Clive Barker's Jericho
13th Mar 2007 | 11:50
There's no I in team. Well, there used to be - but you died. It was really quite sad. You were there one moment, standing in a lost city packed with demons and screaming at the top of your lungs, and then you were dead.
Just another rugged action hero vastly experienced in supernatural warfare popping his cork at the hands of something horrible: Devin Ross, gone but not forgotten. But wait! Much like Patrick Swayze in Ghost, you've come back from the very brink of death!
Although there'll be no clay-sex tomfoolery for you, oh no. In Jericho, it's all about leaping between the minds of your military cohorts, combining their prodigious paranormal powers and turning the poor denizens of Al-Khali into a bloody pulp.
Al-Khali itself seems OK on the surface - just another everyday Middle-Eastern city really - but its town planners seemingly had even less sense than the fools behind Welwyn Garden City. I mean, they've only gone and bloody built it on the exact spot that every few thousand years pure evil forces itself through a temporal rift and sits upon the face of the earth. Dolts.
CITY OF THE DAMNED
Triggered by blackspots of history - the gluttony of the Roman Empire, the mass-killings of The Crusades and the warfare and genocide enacted by Germany's National Socialist party - every time this terrifying temporal sandstorm whips up around the city, a different version of it has been taken back into the dimension from whence it came, occupants and all.
Left there for aeons, the swallowed-up soldiers have had a lot of time to reconstruct their fleshy bits and brain chemistry, and it's their layers of history you must traverse as your team makes its way to the heart of its evil.
From an Al-Khali bombed and battered by the ravages of WWII, through to the 'Arabian Nights' confines known by the medieval knights you see displayed here and the heady days of Roman occupation, Jericho is as much an adventure in archaeology as it is piles of dead bodies that have achieved consciousness.
The first chaps to open the rift between dimensions through their nastiness, meanwhile, were the Sumerians - who sit at the centre of this bloody maze and who, Wikipedia informs me, 'were brought fully formed to the city of Eridu by their god Enki or by Abgallu the Oannes of Berossus'. What they probably didn't believe was that it's all their fault that The Box, or more specifically 'The Pyxsis' - the undying corrupted dimension inhabited by the source of all evil, got opened in the first place. Bloody Sumerians... Typical.
BARK AT THE MOON
Jericho is being developed by Mercury Steam, the Spaniards who last brought the 'couldn't be more different if it tried' American McGee's Scrapland to our screens. A quick swap from a goatee-ed ex-Doom developer as muse to a man with a mind of absolute darkness, and they and their self-developed engine are somewhere a little more menacing than a cheery robot land.
The concept of Jericho came from Barker himself, whose dark thinkings were snapped up by Codemasters, who in turn happened to know that the technology Mercury Steam were tinkering with was running deep with blood. Specifically particle-based blood that can gush out of exposed wounds, or dissipate in clouds of red in high-intensity collisions. The engine's speciality in shiny body goo, murky lighting, life-like environment textures and overtly stylised, yet still somewhat real creatures, fit the bill precisely.
And so, with Barker's aid, soon came the mad and the grotesque: the Jericho meanies, including both flying creatures whose habit it is to eviscerate their prey and use their flesh to pad out their wings; and vast creatures made from mangled, melded corpses that you'll have to climb up and over before you destroy them.
COME FLY WITH ME
Your team aren't exactly everyday joes either - each with their own supernatural forte and armaments that you can use as you leap between them (see 'Meet The Team', right). Abigail Black, for example, was born with the ability to steer bullets with her telekinesis, and Billie Church can create a mist of her own blood that freezes anything that wanders through it.
Exactly how these super-soldiers discovered their powers is up for question, but they certainly come in handy when trapped in the bowels of a hell dimension. What's more, seeing as you're more than a little spectral, you can link brains together - meaning that you'll be sniping with the bullet-telekinesis lady, but can tap into her squad-mates 'seer' powers, letting you see through walls. So, a nasty fleshy skeleton man with all his guts hanging out may well be hiding behind a wall in the crafty belief that he's safe - but you'll still be able to direct a bullet or two around corners to get him...
SIX IS A CROWD
With six living characters engaged in the brawl, you'd think that such pairings would be hard to come by in the chaos - but the game isn't quite structured like that. True, it'll work so that when you're in wider areas you'll often have the full complement of the Jericho squad, but it'll also conveniently separate the team through various cataclysms as you move through the game.
With three or so characters, levels will become tighter and more specialised - playing to the various abilities of your cohorts. Squad combat will work with you delivering context-sensitive orders, or with the gang just following your lead - while Rawlings the exorcist preacherman will be able to heal those brought down by the evil if they're lying within his line of sight.
Don't worry about a particular lack of bullets though - as one of your cohorts has a fire-demon living in a containment chamber on his arm, it's fair to say that the firepower you're going in with is relatively mighty.
SUICIDE IS DANGEROUS
But what evil lurks? What horrors await? What residue is bobbing in the
U-bend of the damned? You'll regularly come across cultists who are essentially the Al-Khali People's Front Crack Suicide Squad, and who can't wait to kill themselves in horrible ways when you get near. All is not lost for them, however, since they're invariably reborn as hideous creatures far more inclined to rip your limbs apart.
Others, meanwhile, have used their time away from the world to infect themselves with thousands of different diseases simultaneously - and thanks to a handy glistening hook instead of a right hand, then run up to your squad, rip themselves open and let their pus and diseased gases do their dirty work.
Solely in the crusader areas of Al-Khali, meanwhile, will be child knights - originally used as a weapon in the Middle Ages since it was thought that their purity and innocence would prove undefeatable on the battlefield. These days, however, they fly around in spectral form - through walls and ceilings - floating around at close range before becoming corporeal and lashing out with the unnaturally large veins they have instead of arms, pumped with corrupted blood.
With a cinematic edge, interactive cut-scenes and enough disturbing imagery to cause an entire collective noun of nuns to collapse and die, there's much to get excited about with Jericho. Whether the gameplay manages to match the concept remains to be seen, but in a year where squad combat is in the minority shooter-wise, it's a leading light in horror gaming and the most disgusting thing we've ever covered. Ever. Over to you Mr Barker...