Clive Barker's Jericho , from thetitle, makes clear his credentials: Clive Barker.Since the beginningof the game's marketing campaign has pulled down the hand that thetitle would be based on a plot devised by the American genius ofhorror splatter, who has created some of the most horrific stories ofrecent years. It is not the first time that Barker works to create avideogame, but it is the first time I can afford the luxury of bruteforce on the next-gen.

He devised every horror can come tolife thanks to the computing power of new consoles. And here in thisboundless territory already the first hole is formed where the gamestumbles Mercury Steam: apart from the bosses and some enemiesparticularly detailed, the monsters suffer from a monotony that runsconstantly through the levels. It 'clear that the crusader without ahead is never seen in the infernal Roman baths, but in the cursedcastle besieged by Templars is the only show available to terrorizeus.

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The same occurs in the other levels:two, three do, every landscape standards for enemies that arerepeated again and again and again from room to room. Identified theweakness of the enemy the first time we meet him, he then proceedswith a monotony that can result in terrifying (at least those)yawning, room after room at the end of the level and the crux of thewhole affair.

The Firstborn tries to escape severaltimes and each time took a piece of the world, which, however, isimmediately covered by another ring of the city, which graduallyexpands to cover up its misdeeds. But he has no intention of lettingup in the towel. And that's where we come in. Placed at the head ofa team of seven members of a secret organization with paranormalpowers, the player must enter the city and, layer after layer of timetime, must go to the heart of evil to inflict a wound that can blockits advance.