I'd reported on Jericho before I went to see Codemasters, but while excited by the potential of the game, I still had questions.
Clive Barker's involvement with another videogame was obviously a major draw. His previous dabblings in the medium have yielded far from disappointing results, and his recent impassioned speech on the importance of videogames as a a major artistic medium of the future was an absolute inspiration. Jericho certainly looks the part too, with the screenshots we'd seen previously evoking Barker's art style of fetishistic mutilation disturbingly well.
I still however, had a nagging worry at the back of my head. As a Barker fan of many years and someone who personally cares about the artistic development of gaming to a massive degree, I couldn't help worrying that the action-oriented squad-FPS gameplay was going to work to the detriment of the creative talent involved. After all, how do you create a truly disturbing experience through such a gung ho genre? The best horror games are about isolation, desperation and loneliness, so how on earth was a guns ablazing game in which the player has a seven-man squad at their disposal going to be in the slightest bit upsetting? Wasn't there a worrying probability that Jericho was just going to turn into Quake 4 with a few chains hanging around the place? Well...
'Visceral' is the word. No other even gets close to summing up this game, and I'm in no way just talking about the level of gore - though it is excessively high. There's something wholeheartedly nightmarish about Jericho, and where many abuse that overused term in order to describe anything scary or slightly surreal, I'm using it as literally as I can here.
Real nightmares throw everything at you. Sometimes they'll be creepy and atmospheric, other times they'll be out and out gore-fests, and they'll usually keep switching between the two so as to never even allow you the comfort of getting used to either one. And they'll always, always wrap everything in a relentless, thick blanket of dense, inescapable dread of something you can't quite define, but which you can sense surrounds everything you can see and touch. Jericho does that, and it does it horribly well.
As part of Jericho, a military task force for the U.S. Department of Occult Warfare - or rather as the whole of Jericho, but I'll come to that later - the player is dropped into the area surrounding the Middle Eastern city of Al Khali, the current iteration of a settlement which has been built and ruined countless times over under thousands of years worth of conquerors. The city is cocooned in raging sandstorms, believed to be a result of the work of a local death cult, The Brotherhood of the Dark Rapture. Tensions are high, and the millenia of evil and corruption that have poisoned the land are growing ever more relevant.
Upon reaching the D.O.W.'s outpost in the area, Jericho is first attacked by the Brotherhood, who have now transformed themselves into twisted abominations of their former selves, and then discovers that the city contains a dimensional breach which acts as a passage to its horrific past. It suddenly becomes clear that this sandstorm isn't just a random meteorological occurrence, and so the squad sets off to return things to normal. Of course, they end up being forced into the rift, and that's when things really start.
What all of this boils down to is the team battling through five different eras of the area's history, being thrown back further into the past each time, and ever closer to the original source of the evil saturating Al Khali. This means taking in the present day, World War II. The Crusades, the Roman empire, The Tower of Babel, and eventually 4000 BC, where Jericho will encounter The Firstborn, God's aborted first attempt at creating humanity. Left unfinished and banished from this reality through its creator's fear of its power, The Firstborn has been alone in the abyss for millenia, unloved and forgotten, but too powerful to be completely severed from the world it sees as its birthright. And naturally, it's not taking a submissive approach to its banishment.
I'll cut straight to the chase here, this game is an assault. Two things typify Clive Barker's horror. The first is a creeping, psychological unease and strangely compelling sense of abhorrence that gets under the skin and stays there, and the second is an ability to create unapologetically shocking, downright filthy viscerality that won't let up for a second. Jericho is far further into the latter end of Barker's output, but compounds the relentless battery with a good dose of the former.
