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9.0

Deeko Jericho Xbox 360 Review

From review:

"Remember this kids, Clive Barker, Mercury Steam and Codemasters have formed together to make what is in my mind one of the best shooters this year. With a dark and gripping story that will keep you up at night. Visuals that easily bring Mercury Steam to the forefront of next-gen developers, then wrap it all up with combat that is varied and visceral. Jericho is a winner. While not perfect, it does more than enough to make it stand out from some of the others shooters this year and maybe even show them a few new tricks in the process. Jericho may not be for everyone, especially if you have a weak stomach or can't handle the sometimes unsettling atmosphere. But for horror mavens and fans of Barkers previous work, Jericho is a delectable treat that will make it feel like Halloween long after the pumpkin on the porch has rotted and is now attracting flies."

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Clive Barker's Jericho Gets MAD Release

dailygamesnews.com - Mastertronic have today announced the release of yet another high-profile title, Clive Barker's Jericho released on 20th November, 2008 at a great value price of just £9.99.

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dailygamesnews.com
kevnb5641d ago

such a shame since undying turned out so well

360 man5641d ago

are u nutz have u even played it

i played that game it was so good i clocked it twice

when you get acustomed to the controls u wont be able to put the pad down

50°

Short circuit - Getting to the long and the short of shrinking PC games

During the creation of aquatic masterpiece, BioShock, Irrational Studios couldn't figure out how long their game was going to be. Creepy little girls? Check. Violent oafs in diving suits? Check. The number of gameplay hours? Um...

Developers find it easy to predict the length of a shooter, as the genre's linear. But BioShock's more open nature was far more troublesome.

"When we started focus testing, there was a huge time variance from one player to another," says Bill Gardner, lead level designer on the game. "Our concerns mostly came from people who were taking too long rather than people ploughing through, so we had to find ways to guide players along without holding their hands too much. This scared the shit out of us at first."

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computerandvideogames.com
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Interview: Rod Cousens on Codies' Global Transformation

Coming off its best year ever in which sales were up 38%, Codemasters is very confident in its future. GameDaily spoke with CEO Rod Cousens about targeting the U.S. market, the online space, Clive Barker, strategic acquisitions, the console war and more.

GameDaily: When evaluating Codemasters' own IP, if you look at something like Clive Barker's Jericho, the reviews just weren't very good. Clive Barker is obviously a hugely important figure in the horror genre, and attaching his name to a poorly received product couldn't have been a good thing for Codemasters. What's your take?

Rod Cousens: I think that's a fair observation. We see it as a category that we want to continue to support, and we believe we will build a longer term relationship with Clive Barker resulting in other franchises that we create working off his ideas. Because that was our first foray into that market, I would give us a tick for good effort, but we have more work to do. I'm also mindful that certain products like the first two Grand Theft Autos didn't do so well and then exploded on the third. That's obviously a different analogy, but what I'm saying to you is that we're committed to that genre of product and as we get more sophisticated development and experience we'll continue to improve.

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gamedaily.com