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 to lifethanks 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. The same occurs in the other levels: two, three do, everylandscape standards for enemies that are repeated again and again andagain from room to room. Identified the weakness of the enemy thefirst time we meet him, he then proceeds with a monotony that canresult in terrifying (at least those) yawning, room after room at theend of the level and the crux of the whole affair.

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He does not succeed (in the face of theinfinite power) and is relegated to a city like a prisoner in hiscell. The Firstborn tries to escape several times and each time tooka piece of the world, which, however, is immediately covered byanother ring of the city, which gradually expands to cover up itsmisdeeds. But he has no intention of letting up in the towel. Andthat's where we come in.