Far from causing the game to lose a sense of fear, the developers at Mercury Stream have used the squad-FPS genre to up the momentum of the attack the player is under, creating a serious sense of impending danger and bombardment from all sides in one of the most immersive horror games I've seen in a very long time. The sheer sense of unease in the game's environments is almost tangible whether Jericho is under attack or not, the powerful lighting effects Orcist recently commented on giving a incredible sense of solidity to scenery and monsters alike, the often warm tones making the air feel thick and choking and adding a heavy, isolated claustrophobia despite the presence of the rest of the team. Boosted by the conversation of the player's colleagues, the sense of restlessness is constant. The game frequently has the sharp, punchy, and shocking intensity of Barker's early Books Of Blood collections, and as beautiful as they are, still images just cannot convey the nightmarish density of mood the game drips with.
But while we're on the subject of the graphics, trust me, as good as those screenshots look, the game in motion is far better. Aside from the lighting atmospherics and the sense of solidity to everything in-game, the monsters and related gore are hideously well-realized. This being a Barker game, extravagant S and M mangling is the order of the day, and every bit of exposed skinless flesh and sinew shimmers with wetness. Think that creeping organic stuff on the walls of Doom 3 looked good? Ha! Jericho's biological carnage makes that look like Play-doh. The flesh effects are disgustingly goopy and the blood is thick, dark, and dirty-looking. Wonderful stuff! Add that to production design which we were assured was all based on original Clive Barker artwork (Like you'd doubt that after looking at it) and you end up with a game filled with some of the foulest imagery yet commited to a game.
Take for example one of the boss fights we were shown. After battling through an Al Khali under the rule of notorious pervert and cannibal Cassus Vicus, a man so depraved he was exiled from Rome by Caligula for his excess, Jericho find themselves facing off against the sicko. Suspended from the ceiling by heavy chains hooked into his shoulders which leak blood down his entire torso, Vicus has a vast split down the length of his even vaster belly. He plunges his hands deep into the wound, wrenches himself open, and showers the team with all manner of blood and filth from the gash as they attempt to take him down. Icky enough for you?
The sense of player connection to the environment is also fantastic. Taking a leaf out of F.E.A.R.'s book, Jericho makes great use of bodily awareness from a first-person perspective, the visibility of arms and legs manipulating the environment while climbing rock faces or shimmying down well shafts seriously upping the sense of "being there". While it's a simple trick mostly confined to scripted QTEs, it really ups the sense of player involvement in an FPS world past the run/jump/crouch/climb ladder mechanics we're used to, and used progressively it really boosts the overall sense of attachment to the in-game surroundings throughout play, to the point where I found myself frequently flinching back from attacks despite being in a room full of journalists.
But what of the squad-based mechanics? We were told previously we'd have the option of giving orders or switching between characters to take advantage of each one's individual powers, but in truth, things go a little further than that. Without giving away any spoilers, the character you control at the beginning is killed early on in the game, but fortunately, that means you can possess your team-mates, giving you access to everyone in the squad equally. The switches are made quickly and easily with just a couple of button presses, and in no time at all you'll be changing characters on the fly to take advantage of the extra combat options at your disposal.
These range from the simple, such as using the telekinetic Abigail Black to clear rubble from the path ahead, to the much more complex, with some large action set-pieces and boss fights we saw requiring some very sharp use of the whole team as a single unit in order to achieve success. One example was a battle against a forty-foot gladiator who's only vulnerable point was on his back, Resident Evil 4-style. The trick there was to manually control one team member to draw the creature's attention while directing the rest of the team to target its weak point, all the while constantly switching character to keep the decoy out of trouble and maintain a constant barrage of fire-power. In another battle, Jericho found themselves in Vicus' coliseum beset by a small army of ground and air-based enemies, requiring some very quick and careful team-management to keep the swarm under control and Jericho from getting caught in the middle and ending up on the business end of an evisceration.
With powers covering healing, psychic premonition, magical manipulation of environment, exorcism, pyrokinesis, and telekinetic bullet-path manipulation all coming on top of weapon-based attacks ranging from long-distance sniping to close-range katana use, there's a hell of a lot the team can do, meaning combat in Jericho is a great deal more fun than a simple "Circle-strafe for the win".
