Buy clive barkers jericho pc download






















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 vei"y 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.

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 WW2, 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 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 niewhere a little more menacing than clieery robot land.

Yom 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 guestion, 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 he sniping with the bullettelekinesis 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 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 throuqh 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.

But what evil lurks? These cookies will be stored in your browser only with your consent. You also have the option to opt-out of these cookies. But opting out of some of these cookies may have an effect on your browsing experience. Necessary Necessary. Necessary cookies are absolutely essential for the website to function properly. 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. Mercury Steam is certainly bringing some interesting ideas to the table - and then spilling plenty of blood on it. Preview: "Part of Jericho's strength is that Barker's literary creativity underlies much of the action, giving it substance and meaning, instead of it just being another shell of a shoot-em-up.

The rest comes from the innovative squad-based psychic gameplay which will test both your dexterity and your brains. Clive Barker's Jericho looks set to be disgustingly deranged - in a good way; you want to look away, but it keeps you going back for more, like a morbid passerby at an accident scene.

If you've ever wanted the starring role in a Clive Barker horror film, Jericho might give you the opportunity you've been waiting for next month. By [ ], Worth Playing.

Official Statement: [regarding German rating of Jericho] "Following a review by the USK ratings board, which declined to give an official rating, Codemasters has decided not to change the artistic vision of the renowned author and filmmaker Clive Barker though cuts and extensive changes.

Jericho takes place almost entirely within the city of Al Khali, a modern Middle Eastern metropolis that has been built over the layered ruins of several lost civilizations.

When the forces of this unknown evil breaks through the temporal rift into the world, layer upon layer of instances from the city's turbulent and bloody past are formed. Through the game, the Jericho squad will be forced to pass from one time slice to another, encountering new threats and challenges as they descend into Al Khali's hellish history Codemasters have kindly given us this exclusive sneak look behind the scenes to see the development process involved in creating a single character - Lichthammer, the crazed commander of the German soldiers.

Unbeknownst to its residents, below those ruins is the most unholy ground on the face of the earth S operation that investigates supernatural activity, reports that a massive sandstorm has engulfed the ancient ruined city of Al Khali.

Vigil suspects that a local death cult - the Brotherhood of the Dark Rapture led by former D. All attempts with contacting the doomed citizens of the city have failed.

With tensions already running high in the region, this is just the sort of thing that could trigger the Apocalypse. The Jericho squad, led by Captain Devon Ross, is dispatched to investigate. Battling through the storm, the seven-strong team enter Al-Khali en route for Outpost Vigil. Then the Brotherhood emerge from the shadows; they have twisted themselves into forms gruesome to behold, and even worse to fight. Jericho discovers that a Breach - a dimensional rift and passage to another time - is within the city and leave outpost Vigil to close it.

However, as the squad fight on, Arnold Leach launches a direct and devastating attack. As Ross falls to his death, the squad find themselves heavily outnumbered and are forced to retreat through the Breach After emerging from the Breach into a destroyed bunker, Jericho is still reeling from the apparent loss of their leader, only to find he has survived in spirit form.

Ross can now possess any squad member at will and control their actions. Jericho fight their way out of the bunker and onto a road paved with human remains. From the darkness come new attackers: fused together German soldiers wielding chain guns, flamethrowers and grenade launchers. Encounters come hard and fast - Jericho comes face to face with Lichthammer, the leader of the freakish German forces.

The attack is almost overwhelming until Lichthammer is chased off by a group of ragtag soldiers. Those liberating soldiers then reveal themselves as a Jericho squad from the s, dispatched to close a Breach during WWII and impart crucial intelligence on the source of the evil that lurks within Al-Khali The Firstborn, God's aborted attempt at creating mankind, was an entity that was neither male nor female, dark nor light, but a singular being that was both beautiful and terrible to behold.

Disturbed by the power of his creation, God left it unfinished, banishing the Firstborn to the Abyss, forsaken and unloved. But something remained behind. On the spot where it first touched the mortal world, The Firstborn left a taint so powerful that even God's expulsion couldn't keep it from breaking through into the mortal world to reclaim its birthright. Each time the Firstborn has made a foray into our world he has been banished by a Jericho squad. Banishment results in Al Khali, its inhabitants and the Jericho squad of the time being trapped inside the Firstborn's dimension, a place called the Pyxis.

