Jericho - video breakdown

Now that you've seen the powers, it's time to take a look at what types of environments you get to play in. As mentioned before, all the levels have a very Doom-like train of thought - plow through, shoot everything and don't worry about alternate paths. It's also incredibly dark, occasionally to the point where you literally can't tell where to go next. Minor issues, however, for an otherwise entertaining ride through Clive Barker's stitched-up madhouse. We've included level descriptions as well, which could contain minor plot spoilers.

The Tomb

"Ruins of Al-Khali, Middle East. The department of occult warfare has sent in Jericho team - a seven man unit trained in both conventional and occult warfare - to investigate. All attempts at contacting the outpost inside Al-Khalihave failed. With tensions already running high in the region, this is the event that could trigger the Apocalypse."

The first level is extremely basic - no character swapping, no magic powers, nothing. It's all meant to establish the setting and mood. The weirdest things we saw were a cloudy child-like creature luring us forward and a door sealed by blood. Once inside said door, the demo ended and we were off to the next.

Sewers

"After centuries of fighting without rest, insanity has seized the last Templars. Leach's treachery has forced what remains of Jericho to the confines of the infected sewers of Les Innocents."

At this point you're fully armed with all six members of your squad, able to bounce from one to the next at any time. The six are divided into two teams of three, Alpha and Omega. Orders can be sent to either or both to hang back or charge forward. The level itself is a leaky underground passageway that appears to be carved out of a mountain. Glistening baddies pour out of every shadow, making this a good time to get used to the controls and powers of Jericho squad.

Up next - two boss battles, one against a power-mad priest and the other with a lumbering giant with horn nipples. Um, yes.

The Tomb

"Ruins of Al-Khali, Middle East. The department of occult warfare has sent in Jericho team - a seven man unit trained in both conventional and occult warfare - to investigate. All attempts at contacting the outpost inside Al-Khalihave failed. With tensions already running high in the region, this is the event that could trigger the Apocalypse."

The first level is extremely basic - no character swapping, no magic powers, nothing. It's all meant to establish the setting and mood. The weirdest things we saw were a cloudy child-like creature luring us forward and a door sealed by blood. Once inside said door, the demo ended and we were off to the next.

Sewers

"After centuries of fighting without rest, insanity has seized the last Templars. Leach's treachery has forced what remains of Jericho to the confines of the infected sewers of Les Innocents."

At this point you're fully armed with all six members of your squad, able to bounce from one to the next at any time. The six are divided into two teams of three, Alpha and Omega. Orders can be sent to either or both to hang back or charge forward. The level itself is a leaky underground passageway that appears to be carved out of a mountain. Glistening baddies pour out of every shadow, making this a good time to get used to the controls and powers of Jericho squad.

Up next - two boss battles, one against a power-mad priest and the other with a lumbering giant with horn nipples. Um, yes.

Brett Elston

A fomer Executive Editor at GamesRadar, Brett also contributed content to many other Future gaming publications including Nintendo Power, PC Gamer and Official Xbox Magazine. Brett has worked at Capcom in several senior roles, is an experienced podcaster, and now works as a Senior Manager of Content Communications at PlayStation SIE.