Jericho game demo




















Install Steam. Your Store Your Store. Categories Categories. Special Sections. Player Support. Community Hub. Reina and Jericho. Reclamation Games. Confront Reina's past, present, and future as she battles her foes and bends time itself.

All Reviews:. Popular user-defined tags for this product:. Is this game relevant to you? Sign In or Open in Steam. Steam is learning about this game. Languages :. Publisher: Reclamation Games. Share Embed. View Community Hub. About This Game Caught unprepared and unarmed, Reina must find a way to rescue a prisoner and break out of the underground fortress they are both trapped within.

Find powerful artifacts through exploration or by defeating adversaries. Travel back through time to previously impassable obstacles and overcome them with the knowledge and abilities Reina has acquired. I have my name on this game and I'm very proud of it and I'd have done whatever I needed to do and if that means being a pain in the ass - live with it bitch!

Barry Jafrato Codemasters : "Clive's astounding skills in creating the darkest of fantastical scenarios that twist our dreams makes him the perfect creator for a rich horror video game. The visual and audio capabilities of the next-generation gaming formats will enable this project to be realised as an incredible experience with scenarios and cinematographic effects that will both thrill and terrify.

So we have to break the action up and do a lot of different things that you wouldn't normally do in any one of those [other] genres. We are paying very special attention to the sound - the themes, the music that's going into the game. We want to build up a central, typical horror film soundtrack to scare the player without him knowing why they are being scared. A very blatant example would be 'Jaws' - they use that theme the first four or five times in the film to let you know that someone is about to get torn to bits, but then at a later stage in the film they start to do it but nobody is actually torn to bits.

It is one of the extra hooks you can use to play with people's minds. One of the challenges with our game is that we have six armed-to-the-teeth supernatural soldiers, which is very different from a title such as Resident Evil, where you are all by yourself with one shotgun shell.

It is much easier to make someone scared if they are alone, so what we have to do is break up and pace the action. A lot of times the commander will say: 'Church, you're off on your own, this is a mission you're completing'. And we'll send Church off on this adventure by himself, without the rest of the squad, using that opportunity to present some sort of horrific situation. We're trying to make you not think about what you're doing with the controller - you just know what you're doing anyway, and the movements become natural.

I find the game becomes much scarier that way, much more terrifying. By [ ], Scenta, 28 September note - full text online at www. Press Release: "Clive Barker's Jericho leads the Jericho Team toward a source of ancient evil so supremely powerful that it has broken through time into our world and is threatening to engulf the Earth.

At ground zero lies the Middle Eastern city of Al-Khali, the site of a huge, secret archaeological dig and paranormal research centre, now the heart of a dimensional rift. As the squad approaches the target, the city now crawling with hellish denizens emerging from the source, the team is forced to rely less and less on traditional weapons and instead on harnessing their combined psychic abilities to defeat the supernatural nemesis no matter how horrific their looks or attacks may be.

Enric Alvarez Project Leader : "I think top talent is attracted to videogames because our art is getting better at telling stories in an interesting and interactive manner. Games aren't turning into movies, but games are maturing the same way movies did way back when. We're entering an exciting era - a time to explore and try new things When conceiving Jericho, as Clive puts it, the idea just 'felt' more like a game than, say, a book , movie or TV show.

During key moments of conflict or strife, a giant sandstorm envelops Al-Khali and everyone in it. Each time the growing storm appears, a team of spiritual warriors has entered the storm, banishing it, but never returning When the Jericho Squad enters this storm, they're entering into this dimension comprised of all the different versions of Al-Khali from times past.

All those who were in the city at the time are trapped in a state of undeath, warring and fighting for power over their dominions.

Some have succumbed to 'the Box' and become servants of the evil force that rules there. Others have held out, attempting to aid the next generation of warriors who must save their world. All have been altered by the experience The game is basically the Argos Catalogue of foul.

It depends on what sir requires to sate his desire for the disgusting. How does a child who's been ripped in half and attacks you with its entrails sound? A suicide bomber who puts the explosive inside his body? How about a woman who makes her furniture out of human flesh? A man who's been nailed to a cross, every joint in his body fused to that so that he suffers for eternity? How about a guy who's flayed the skin on his back into wings and dug the flesh out around his eye sockets so he can better see his prey?

