- Publisher: Codemasters
- Release Date: Oct 23, 2007
- Also On: PC, PlayStation 3
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Remember this kids, Clive Barker Mercury Steam and Codemasters have formed together to make what is in my mind one of the best shooters this year.
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Its slick style, amazing graphics, and dark atmosphere really make it stand out.
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Considering the subject material there are not many other games like it (F.E.A.R.) and the unique character-switching feature helps it pick up a few points. The nice variation in weapons and magical powers also keeps the average gameplay from getting too boring.
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Clive Barker’s Jericho doesn’t provide the same degree of deep and engaging gameplay as Undying, opting instead for a more accessible, mainstream adventure that can be frightening at best, and repetitive at worst. Still, the game has no shortage of action and intensity.
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Play MagazineI would've enjoyed more variety in the enemy fodder, but what's available is certainly creepy and intense. Clive Barker should develop more games. [Nov 2007, p.65]
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Unlike many squad-based shooters that don't require the use of the whole team, Jericho's premise relies on it. What's equally important is that each character is genuinely worth playing.
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If you are a fan of Clive Barker's works, or in fact a horror fan, then Jericho should be a priority for you.
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X-ONE Magazine UKA flawed classic. Jericho is stylish, with epic battling, unique gameplay dynamics and satisfying weapons. But variable visuals, too many QTEs and a poor ending leave it wanting. [Issue 26, p.88]
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It provides gamers with a creepy, action-packed experience with a solid plot and unique designs. No one should go into Jericho expecting the “Citizen Kane” of gaming, just like no one expects a slasher flick to win an Oscar. Instead, Jericho should be enjoyed for what it is: an interactive horror experience, good for some chills, thrills and a little bit of ye old gore factor thrown in for good measure.
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A solid shooter marred by poor design. Excellent visuals and some fine FPS gameplay are to be had in Jericho, but I wouldn't pay full price for it.
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High-concept and high-action from beginning to end, Jericho is far closer to "Gears of War" and "Painkiller" than to "Condemned", but it's darker and gorier than all three combined. [Holiday 2007, p.66]
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Xbox World 360 Magazine UKIt won't scare you, but Jericho is an enjoyably slick and bloody shoot-'em-up. [Dec 2007, p.75]
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Jericho is definitely a case of inventive design married all-too-unhappily to old school thinking, and the result is a game that is almost fatally broken.
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With no replay value of any kind and no cooperative or multiplayer action at all, Jericho is practically begging me to tell my readers that this game is only worth a rental.
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Jericho is not a bad game it’s just one that lost its way slightly during development. The ability to jump into other team members bodies and harness their powers is a good idea let down slightly by poor implementation and a claustrophobic level design.
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Not nasty enough and not scary at all. [Dec 2007, p.92]
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With its unique squad-based focus and the huge combat variety on offer, it breaks plenty of new ground for the genre - and were it not for a few rough edges would have been bordering on essential.
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Ultimately, considering the overwhelming strength of recent FPS arrivals, Clive Barker's Jericho is likely to sink into the gaming Abyss with God's diabolical Firstborn... never to be seen again.
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Jericho is clever enough for a good time with a FPS, however as anything else Jericho should trade in this blood gushing festival of carnage for jelly donuts.
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Poor level design poisons Jericho's awesome but unrealized potential.
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The game combines a tired formula of spawning wave after wave of mindless enemies in the same room with you with the clumsily-executed 'squad-based' combat, which is enough to stave off any fan of the genre aside from stout Barker fans in it for the intriguing but sadly unrealised plot.
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Clive Barker’s Jericho will likely appeal to a certain group of gamers just from the implied pedigree, but the truth is that the uninspired gameplay, linear levels, horrid AI, and merely average presentation values keep this game from ever gripping you like any of Clive’s movies.
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If the developers had given this game another six to eight months in development, the game could have been a solid shooter; unfortunately it ends up just being an average one.
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Overall, Clive Barker's Jericho is somewhat of a disappointment. I was hoping for another great horror game just in time for the Halloween season but this was not the case as the storyline and character design is not enough to save this game which is flawed on many different levels.
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Jericho is a title with great ideas. The squad-switching mechanic works very well, the various magic abilities are mostly sound and the plot is potentially very interesting. However, great ideas don't make up for shoddy execution, and Jericho just isn't a $60 game. It's far too short and easy, and the complete lack of any post-game content is almost unforgivable.