Even for a die-hard keyboard and mouse guy like myself, everything controls very smoothly, and I found myself far happier than I'd have imagined I would be with the console controls. The PS3 version isn't currently as instinctive in the movement and aiming department as the 360 build, but that might well be down to that console's floatier analogue sticks than the actual game itself. Also worthy of note is that the depth of color in the PS3 version is once again slightly washed out in comparison to its console counterpart, but hopefully that will be tweaked some more before release. Either way though, it's still a gorgeous game, and one of the prettiest I've seen so far in this generation.
Downsides? The standard of AI is a grey area at the moment. While never glaringly below standard at any point, the sections we got to play were mostly claustrophobic indoor areas which led to a fair bit of monster funnelling and meant that enemy behavior never really got a chance to shine. While combat got a bit frantic in close quarters, there was never any of the much-maligned Doom-style idiot-charging going on on behalf of the monsters, and things were always a lot of fun when there were a good number of the dripping, leather-clad swine for the squad to take on together, so I'll remain hopeful until I get more time with the game.
Jim's Take
There's not much else I can add that David hasn't already, but I would very much like to confirm everything he has said. Jericho, in the one morning we had with the game, has been able to thoroughly grab me by the nether regions and make me pay attention. It then held onto those same regions tightly until they bled, then tore me open and drank my blood, because that's Jericho for you -- vastly unpleasant, in a sexy way.
Graphically, I was beyond stunned. Much of my time with the game was spent just gawking and saying how obscenely gorgeous everything looked. The way the developers have been able to make things look so ... slicked with moisture is amazing. Monsters and bloodsoaked walls look like they're wet and sticky and it continues to amaze me. Believe me when I say that this game may very well have set a new benchmark for what new-gen graphics can do.
After several years of being quite low key, Codemasters has jumped out of the bushes and attacked us with big sticks of win. Overlord, Turning Point and Jericho all look set to put Codemasters back on the map and I am happily rooting for them. If you weren't interested in Clive Barker's latest grisly foray into the realm of gaming, I suggest you start paying attention, because it's worth it.
Clive Barker's Jericho is released this fall for PC, Xbox 360 and PlayStation 3.
Though I'm not a horror fan myself, I do have to say that reading most of what ya reported (I started falling asleep at the end), it does seem like something I should lump on.
A question though... wasn't F.E.A.R. a squad based like horror game, or was it just one person? I never played it personally... just heard many good reviews about it.
WOW, that looks REALLY scary. Did you see that fat guy, it actually made me a bit sick.
FEAR started out with a squad, then they were all killed. It's a fantastic FPS, get it played. Though I doubt it will have a scratch on Jericho. This thing looks like it's gonna r0x0rz my s0x0rrrz
Those are some awesome creature designs.
Seriously, I've been whooping with delight every time I've thought about it since Friday. It's a perfect evocation of Clive Barker's harsher work in terms of visuals and atmosphere, and it plays like a dream from what I've seen so far.
do want. will have.
I wonder what causes this washed-out effect that some ps3 multiplat games have. I hope Devs can learn to avoif it some how.
I'm not into horror myself but I do love me some action and I did love FEAR and RE 4. This seems like an extreme version of both and I will definitely have to check this out, thanks for the heads up.
Seriously though HOW MANY AWESOME FPS GAMES ARE WE GETTING THIS YEAR?!
I want co-op this game
Definitely worth looking into for, if nothing else, Undying. That game kicked oodles of ass. Would love to see more from him.
i need to play this...
I love horror, I love Cliver Barker, I loved Undying and I'm falling in love with Jericho.
This game looks pretty awesome. Like Blindside said though, any word on the co-op?
Looks like the most interesting FPS coming this year.
Too bad it will probably sell like crap on the 360 with Halo 3 and GTAIV to compelte with.
Excellent write up. I'm pretty much sold... my only concern is the fact that people all tout scary games as being very uber scary, then when I get to them, i find them thrilling, often intriguing, but otherwise not very scary at all. Not that it matters, the game looks delicious. :D
This almost looks too scary for a purchase. Almost.