Take your pick. Sick bags sold separately.. By [ ], CVG. Brian Gomez Alchemic Productions : "A lot of villains in Clive's novels and his books could just as easily be the hero of their own story if you just saw it from their point of view. And that's exactly the type of villain we've got the player coming up against, so we didn't want to just do the mindless evil that's going to corrupt the world for the sake of it - he's got an agenda.

And once the team sees what that agenda is, they're going to be posed with some very interesting decisions. We're very, very proud of it - it's a very deep story, it's a very engrossing fifteen hours By [ ], Game Trailers. Tim Woodley VP Branding, Codemasters : "Obviously the game is quite plot-driven, so it is not going to include multiplayer.

We thought long and hard about first-person-shooters, and how people expect them to include multiplayer in this day and age.

When you think about what Jericho is, and how the storyline delivers and provides the ability to bend time and slow down time, this creates all kinds of physical difficulties. If you were to create a multiplayer that had any real worth you'd have to strip away all of those special things that are so crucial to the single-player. Ultimately all you'd be left with would be the maps we'd created and a bit of deathmatch and capture the flag. Rather than put that in and get marked down for a weak multiplayer, we thought 'no, we're going to concentrate on creating what is essentially a multiplayer game in a single-player world'.

It was an agonising decision but we feel we've made the right one If you look at Resident Evil or Silent Hill it is all about the single-player storyline. And again, how would you include a character that slows down time in a multiplayer space?

He's useful in that he can possess the other characters and use their weapons. Casper the Friendly Ghost can't tear your house down with a minigun, but Devon Ross can. Playing as a dead character is the dynamic by which we can justify giving the player control of all the characters in the squad.

The character switching isn't some kitschy, throwback games thing. It's all part of the narrative. That's what you get with Clive: justification. There are no crates of ammo lying about for no reason. You don't walk over medipacks. By Duncan Lawson, Play. Cris Velasco : "We wanted to set an almost religious tone for a lot of the score. I used a choir singing text right from the Latin Mass to help achieve this.

I also wrote for a boy soprano to represent the Firstborn. There's no other sound like this and it was perfect to give the Firstborn an air of innocence but at the same time with a very creepy quality to it.

I wanted his theme to lure the player in like the Siren's song. Sort of 'everything's ok, I won't hurt you' but with a hint of danger and malice behind it. This was an important tone to get across to the player since we're talking about a horror game.

I really just wanted to keep things a bit understated and subtly accent the visuals since they are already so disturbing. Something that represents evil. So I recorded both the choir and the boy soprano doing this chant which basically translates to 'evil approaches. Hopefully, this chant is experienced by the players the way I intended it to come across. It should be growing in intensity, as it's sprinkled throughout the game, the closer you get to the final confrontation I'm currently working with London Green Studios on assembling a CD that is meant to tell the story of Jericho while listening to it.

The whole soundtrack is meant to be listened to from front to back as one long track. By [ ], Music4Games. Cris Velasco : "The challenge is always to strike the right tone for the game. This is always the first step in writing any kind of score. How do I capture the essence of Jericho musically?

Something I strive to do in any project I take on is to try to make the score work even if the narrative and visuals are stripped away. I want people to be able to hear the music and say, 'that sounds like Jericho' I can't begin to tell you how much this helped my creative process. I've gotten quite used to working with very little material from the games I work on. Being able to play through Jericho in its entirety allowed me to make sure the score was working every step of the way..

Cris Velasco : "As a composer I'm influenced by many things. Seeing other creative endeavours in any medium usually sparks something in my head and makes me want to write In regards to Clive Barker and his work all I can say is that something just clicked with me when I was first introduced to his novels years ago. When I read his books I really believe in these characters and get wrapped up emotionally in what's happening to them. It's just a simple step to take these emotions he's elicited from me and translate them into music.

I've always felt that the worlds he creates have been begging to have music written for them, and with Jericho I finally had the chance to try my hand at that I wanted the music to really help with immersing the player into this wonderful world he has created. In that sense it almost felt more like scoring a film than a game. I wanted to capture the arc of the story rather than just scoring it as a series of interchangeable fight and ambient cues.

One of the hardest things for a composer to do I think is to give a film or game its own unique voice. I truly hope that when players listen to my score they'll say, 'This sounds like Jericho. Cris Velasco : "Writing the music for Jericho was an intense but rewarding experience. Clive is obviously a well-rounded artist, and his knowledge of music is quite extensive.