A place where death is no release, death simply transforms you into a tool of the Firstborn. The Breach beckons once more, but not before dealing with the reappearance of Lichthammer Classic Arabia when crusaders have influenced architecture with massive, aggressive structures built directly on old walls and buildings. Jericho emerges in the same place, but a different time. At the base of a massive fortress, a battle is raging all around them; horrific creatures literally rising from the blood, mud and gore of the moat.

Inside the labyrinthine fortress, an encounter with a former Crusader tells them of Bishop Maltheus and his army of child Crusaders.

Jericho then fight on, through the sewers and catacombs towards Maltheas' Chapel in preparation for an almighty battle. Occupation of the city by Romans as the empire expanded, looks like an unrefined, rough version of Rome. Vicus, a famously obese pervert and cannibal, was effectively exiled from Rome by Caligula and given Al-Khali as a distant outpost. He has erected himself a coliseum for his depraved entertainment and forces Jericho to participate in his twisted games, pitted against his devilish creatures and Vicus himself who are intent on pummelling the squad into oblivion.

Arnold Leach reappears, flying straight to the top of the Tower of Babel. Jericho, however, must take the long way up. Huge stone statues of Sumerian Demons come to life and one by one, tear the squad apart The climax. The original domain of the Firstborn - a massive chasm lined with the imposing faces of demons - and a place where Jericho find their very powers turned against them Delgado is a Pyromancer - "one who speaks with fire". In Delgado's case, the fire he speaks with is an entity of living flame that he says is Ababanili, a flame spirit.

After contacting the spirit, Delgado offered it his right arm as a sacrifice to win its cooperation, which it accepted. Now his right arm is encased within a protective shell that contains the living flame - the source of his power. In combat, Frank opens the containment shell and releases Ababanili, where it immediately sets to wreaking as much havoc as possible before being forced back into containment.

When loose, Ababanili responds to Delgado's commands, and so becomes a formidable tool and weapon. Cole's gifts are purely intellect based - she has no psychic powers other than an incredible level of intelligence that allows her to work extremely complex mathematic problems in her head. Augmented with a wearable computer, gesture-based UI, and HUD interface, she runs custom-made Cabalistic and chaos mathematic sequences that have a profound effect on the physical world.

Jones is a seer, which allows him brief, cryptic glimpses of past or future events. Using his second sight, he can spot paranormal elements in the game world that others cannot. Black is a top rated sniper, thanks in great part to her telekinetic ability to steer rounds, in flight.

Black can telekinetically steer her shots mid-flight. She can also use the ability defensively by stopping or redirecting incoming projectiles. The greater the force she exerts, the weaker she becomes. The ability physically drains her health points, causing bleeding from the ears, nose and mouth in extreme cases. Church doesn't believe in firearms, even though the army requires that she at least carries a small machine gun as her primary firearm.

Church is positively lethal with her samurai sword if she can get in close. Church's powers come at the most obvious physical price. Through the ritual of drawing her own blood with her dagger and writing potent sigils with it, she can cast powerful wards, enchantments and banishments.

Despite being a man of the cloth, Rawlings is still an experienced soldier with tours of Vietnam and Iraq under his belt. Her prefers to use the standard army special forces infantry weapons, augmented by his own personal luck charms and talismans. Rawlings power comes from his intense academic study of magic systems from around the world especially in the areas of consecration and exorcism and just pure faith.

He is a walking encyclopedia when it comes to dealing with malevolent spirits and otherwise hostile paranormal entities. Through the careful training, Ross has learned the art of "threading" - psychically linking one team mate with another so that their own psychic or paranormal powers mix to create a new one.

Generally, this means player has full use of all available weapons and powers from the squad members present at any given moment. Players will be able to use conventional weapons from any squad mate he is able to transform into at any given moment.

Weapons are specific from every character and use specific ammo that is supplied in special places - kind of connections between real world and game world. Gameplay with conventional weapons is about hitting moving targets. In Jericho, players can control any of the squad members, each with special appearance, weapons, paranormal powers and even attitude. Players are even able to thread their powers to obtain new ones and linking two team mates gives players access to powers that they would not have individually.