This game is scary for two reasons;
1. It looks hellish, like it captures the mood of a lucid dream you can control.
2. The amount of cash I'll have to spend to have it look that good is going to be shocking.
Amount of cash you will have to spend to make it look that good? Um do you not own a PS3 or 360?
I don't think this is coming out on PC.
It is. It's scheduled for all three this fall, though me and Jim only got to play the console versions.
I used to be quite happy with my rig, but the current wave of upcoming FPS is making me cry.
This game looks sick and after hearing Barker speak at the HGMS last month, I'm especially excited to see what that crazy brilliant fuck has in store for us.
Jim, David...tell the truth...did you see Clive Barker pull any crazy shit while you were there? Did he take you down past the Codemsters breakroom into the codemasters dungeon of erotic delights?
Seriously, I'm a huge proponent of Undying and I'm looking forward to what Clive has in store for us this time.
Plus he has the raddest fucking voice in the world.
I had to stop reading. Now out of horror, but out of fear of further spoilers. I'm sorry I read to the part about the Firstborn even. I don't want to know any more until this game is released. My god, my pants are tight and my skin is crawling.
I don't know, I've seen so many movies and games that sport similar looks before and, as good as it looks, I can't say I see anything that makes this game stand out. Usually it's the characters that would make me want to spend time with the game but even those look "generic" here (hard to say what constitutes the definition of "generic" but here I'd say the characters at least look like just any other sci-fi soldier or any number of Ubisoft's soldier games). I guess I'll see when we see more.
Looks really really good! Gonna be set back another £40 this winter ;-)
This looks like a game that will be a major hit with the hardcore, but the general audience will not notice.
Not only bringing Barker's splatterpunk style to life, but doing it immeasurable justice.
This game looks amazing. I can't wait until the ESRB takes away this one, too.
David, that was an awesome article. Really good writing, impressive stuff.
I also love reading dtoid previews because it actually seems like you guys only shit your pants over games you really like. Other websites (and especially magazines) don't even have any clean underwear left because they fucking shit their pants over every single game they preview.
Anyway, good stuff, Houghton.
co-op for this game would be amazing
the game runs very smooth on my high end system. the graphics are out of this world. the best i've seen in any game. ever.
one very big con though. they spend all their time making the game a super immersive event. and we spend all our money buying systems that will allow us to enjoy these games with all the bells and whistles tuned on, so that we can suspend our disbelief and really imagine that we are in the game world. and then suddenly we are yanked back to 1970 when buttons pop up on screen and the game asks us to click on the up, down, left, or right button exactly when they say to. this retro trend started a few years ago. i hate it. it is a huge step backwards and really takes away from gaming i think. in jericho you run into one of these atari throwbacks inside of the first 3 minutes of the game, just when you're really starting to drool over the look and feel. i haven't gotten passed that spot yet after 24 hours. it's either a glitch or i'm just that bad. but i've gotten past these objectionable sections in more games than i can name off the top of my head. and there's nothing else to be done. no looking about to problem solve. nothing. hit the corresponding buttons as the arrows jump out on the screen or fall to your doom. over and over and over. not fun. even worse when it involves executing a kill move during a fight with a level boss. i want to watch the fight, not the freaking buttons!!! i'm seriously considering uninstalling the 4 gigs of bs until some forums pop up with help or even cheats to get passed these highly offensive intrusions into my immersive gaming experience.
key mapping could be set up nicer and allowing inverting of the y axis would be nice too. let us set up the config how we are used to setting up our games. we know what we want. and it isn't pop up atari buttons or anal config set ups.
10 out of ten for the look and feel. 5 points off for the STUPID pop up buttons and 2 points off for making the game slightly less playable by limiting our control over the config. that only leaves 3 good points. i'm not the forgiving type though so make up your own minds. but please speak up about the pop up buttons. i think the gaming industry believes they've really come up with a cool new challenge to add to the games. maybe so for tetris but not in a first person shooter for crying out loud!