He and I had several meetings at his studio where he played me some pieces in the style he had in mind for the game. By adding some of my own influences, we came up with a score that's terrifying, disturbing, epic and even beautiful as it unfolds.

By Sean Decker, Fangoria. Fortunately, we have a bunch of talented people to solve any unexpected situation. Perhaps, the biggest challenge was to merge the tactical action with the horror genre. It's difficult to create tension with six elite soldiers armed to the teeth supporting you. Another one was the integration between the action and the story In fact the original ending had to be changed when the game was almost completed, but everything went alright We usually joke saying that Clive Barker's Jericho won't be remembered for its AI, which is wonderful.

People tend to remember the things you did wrong. When an NPC gets stuck on the wall with that unfortunate running animation, then everybody talks about that game X horrible AI.

But seldom there's a review that says 'the path-finding calculation and its dynamic path-smoothing are brilliant and quite optimized', 'the sensorial control for enemies is configurable' or 'the NPC's decision tree is influenced by its surroundings'. Average players do expect that enemies smell you when approaching from behind; they do expect that monsters turn around if you shine torchlight on them; do expect that patrolling enemies warm his pals when spotting you. And, of course, they do expect that enemies can dodge all the obstacles while on the middle of a battle.

And all this while the AI manages a 6-member squad able to take cover, work as a team, help other team members when they are in trouble, and take care of themselves looking for advantageous positions Yeah, piece of cake Andrew Wafer Product Brand Manager, Codemasters : "The game is Clive's idea - he had his vision, not as a book, or as a film or a painting, but a game.

So this game is very personal to Clive and really, apart from the really technical stuff, he's had input across the board. We obviously learnt a huge amount about cinematics and translating horror into the game using sound, design and pacing. Clive also had sign off on the project - if it didn't meet his expectations or visions, it didn't go in. Which is great, because it shows his commitment to games as a medium - it's not a cash in, but a medium in which he can contribute something meaningful and provide a unique experience.

By Neil Vaughan, Totally He has one house to paint in, another to write in and one to live in He is passionate about games. By Terry Murden, Scotsman. Well, according to Clive Barker and Codemasters we do, and we're bloody well going to like it as well There's certainly potential with Barker's new videogame Clive is no stranger to videogames.

Undying was released for the PC and Mac back in and immediately received rave reviews due to its highly impressive visuals - which Jericho is easily matching, along with interesting gameplay mechanics and a tense atmosphere. Preview: "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 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.

Preview: "You know how some games really try to creep you out but yet fail miserably? Well, looks like Jericho may actually do what it's intended to do: Give you nightmares about little baby chickens running around with their heads cut off.

By Robert Summa, Destructoid. Preview: "You will die in the first half hour of playing Jericho. This has nothing to do with the difficulty level or a surprise enemy attack, and everything to do with the story It's also a convenient way of explaining why you control multiple characters later on. But due to various circumstances that you will presumably learn about as you proceed, he doesn't just die like a normal man would. Instead, he becomes a spirit that can jump between members of his former squad and take over each of them These ranged from a giant government building to a Roman bath house, and ended with a two-second-long glimpse in a coliseum of one of the largest bosses ever in a videogame - proving there is plenty of variety in where you will be fighting and that not all the backdrops are as dark as they appear in the early screenshots.

It's going to have a ton of competition from other big name shooters this holiday season, but hopefully the unique setting and gameplay twists will produce something that can challenge the Halos of the world when it ships later this year.

The game will utilise the Madrid-based studio's new proprietary next-generation graphics engine to bring the monsters and demons from the depths of Barker's imagination to life.

The engine marries photo-realistic art with hyper-realistic colour and lighting effects to achieve a uniquely dark and almost surreal visual atmosphere, dropping players into the heart of Clive's chilling interactive nightmare. For a player to truly be frightened by a game, they must believe or at least suspend disbelief that the experience is real.

The closer the graphics seen on-screen are to real life, the better. Achieving the dark, almost surreal atmosphere of the game will be achieved by coupling this photo-realistic art design with hyper-realistic colour and lighting.

Taking advantage of the engine's technology, these wounds will recreate flesh and blood in a believable manner. Blood will be served using the particle system - gushing forth from wounds or clouds of blood created in the same instant as an explosion. Preview: "Thanks to the timing of a recent visit to Codemasters' headquarters, we were lucky enough to be the first people in the world to see Jericho in action on the PC. The seeds of the game were planted by Barker, who came up with a story that fuses religion, government conspiracy, and superpowers.

