The story of Jericho is a religious horror story in which the Holy War between God and the first generation of humanity was waged as the firstborn daughter. The world cannot help but be aware of the war and is kept in order by a secret organization called the Jericho Team, whose task is to “scrub” the world clean of the garbage of the war. The protagonist of Jericho is composed of a group of skilled combatants, each of whom possesses superhuman abilities; unlike other games in the past, players can freely switch between different members of the group and experience the thrill of fighting with special abilities and weapons. Advocates of Clive Barker’s Jericho might claim that the game moves away from the FPS genre and creates its own mold; opponents of the game might argue that many of the design choices resulted in a failed effort. Clive Barker himself felt that in developing Clive Barker’s Jericho, he was not involved in creating the suffering of the character but was a member of the team leading the character through this story.

3. Storyline

Graphics: Reviews offer our opinions are mixed – graphics impress, but do have their low points. This is a cutting-edge game. Many of the characters look real, while the environments are varied and convincing. The character models – though detailed, do not possess the most fluid of animations and some voiceovers are not up to the standards set by other recent hits in the same genre. Interactivity: Our favorite Great Stuff here – there’s lots of ways to refill your depleted commando’s health, for starters. Doors can be destroyed, and inanimate objects can be smashed to pick up help in the form of ammo and health in the Jericho game. Watch out for mask-hate (literally, in this case) by the macho terrorists – if you or a teammate are extracting shotgun pellets from your skin, it may be interrupted by a shout. Shotguns are aimed to the death.

Jericho is an elite special operations unit, which has long been specializing in code interception and warehouse infiltration in order to deal with unwelcome guests. Over the centuries, the Jericho team constantly renews itself with new genetic line members as the elders retire or perish. In the game, the Jericho team consists of seven members, including Captain Devin Ross (codename Warfather), who carries a chain gun; Sergeant Frank Delgado (Father Bill), a weapons expert possessed by a demon; Sergeant Xavier Jones (Samurai), a sniper; Lieutenant Delshon Monroe (Rawlings), an assault troop with remarkable strength; Captain Simone Cole (Blood, from Nigeria), who carries an assault rifle; Sergeant Abigail Black (The Empath), a lovely but deadly young woman who could throw fireballs; and Sergeant Cordero, a team member trained in exorcism and banishment. Captain Devin Ross is the leader of the team, responsible for all decision-making, and must protect his teammates. In addition to the demons stalking the living, telekinesis is the most-watched ability.

2. Roll Call of the Team

Video games are an excellent tool for character development given the amount of time each character spends interacting. Clive Barker’s Jericho game is not an exception. The characters of Jericho are so well done: each is well defined; the attitudes of the individuals toward the mission at hand are excellent; the attitudes between individuals in Jericho cell are most enlightening, and at times, priceless. The one fault that could be argued is that while driving toward a strong female role, does each individual personality lean more to cliché versions of women, i.e. religious, whiny, disassociated killer (goth chick). Regardless, Clive Barker definitely breathed life into six very different women. The dialogue between characters is snappy and sometimes touching, and the individual histories are well fleshed out. It seems as if Jericho began its life as a TV series or a first series book.

1. Introduction to Clive Barker’s Jericho Game

In-depth Character Developments of Clive Barker’s Jericho Game

1.1. Overview of the Game

Clive Barker’s Jericho is a first-person shooter survival horror video game set in an off-world Jericho black ops team. This game involves five characters who are involved in black ops operations. Jericho members can fight the supernatural world to defeat evil in the post-apocalyptic world. The Jericho team is derived from the Jericho Catholic Church and is full of various illusions. In this game, the player can control each member of the Jericho team. The player can change the members freely. Every member has unique talents which allow players to use each member in various ways. Jericho is the key to retrying the time that ancient culture made to ensure that life on this earth remains peaceful and to avoid deliberate destruction created by the god-given power by their true munafuk gods.

Clive Barker is an influential English author who has contributed to both modern dark fantasy and horror stories. He is not only known for his novels like Weaveworld and The Hellbound Heart, but also for his directorial debut Hellraiser, both the story and screenplay of which have gained significant appreciation. He is a man with diverse talents. He graduated with a degree in philosophy and English from the University of Liverpool. This not only sharpened his writing style, but also made him capable of creating various types of artwork. Not only is Clive Barker familiar with the book world, but some of his works have also conquered the gaming world. Clive Barker’s Undying, Jericho, and Clive Barker’s Tortured Soul have been associated with horror themes. Clive Barker constantly tries to combine beauty and terror in his books and movies.

