the Angry Flower
when you need him?) While not a rail shooter, the game funnels you towards each
goal. Ammunition and health are replenished by the psychic powers of your
teammates, and therefore there's really no point in level exploration. It's a
shame that we aren't given more opportunity to get lost in a setting this
delightfully eldritch, but if the game tends to discourage player improvisation,
it does so only because the tightness of the narrative all but demands it.
Despite
a somewhat cheesy opening monologue, 'Jericho's story stacks up nicely against
99.9% of the games out there. Well, it's only to be expected, Barker's writing
has never fallen into the abyss of simple cliché. (Hey, you can say a lot of
things about skinless sex devils, but they're not boring.) I won't attempt to
recap such a twisty tale here, but Barker's writing brushes on everything from
modern terrorism anxiety to pseudo-Gnostic apocrypha. The game manages to craft
a complex yet coherent mythological universe with nothing more than a few pages
in a game pamphlet and some in-game cutscenes, and that's a big damn point in
its favor. Characters aren't hugely multi-faceted, but are at the very least
well-drawn and become more developed as the game progresses.
You might at first glance count it a detriment that the gameplay is enclosed in
a singular local, but the game makers find a sweet way to circumvent this. Each
time the Firstborn is sealed away, he yanks a small sliver of reality back to
Hell with him. The slice of time concept is a brilliant stroke. Since you're
knocking about the cradle and crossroad of civilization, you can expect to
encounter everything from terrifying ghosts from the children's crusades to
ancient Sumerian Demons. It's not every game that let's you fight zombified
Nazis, Knights Templer, and Roman Legionaries. (Imagine if Daikatana had been
good! No, wait, I can't do it either.)
The narrative has but one substantial flaw, unfortunately a huge mess of
substance it is. The ending… well that's the thing; there is no ending. After
the ultimate battle, you emerge into the middle of the ocean just in time to see
the credits roll over a real purty' sunset. I've heard some of my fellow nerds
remark that you are playing the ending, and I can accept that as a fig leaf for
what would otherwise seem to be unforgivable shoddiness. Still, rather a
disappointing cap to such an original and engaging tale.
Fortunately
game design is anything but a let down. Fans of Barker's twisted sadomasochistic
milieu won't be disappointed. 'Jericho' is filled with tortured souls, sadistic
villains, and enough self-mutilation to put a cenobite off his cheerios. Even
better, Hell's got itself some production values. The voice actors, can act!
Demons don't sound like an emo kid with a sore throat, and at no point do you
brush against something and see through your own head. Graphics are a bit
monochromatic, but quite atmospheric. While dried blood on sandstone may not be
a visual banquet, but it sure as hell beats trudging through a g*damned office
building! (Sorry, still bitter.) Sure, there are better looking 360/Ps3 games
out there, but 'Jericho' does what it does extraordinarily.
Despite any flaws, I can't come down as hard on 'Jericho' as others have. It's got sick style to burn, but unlike other games its strength isn't limited to simple design. It's always refreshing to see an actual story in a video game, never mind one this historically literate and character driven. (It's not exactly on the level of 'Eternal Darkness', but then again, what is?) Other games may be an ounce more playable, but 'Jericho' gives you a lot more reason to keep going than just shooting monsters.
|
Production Values: 8.5 |
Gameplay: 7.5 |
|
Plot and Dialogue : 9.0 |
Atmosphere: 9.0 |
|
Overall: 8.5 |