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If broken gameplay mechanics and community college acting didn’t weigh down the game, it might actually be worthwhile.
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360 Gamer Magazine UKJericho works really hard to build up a tense and involving game environment, but then can’t quite deliver the game to match. Confusing at the points where it needs to be clear and, only sporadically showing glimpses of what should have been, Jericho is a perfectly reasonable experience, but hardly essential.
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Jericho's gameplay comes off as a decidedly "lather, rinse, repeat" affair where you enter a new area, kill the monsters that spawn and run at you and then move onto the next area and perform the monotonous experience all over again.
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Jericho doesn't really bring anything new to the gaming world.
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On one hand it's a near-broken video game, packed full of so many gaming no-nos that it ought never to be spoken about again, but on the other it's original, atmospheric and sickeningly good fun.
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AceGamezBeneath the mangled exterior of clumsy control methods and weak characterisation there is a great idea here and had the game been given a few months longer in development it could have had these annoyances ironed out.
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In Jericho there was the potential for an atmospheric game packed with terror, wonder and invention. Unfortunately, all we get is a very standard shooter with a number of annoying failings, sitting atop an undoubtedly original premise.
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Jericho is way too ambitious and it hurts on every side. While not broken, it’s poorly designed and dull, from spawning enemies making the tactical play irrelevant, to a horror story that, despite its charm and intricacies, just isn’t scary. Jericho may be art, but not all art is good.
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Instead of getting caught up in the struggle against a demonic force that threatens the continued existence of your race, you're left with tacked-on squad elements, poor friendly and enemy AI, repetitive encounters, and unabashedly linear levels. Jericho has a few memorable moments, but they're not worth the cash.
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Clive Barker's Jericho is the type of game that would have made an impact a decade ago. Its onslaught of enemies is far more reminiscent of old-school shooters like Quake, and if that's your bag then you should be able to at least marginally enjoy what Jericho brings to the table.
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The sheer number of things that had to go wrong to keep Clive Barker’s Jericho from being a raging success is almost unbelievable, because when it comes right down to it, this game had the makings of a real hit. The fact that the credits roll at the exact same moment you finally find yourself on the edge of your seat cements the overall feeling of incompleteness the game gives off from the beginning.
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Publisher Codemasters didn't complement Barker's original story with an enjoyable video game.
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Edge MagazineThe game's failure to monopolise on its squad dynamic relegates it to a shooter-by-numbers, and its appeal is then further undercut by the fact that, while Barker clearly has a sense for the grotesque, it is the only note that Jericho plays. [Dec 2007, p.91]
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Clive Barker's Jericho is a mish-mash of great concepts and stupid design choices.
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BoomtownA story that took you into twisted, deranged, decrepit worlds that just yearned for some fantastic art direction and varied, interesting level design - you didn’t get any.
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Deep down, Jericho clearly has the right idea. However, the implementation - which feels half-hearted at times - really lets it down.
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Given how much repetition is in the game, one would think it was much longer than its six to eight hour length. The lack of any kind of multiplayer hurts it further. And the final stake to the heart is the appallingly abrupt and inconclusive ending.
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Everything it tries to do, it fails—from the beginning to the abrupt and anti-climactic ending.
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Electronic Gaming MonthlyJericho is a mess of a shooter with nonexistant A.I., frustrating timed events, vague puzzles, and PS1-style load times. [Dec 2007, p.107]
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The action and violence are satisfying enough to make the game marginally recommendable, but only barely. Add in the complete lack of any multiplayer options, a terrible ending, and Clive Barker’s Jericho feels like a game where the good parts are overwhelmed by the shortcomings.
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Also worthy of note: the stupid, unforgiving, scripted button-tapping events (think God of War, only terrible). The only reason these do not throw me into a fit of vein-bursting rage is that you can retry them infinitely.
Awards & Rankings
User score distribution:
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Positive: 51 out of 85
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Mixed: 24 out of 85
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Negative: 10 out of 85
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Aug 22, 2023It was... fine. The gameplay was repetitive and boring, and it hadnt any kind of progression system. But the visuals were outstanding.
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Sep 27, 2022
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Jan 24, 2021