It was then fleshed out by Barker's frequent collaborator Brian Gomez, while developer Mercury Steam translated all these ideas into game form. The overarching plot is that before creating Adam and Eve, God's first attempt at a man was a complete disaster who was banished forever into a parallel universe referred to as 'the box'. Inevitably, this aggravated the young whippersnapper somewhat, and he makes frequent attempts to reclaim his place on Earth.

Each time, a group of US supersoldiers called the Jericho squad are there to send him back to his immortal plane, and that's where you come into the story. Basically, the game will see the Jericho squad travelling through time to the World War II, Crusade, Roman, and Sumerian eras, in addition to a final era that they definitely want to keep a secret.

Each time, your squad will have to sacrifice itself in order to send the firstborn back to his box and restore peace on Earth. Preview: "'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.

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. By David Houghton, Destructoid.

Preview: "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 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. By Jim, Destructoid. So I was coming off that high and then going into the unknown that is Codemasters.

The company's entire line-up was first-rate but Jericho was the standout What you might not expect is the sheer awesomeness of the powers of your team members. There's a guy whose hand is covered by a metal device that, when removed, shows this flaming snake-thing that incinerates foes by raining fire upon them. But it also does massive damage to the hero's hand - he can only use the snake so long before the skin starts to peel off the bone.

How cool is that? There's also a sniper who has the ability to control bullets via telekinesis. The demo showed the hero firing off a round and then proceeding to land three head shots with one bullet in slow-motion. Lee Harvey Oswald's magic bullet has nothing on team Jericho. The game just looks unique.

It's creative, fast-paced, and exceptionally gruesome. Sign me up. Preview: "This game is nasty with a capital 'N', but Jericho's grisly design is what makes it such a promising title. The textures on the monstrous enemies will remind you of beasties such as the Berserkers from Gears of War.

But the monsters themselves and Jericho's overall imagery are much more grotesque than anything seen in Gears of War, Resident Evil, Doom, or any other horror-inspired video game for that matter. Even the game's main menu is gruesome - flies hover around a wall of moist stretched muscle tissue.

The official ESRB rating is still pending, but you can bet your life's savings that a Mature will be slapped onto Jericho. By LongHairedOffender, Gamepro.

Preview: "Jericho is a brand new story written specifically for a video game, so this is no adaptation we're seeing here. So, some original thinking, from an English author picked up by an English publisher.

In fact, this is the first deal of its kind Codemasters has struck, and the publisher hopes that any success of this project will result in future collaboration I was told that the author is refreshingly very passionate and constructive throughout the project and has a clear vision of how he wants the product to be I was assured that Jericho will not have one.

The reasoning for this derives from a tried and tested industry line: developer Mercury Steam's passion is to make the single- player experience as good as can be. Therefore, including multiplayer mode would - apparently - result in a removal of all the unique features of the campaign such as character switching, telekinesis and fast-paced action.

Mercury Steam isn't going to skimp on all online features, however, downloadable content is assured following the game's release. By Svend Joscelyne, Spong. Preview: "Despite initial worries that having six squaddies at your disposal - all with their own unique abilities - might be even too much for our well-honed game-brains to cope with, that turns out not be the case at all.

That's mainly thanks to the character selection mechanic which enables you to select a squad member either by looking directly at them and pressing A or by bringing up the easy-access selection menu.

This works surprisingly well and you'll soon be flitting from person to person like a spectral slut. You see, a big aspect of the terror here is forcing you to get up close and personal with the hideous inhabitants of Al-Khali - just to see how horrible they look.

Enemies don't just slowly lurch about waiting to be picked off - instead, once you're spotted, they charge in, weaving out of your line of sight, ensuring your skills get a good airing. It's an incredibly unnerving experience when a bloody, spiky-limbed creature from the pits of Hell itself runs toward you at full pelt while you fumble with your gun.

Rather than simply blasting at them with your gun, some encounters have puzzle elements too. For instance, one battle saw us playing as only Black the sniper and Jones who can spectrally project himself.

The first portion of the fight involved shooting at a floating Egyptian Once obliterated, we needed to use Jones' astral projection to beam ourselves into the writhing body of an enemy trapped inside a suspended cage, in order to press a nearby switch. This opened a spinning sarcophagus - which, obviously, spat blood everywhere - and inside was another giant enemy to annihilate.



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