
Clive Barker’s Jericho
Steam has had an assortment of sales over the last week or so. One of these sales had Clive Barker’s Jericho marked down to just a couple dollars. I loved Clive Barker’s Undying, and it’s been a while since I played a shooter, so I picked it up.
Roughly 10 minutes after starting the game I was pounding my keyboard in frustration.
It was immediately apparent that this game was originally developed for the consoles and then ported over to the PC. This isn’t necessarily a bad thing… It’s pretty common these days… But it makes for some vaguely odd UI decisions. The main menu was designed to be navigated with a gamepad, not a mouse. Yes, there was a cursor, and you could point and click… But it really worked better just navigating the menus with the arrow keys.
Now, I realize that WASD is kind of the default keyboard layout for a shooter. It’s what everyone uses. It’s what Jericho defaults to. But it isn’t what I like to use. I prefer to use ESDF. I can comfortably rest my fingers right on the home row, with the little bump under my index finger to ensure I’ve got them on the right keys without even looking. I’ve got plenty of other keys around those movement keys too… More, I think, than if you’re using WASD. And, since this is a PC game, I can re-map my controls to pretty much anything I want.
Then I started up a new game…
You get an intro cutscene kind of thing, but from the first-person. You see your arms and legs moving around as you answer the phone in the middle of the night. You’re being called up to go save the world. Then you’re on a helicopter with the rest of your team, being briefed on the mission. Then you’re landing outside of some ancient ruins in the middle of a sandstorm.
Now, I find the whole first-person cutscene thing kind of annoying. The idea in a first-person shooter is that you are that character. That you are the one making the decisions. If you take control out of my hands and make my character do things without my input it messes with that premise. Suddenly I’m not in control. Suddenly I’m not that character. If you must have my character do things without my input you really ought to go to a regular cutscene and show the whole thing in the 3rd person.
The next bit continued to be annoying by taking control away from me.
They start out the tutorial by telling me how to move around… But, for some reason, I’m stuck moving at a snail’s pace. We’re in hostile territory, there’s a sandstorm, everyone around me is sprinting for cover, but I’m just slowly moseying along.
We enter some kind of building or tunnel. There’s another first-person cutscene while we examine some carvings in the stone. Somebody makes a joke about being a god. There’s a tremor or earthquake or something. We all run for cover. I fall down a chasm. And then there’s this sudden-death event where I have to hit specific movement keys to pull myself to safety.
This is a little unusual in a PC shooter… But it’s a port from the console, so I guess it’s forgivable. Still, if I wanted to play some kind of button-mashing rythm game I wouldn’t have bought a shooter.
Anyway, I have to push the right-strafe button to grab a rock… Then the left-strafe button… And then I fall to my death. The game helpfully rewinds to the part where I first fell down the chasm, so I don’t have to start the level over from the beginning.
Right… Left… Dead… Rewind…
Right… Left… Dead… Rewind…
Right… Left… Dead… Rewind…
Right… Left… Dead… Rewind…
After going through this a few times, I figure maybe they want me to use the arrow keys, instead of my movement keys.
Right… Dead… Rewind…
Right… Dead… Rewind…
Nope, definitely doesn’t help to use the arrow keys. It isn’t even noticing when I hit the right-arrow. I must just be doing it wrong, not timing it right or something. I go back to using my movement keys.
Right… Left… Dead… Rewind…
Right… Left… Dead… Rewind…
Right… Left… Dead… Rewind…
Right… Left… Dead… Rewind…
Right… Left… Dead… Rewind…
By this point I’m pretty frustrated. I double-check the controls to see if there’s some other button I should be pressing during these sudden-death things. Nope, no such luck. So I check on-line…
Over at GameFAQs there’s a number of threads on this very subject. Turns out there’s an issue with the control mapping. The game assumes you’re using WASD during those sudden-death things. If you aren’t, it won’t work right.
So I re-map my keys to WASD.
Right… Left… Right… Up… Right… Safety!
But now I’m having to play with WASD instead of ESDF. Not a huge deal, but not as comfortable or intuitive as I’d like.
So, now we’re wandering through these ruins, looking for survivors or something. We come across some monsters. They’re obviously monsters. They look like some kind of zombies with a sword for an arm. Very obviously not civilians or contemporary soldiers or friendly people.
Somebody (me?) is yelling for people to hold their fire. Yelling that we’re US Marines. Put down your weapons. Put your hands up. We’re friendly. Etc.
And nobody can shoot.
I try shooting at the obviously monstrous things in front of us, and I can’t. It just will not allow me to shoot at these things until the little cutscene thing has played out. Eventually we decide they’re hostile, and everyone opens fire.
Now, the first problem I have with this, is that they’re obviously not friendly. It makes me wonder what kind of idiots these Jericho folks are. They’re actually willing to believe that a bunch of rotting zombies with swords for arms might be friendly.