For example, Black is Telekinetic and can guide her bullets to any target she can see, making her preternaturally accurate. However, if she is Threaded with Jones, a Seer who has the ability to project his consciousness out of his body, Black gains the ability to steer her bullets around corners and hit targets that are completely hidden.

This process works in one direction: It creates the new power only for the character the player is playing. The player may use the threaded power as long as he controls the same squad member. Therefore, there can only be one threading active at a certain moment.

The player and his team mates are vulnerable to all manner of physical attacks from the enemy. Each player has a set amount of "hit points" that are reduced every time they receive damage from enemy or trap in the environment. Hit points are naturally recovered after a few seconds. When the player or his squad mate's health reaches zero, that team mate is out of commission, remaining incapacitated in the place for a minute or so.

Then, two scenarios are possible:. Rawlings can revive the fallen team mate. To do so, it is enough that the team mate is brought into Rawlings' line of sight; Rawlings casts a healing spell and team mate comes instantly back to life. This ability improves along the game. Ross is also able to heal team mates but he only can do that via physical contact, so he needs to get close to fallen mate and revive him.

Crusaders have become a truly twisted shadow of their previous human forms moving more like crazed beasts than men. The Jericho squad will find them everywhere, hidden, patrolling, guarding sections of the keep Like wolf packs, they ferociously protect their territory and most of times attack in group, although they also like to ambush, waiting for the squad in the most unsuspected places.

Remarkably, these enemies are able to make superfast dodge movements while closing to target, jumping from one side of the way to the other. They are able to perform the following attacks:. Long range attack: Crusaders melee have a device attached to its right arm which launches small blades at high speed.

This allows them to attack target almost from any distance. Medium range attack: Instead of left hand they have a harpoon attached to a wire. Close range attack: Instead of right hand they have a huge round axe they use as a weapon and as shield. As said, they can also use the axe to shield them if attacked.

They put shield in front of them and keep advancing towards the objective. These once-children creepy monsters wander around the crypt where all of them were savagely knifed and buried thousand of years ago, during the crusades.

They were sent into battle, believed by those who sent them that the natural innocence of children whould protect them and lead to victory, but this never happened. Instead, all children were slaughtered and then buried.

Then, resurrected by the source of evil, the children realized their new horrible condition and have been struggling for hundreds of years. Children crusaders adopt two very different shapes: They fly around the crypt in spectral form, going through matter.

While in this form, they can't attack, but they are invulnerable. When they spot the enemy, they start flying around it, looking at it from close distance. Suddenly they switch to physical form and start attacking using their unnaturally large veins they have instead of arms. They use veins like whips hitting and poisoning enemy with their corrupted blood. Also they have the ability to switch back to spectral form if they feel they are in danger, so it's critical do not give to them enough time to do so, it's critical to finish them off really fast.

These enemies are able to switch back to their spectral form when they feel in danger. Cultists are acolytes to the ancient evil that is breaking through to our world from its dimensional prison where it has been locked since the beginning of times.

They commit suicide in horrible ways as they believe in self-inflicted pain, death and rebirth. Immediately after they are reborn they are transformed in horrible beings.

Cultists don't fear being killed because each rebirth approaches them a bit closer to perfection. In the specific case of the Explosive Cultists, this is obvious through the nature of their attack: they suffer thousands of illness and have bodies of toxic, pestilent blood and insides that causes deformations on their body.

They commit suicide when enough close to target by knifing themselves, exploding and scattering their toxic load. They prowl everywhere; if they perceive the presence of the Jericho squad they run towards them, trying to get distance to perform their attack: Instead of right hand they have kind of hook. When they manage to get really close to target, they knife themselves with that hook and explode, scattering their toxic insides, poisoning everyone inside the cloud of vaporized blood that remains for a seconds after explosion.

In the beginning, God created the Firstborn According to certain Gnostic and Apocryphal texts, before Adam, before Eve, there was the Firstborn, God's first abortive attempt at creating a being in his own image. In a remote desert in the Middle East, near the cradle of all civilization, the earth was wounded. The presence of The Firstborn continued to fester, eon after eon, breaking down the fabric of reality as human civilization flourished around it.

The prophecy states that The Firstborn will break through into our world several times.



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