![]() ![]() ![]() Expect skinless, twisted legions of the damned hounding you at every moment. The baddies you meet are also as diverse as the areas. That's fancy Clive Barker-speak for "combining abilities." Not much was revealed about this aspect, but we were assured that being able to throw things with your mind and then light said things on fire before they connect with a demon's head will be satisfying. Later on in the game, you'll also be able to "thread" attacks. Switching characters is as easy as two button presses. The system is pretty streamlined and easy to play. If this sounds a little complicated to you, don't worry. You can't actually control their special abilities remotely (although they will automatically do their special attacks based on the situation), so if you want more control, you're going to have to jump in their shoes. Keep in mind that the only commands you can issue teammates are along the lines of the "Hold here, Move forward," and "Form up" variety. Likewise, you want to position the sniper farther away so she can take out enemies from a distance, and keep the guy with the huge "kill everything" chain-gun in the thick of things. Hence, you want to keep these characters alive at all costs and should probably relegate them to the back. think Gears of War's teammate system where one is immobilized until you go and help him out). For example, only two of the Jerichos can actually raise characters who die ("die" is relative here. This is where strategy and forethought comes in. This team dynamic is the bread and butter of this FPS: although you start out as one particular character, you will later gain the ability to switch to any of the seven characters on the fly. For instance, there's a telekinetic who can open up passageways (with her mind!), a healer who can, uh, heal, an exorcist who can enchant weapons, and a blood-mage type girl who cuts herself to unleash spells and immobilize enemies with giant tendrils (obviously). The story focuses on a squad of seven such paranormally-powered Jerichos. Apparently, every thousands of years an unspeakable evil (that everyone always speaks about anyway) comes around to muck everything up and a group of talented individuals named "Jerichos" must fight it back. The game starts during present-day, out in the not-so-safe streets of Al-Khali. Barker made sure to imprint his special brand of insanity on the project. Everything from the highly atmospheric story to working with artists on the character designs, Mr. Barker's involvement isn't just to add more syllables to the title either: he was heavily involved in all aspects of the project. His latest endeavor is with Spanish developer MercurySteam for the aptly named Clive Barker's Jericho (coming out PS3, 360, and PC). ![]() If you don't happen to read fine tales of the warped and grotesque, the name may still sound familiar: his last videogame collaboration was the surprisingly solid The Undying. Thus you enter the twisted mind of horror writer supreme, Clive Barker. Fear surrounds your every decision, and a not-so-pleasant-death can be at any turn. JAn army of black flies swarm angrily around a pulsating pile of rotting flesh as ominous music plays in the background. ![]()
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