The next problem is that you’ve once again taken control away from me in order to facilitate your storytelling. Bad idea.
If you really have to tell the story your way, leave the first-person perspective. Move out to a third-person camera and show me what’s going on like a scene in a movie.
If you want to stay in the first-person, let me make my own decisions.
What’s worse is that this could have been done much, much better. The game should have left me in first-person perspective, while somebody yelled for us to hold fire. There also should have been a real possibility that the critters were friendly… Maybe some dust and smoke obscuring them, maybe they look like soldiers at first.
Allow me, the player, to choose whether I hold fire or not. If I wait too long, have one of the monsters kill someone. Just for the moment, give them some crazy-powerful one-hit kill. This makes them obviously hostile and we’ll all open fire on them. And after the firefight you can use the downed team member as a tutorial opportunity to show me how to heal folks.
And if I’ve played through the game before, or am just suspicious or violent or whatever, let me open fire early and prevent that person from getting struck down.
Anyway… We deal with our first batch of monsters. We wander around some more, kill some more monsters. I’m shown how to order a group to stay put or to follow me. We wander some more, kill some more monsters. Enter the bunker, kill some more monsters, leave the bunker.
And it quickly becomes apparent that the game is incredibly linear. Not just in terms of storyline progression or general map layout… But in terms of giving you basically only one way to get from point A to point B. Even when you’re outside, you may as well be confined to a corridor. You’ve got just one path from here to there. They might as well put you on rails.
And, speaking of rails, that’s what the combat reminds me of – a rail shooter, like Time Crisis or House of the Dead.
You walk down the corridor from one place to another… And along the way some monsters pop out. Your team takes up defensive positions and starts shooting. You start shooting. The monsters slowly approach you. You slowly gun them down. Eventually you run out of monsters, and you move on the to next encounter.
It feels like a rail shooter, where you stand in one place and kill enemies as they come at you. Then, after running out of enemies, you move up to the next scene and kill some more.
There’s no fluidity to the combat. No running and gunning. No diving for cover. No maneuvering for advantage. Just stand there and keep shooting. And you can’t even approach the enemy from a different direction, or ambush them, or anything like that – because you’re stuck in the corridor from point A to point B.
Also, like a rail shooter, you don’t have to worry about ammo. One of your team members periodically rewinds time in your gun back to when the clip was full. There are no ammo pickups to look for. No hidden caches of supplies. No feeling that you might find yourself having to use your gun for a club because you’ve got no bullets left. Sure, it’s probably possible to run out of ammo… But it would only be a momentary inconvenience.
So, you’re going along on rails, shooting things. And there’s really no health to worry about either. You either get struck down in a firefight, or you don’t. You’re basically always at full health.
If you take a few hits in a fight you can get knocked down. If there’s nobody around to heal you then it is game over… But usually you get healed. And then you’re right back to shooting, good as new. No lingering effects or anything. So, as long as you’re standing at the end of the firefight, you’re just fine.
So, there’s no ammo to worry about… And no health to worry about… Which greatly diminishes any suspense or fear you might have going on. And what little suspense left is completely demolished by the fact that you’re walking down a corridor from one firefight to the next. It feels more like I’m going through a haunted house at a carnival than a battlefield full of demons and monsters.
So, I’m being forced to use WASD to move… Except that movement is kind of superfluous. They could just put me on rails and move me from one firefight to the next.
And, frankly, my participation in the firefight is kind of superfluous as well. The rest of my team is shooting away without my help. I don’t really need to tell them what to do. And if anyone gets killed they just get healed back up. And the monsters take so many shots to kill that it isn’t like my one gun is going to make a huge difference. I could just sit back and sip my coffee while the rest of my team does the fighting.
Which leaves only those sudden-death things to keep me on my toes. But they aren’t really sudden-death… They’re more like sudden-inconvenience, because at worst you’ll rewind to the beginning of the sudden-death event and be given a second (third, fourth, fifth, sixth…) chance at it.
I don’t even have to worry about forgetting to save and losing an hour’s worth of progress if I die because the game saves automatically for me.
So, basically, I’m left with some kind of interactive story or movie… Except that all the interactive bits feel like an afterthought. It feels like all the gameplay elements were bolted-on at the last minute. It feels like they just want me, the player, to get out of the way and let them tell the story.
Now, I certainly don’t have a problem with storytelling. One of the things that I liked so much in Undying was the terrific story. I thoroughly enjoy a good story in my games.
But they still have to be games. They have to be something fun to play, not something that you sit back and passively absorb. That’s what differentiates a game from a TV show or movie.
And, ultimately, Jericho fails to be something fun to play.
There may be a terrific story there. There might be some amazing visuals. There could be some awesome dialogue. I’ll never know. The awkward gameplay mechanics have ensured that I’ll never see anything beyond the first hour or so. I’ve already un-installed it and have absolutely no desire to give it another try.