1.2. Background of Clive Barker

In the broader overview of gaming, this is the first time Barker has set foot in the gaming industry from the get-go, by creating a surprise with the opening of Clive Barker’s Undying, released by EA and developed by Dreamworks during late 2001. In contrast to the shapes, orbits, and forms of games in general, Undying has become a declaration that games are much more than cultural products; that they have issued suggestions, which want people to talk about, and ultimately change a whole series of perceptions about Unreal Betrayal. It’s received reviews and responses about how very good and intelligent it is. Despite his debut, Barker apparently began to get to know and complement his love for video games, as he was later honored by the GDCA in 2010 as the pioneer of game characters imprinting and also became a member of the International Video Game Hall of Fear in 2011.

The identity of Clive Barker as an author or artist cannot be separated from his biography. Born on October 5, 1952, in Liverpool, England, where working class values prevail, one way to relieve oneself from the burden of a burdensome reality was to find pleasure in life, from childhood to adulthood. This very identity which will be aroused to inspire him to create famous works of literature, such as The Books of Blood and The Hellbound Heart, both of which were later made into a film under the title Hellraiser. On the journey, Barker began to get attention from various circles and criticisms, so that several of his works were included in the list of bestsellers and became listed as one of the best contemporary horror authors of all time.

2. The Main Characters of Jericho

2.1. Captain Devin Ross

2.2. Sergeant Frank Delgado

2.3. Father Paul Rawlings

2.4. Lt. Abigail Black

2.5. Sergeant Wilhelmina ‘Billie’ Church

2.6. Sergeant Simone Cole

3. Character Development in Jericho

3.2 Companion AI The operation control in the game has a unique novelty where the player could directly switch to the character they want except for few games, and this is called Quicksilver operation. Characters in the game have different skills to select in the combat, each character has different stuffing skills. Meanwhile, the role-building in Jericho also focuses on training combat skills; the physical strength and fortitude depend on its weapon system, which requires players to continuously engage in the game to practice and give full play to AI’s realistic intelligence control, not fully relying on the player’s archiving, complete to beat the game. This gameplay design follows the tactics adopted by the developer of Eidos of which the team also participated to produce Hitman and Satan in which it gives full play to the function of the NPC which is a motivating and challenging tactical system. The infiltrating action that leads the world’s intimate rebellion in Hitman is a test of wisdom. The game also requires a player to temporarily purchase a little attention to the NPC role so that it could easily pass the customs. The dialogue plays an optimizing role which could reveal the stories from the role model about the map of the clearance. The same is true. NPC can be used correctly in the game to help the player to successfully pass a hurdle that players think are very difficult.

3.1 The Players Seven characters compose the fighting team, and then additional sacrifice characters called Jericho, who are the sisters and brothers to the original characters centuries before. With the unique Quicksilver format in the gameplay, players are required to know the characteristics and the power skills of these characters since they are provided with different power skills. The development assumes that the player acknowledges the existence of the objects in the game called Paranormal (Orbs, Blinding, Breaking, Telekinesis, Spirit missile, Imposing) which are essential to the core gameplay. Each character could come from different historical background and be a different gender, and even race. The characters and their initial weapons include Delgado, a religious cleric with miraculous healing power and cross rifle Shotguns, the team leader Ross who has the ability to command Ghost Bullet and nourish his soul and soul shotgun, Black who takes the pistol of Black Widow as his weapon and whom Edgeshot is acrobatic and gymnastic and is skilled in estate firearms with range-firing precision skills using objects at the target. He is equally good in the inspection camera. In addition, there are more hundreds of different firearms and automatic rifles provided in the game which require further collection.

3.1. Individual Backstories and Motivations

During the game, the grandmotherly character Mother has several conversations that link her to a war trauma. The character also slips into her native Cantonese when speaking in private discussions. Both these aspects add depth to the distinctive personality of Mother, which can in turn increase the emotional connection felt between her and her grandson character. Their bond is a crucial part of the player’s motivation throughout the narrative. The characters in Clive Barker’s Jericho game have different motivations that mirror the diversity in the game. With many soldiers narratively and mechanically under-represented in contemporary war video games, in-depth, active, and multifaceted character developments that provide segmentation of the army can offer a different representation of war to the norm. With a more thorough representation of the military, the game can offer a more empathetic war epic.

