Clive Barker's Jericho cover art

Clive Barker's Jericho

Corridor shooting plus picking the right squad ability for each scripted encounter.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION5 /10READS0 /10VARIANCE1 /10OPTIMIZATION4 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    5/10

    Aim and squad-ability timing through corridor firefights

  2. Reads

    cheat: Out-predict an adaptive opponent

    0/10

    Horrors attack on fixed scripts, nothing adapts

  3. Variance

    cheat: See what's hidden / map the RNG

    1/10

    Linear set pieces with minimal randomness

  4. Optimization

    cheat: A perfect solver / coach

    4/10

    Choosing the right squad member per encounter is the layer

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
2007
Developer
MercurySteam
Platforms
PS3, PC, X360
Modes
Single player
IGDB critics
66/100
IGDB users
76/100
ShooterActionFantasyScience fictionHorrorSurvival