Shotgun Isabel Barney Lady in Stagecoach Jana Ring Church Lady Robert Wright Drifter Tosawi Marshall Native American Terry Spector Saloon Tough Produced by Gil Dorland Ingram Set Decoration by Robert Hooker Hooker Costume Design by Stephen M. Chudej Makeup Department Erin Doyle Cano II Scott Carley Getting Started Contributor Zone ». Edit page.
Top Gap. See more gaps ». Create a list ». TV and Movie Mens Socks. My movies J. See all related lists ». Share this page:. Clear your history. Mildred Flynn. Mexican Rustler. Brown County sheriff as Tommy Worrell. Brown County deputy. Station master. Will's Daughter. Marshall's Assistant. Posse leader. Jericho bartender. Drunken Bully. Drifter as Richard Whitebear Bennett. Silver City Bartender.
Saloon Tough. Piano Player. Border Town Bartender as Stephen Chudej. Chuckwagon Cook. Mining Camp Killer. 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.
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