The Clive Barker’s Jericho game provides a diverse cast of characters, each with their own unique backstory, motivation, and personality. These differences are often revealed as the game progresses through exploration of the game environment. The motivations of the individual squad mates can have repercussions for the protagonist character himself and the game world as a whole. The protagonist character is a member of a secret army called The Jericho Squad, a team of elite fighters who are trained to fight the supernatural. The protagonist has returned to active service to avenge the murder of his military unit and family. The specialist soldier’s deep connection to his dead family further underlines the character’s motivation to undergo such a perilous mission.

3.2. Character Arcs Throughout the Game

Despite some momentum killers of pacing, the development of characters and interactions between both the Jericho team or with minor characters simply have some truly interesting aspects to them. The shotgun marriage of playing as every character some levels results in the game swiftly defining character obstacles and development. From the moment Wilfire Ross, the most arrogant character in the team, is given command in the absence of Lieutenant Church, for example, leadership is thrust upon an incredibly unlikely candidate, in which he gradually grows into. In other moments, each character has their Juju the dog give them one last lesson about being a good person. The depth of Clive’s backstory allows for substantial depth in character development that trends towards striking and powerful moments. In these regards, the best of the game is the character development arcs.

Simultaneous to the action taking place, characters also undergo character arcs. With the exception of Anderson, every character’s development happens gradually over the course of subtleties in the game. Whether it be Frank’s father-daughter relationship with Jessica, Simone’s guilt over her actions as an Inquisition witch, and having to face her former victim, Billie’s struggle to suppress an evil spirit in her, or Ross’ redemption, the game is ruthless in providing backstory and information on all characters and moments to develop their characters as the action halts to do so. At times, levels break off to being conversations about the characters, at times talking occurs during levels while characters are tired and walking. While the first and last levels feature expositionary backgrounds, such conversations are far more interesting.

4. Themes and Symbolism in Character Design

In the video game, Clive Barker’s Jericho, the player can incarnate multiple characters with different features and behavior. There are seven members of the Jericho Team. Rawlings – Chef Engineer Technical Specialist of the First Government Laptop Computer, tattooed face, strong personality, and scared of Theo and Billie. Jones – Surveillance and Espionage. Taking care of Marshall. Ross – Demolition and Bomb disposal specialist. Arrogant. Billie – Support Gunner Killed in action (KIA) in prequel operation in ancient Sumeria. She can produce a dense black wing, clearly making her a fallen angel. Delgado – PsyOps Unit. He calls himself «the brains of the bunch». Cole – Veteran Medic. She believes in luck, having talismans that bring her good health. Dr. Wilfred Church – squad medic, father figure to the Jericho Team. Control speaking with demons. Sleepwalker. It is worth noting that he is a psychologist, and he has skills with a psycho amp. She chose a high-collared tunic with an inquisitor cross. This also indicates that she is Christian.

The people’s faces are reflective of their characteristics and skills. This particular facial structure needs a lot of attention to designing them intricately as humans are designed to perfection. For example, facial tattoos of Rawlings imply that he is a powerful person. Devin’s horns tattoo design is based on his nickname «Horns». Simone’s widely opened innocent eyes reflect her character. Weapons that they use are a result of many things that have happened in their life besides being a weapon. Canon reads from the Bible, so it would only be fitting to give him a heavy revolver as a weapon, but then he has a large action shotgun. The lance that goes into his back would only be fitting for the nail gun because the biblical punishment for the betrayal of Jesus was being nailed to the cross. Cpl. Abigail Black has a small holy rosary and an open copy of the Bible in front of the shotgun, which is all about faith in short-range firepower.

4.1. Religious and Mythological Influences

During playing the game, the students found that the character development of Jericho is related to the Bible. This game story itself has a very strong religious nature, and the game story combines the assassination of terrorists and horror elements, making the game story very interesting. Therefore, we would like to write a game analysis related to the characters in Jericho. After the introduction, we will concentrate on discussing the religious and mythological influences related to the characters. Next, we will connect the characters with their respective gods. Then, we will discuss the characters and their souls. Finally, we will have the conclusion section.

For the background of the game world, it has been developed on the Judaic theological and mythological background. From this, the main components of the game are artificial intelligence and game characters’ designs, as well as the designs of the game environments, which have been mentioned in previous studies. This article is based on an animation design class application. After the students play the game, they need to write a report about the game design, including the game characters and game levels.

4.2. Psychological and Supernatural Elements

The elements called psychological can often be supported by the supernatural as described in psychology and supernatural development. Psychology is defined as the branch of science that examines the behavior of humans and their mental processes and the factors that cause these events. Human thoughts start with mental activities like perception, remembrance, thinking, and affective, behavioral, and conscious processes follow. In short, mental events shaping the behavior of humanity determine the psychological situation. In DOS games, psychological development means character development understood in a way that covers supernatural and subconscious content together. This combined development leads to the whole; it helps to improve characters with negative or unknown features that can make the game scenarios taste invariant. In other words, the players of such characters try to understand the reasons for their actions in the game, to solve irrational actions, they try to rescue from the subconscious, or external elements that pressure them.

As mentioned so far, the characters in Clive Barker’s gaming work can petition help from the supernatural to achieve in-game goals. In Jericho, the soldiers can also utilize supernatural powers in special combat situations since they belong to the Jericho squad who are established as agents of supernatural activities. They are trained to control and utilize the supernatural. Psychological development should take place in the storyline of each of these characters. In the story, each of the characters faces their fears, problems they have in their subconscious, questions their previous decisions, solves them, and reveals the fact that the Jericho squad is a psychological examination of Clive Barker’s why, how, and how to ability to control the supernatural.

5. Reception and Impact of Character Development in Jericho

Reception and impact of character development in Jericho is positive and very directly relevant. Through reading contributions to the fan message boards as well as conducting a playtest, the team could see that there is a sense of appreciation for a number of the finer, or maybe less obvious, aspects of Jericho. From the feedback provided, the following elements of the characterization are appreciated and enjoyed: the parent-like support and affection between the characters and Ross; the attraction Saunders shows to women, particularly paranormal women; Cole’s oratory skills and the way he uses humor to alleviate situations and ensure shared morale. These forms of the interactional context provided by the characters shown throughout the game environment are important – they help the overarching narrative structure and the subtler aspects of Jericho to flourish.

Throughout Clive Barker’s Jericho, the character development is in-depth and includes much in the way of both combat and dialogue. Each of the main characters has a unique and detailed history that is explored through his or her personal timeline as well as through primary skills and other details. Discussions and analyses of the story within the game suggest that many players find Jericho enriched by the character development throughout. It also provides a 3D environment-style walkthrough guide that includes commentary on the choices and difficulty of the game, providing further insight into character development. Those who aspire to write fiction or pieces like games or comics should be able to draw from both the text and these visuals if they have access to the game itself. Overall, the project findings suggest Jericho’s writers have created rich characters.

5.1. Critical Reviews

In another popular critical review written by Ryan McCaffrey, he mentioned, «The new character videos for Clive Barker’s Jericho are worth a gander. The game features a team of seven protagonists, each with unique abilities to help them combat the numerous grotesque creatures that inhabit the living, pulsating nightmare of Jericho itself. A self-taught doctor and highly skilled exorcist, the versatile Black is also effective with a sniper rifle and wields a terrifying secondary weapon. A weapon that is inherently a life-stealing relic captured from the Firstborn, and now part of Black’s tattooed right arm».

The character developments in Jericho game have been described by various critics and reviewers. According to Pete Davison, «Clive Barker’s Jericho is certainly turning out to be a memorable and truly unique experience that many gamers will no doubt be talking about when it’s released. The game’s general setting presents a refreshing difference from your typical «real-world» shooters, and the squad-based gameplay, promising storyline and unique character abilities add an additional twist to the proceedings. The game offers a good combination of action, exploration and puzzle solving and it’s shaping up to be a horror fan’s dream which is sure to appeal to shooter fans as well».

5.2. Fan Reactions

Though that what happens within the creative process of comic books development, script, arts execution, and the result, all the educated foundation professionals see are certain stereotypes. Some of these handle mainly social or professional status, yet they accompany the characters in all types of art. He was not adapted in front of a psychedelic Miro painting or graphic Ph.D. research, so that the play would not become tragically incompatible with the public psychological background. So, it was necessary to place the audience in the American jungle that we see reflected in Howl’s Hero in the Kuala Lumpur Twin Towers at P1, Myanmar Lazy For Unknown future, or the White Elephant party in A Company of Men.

A wide range of Chester’s characters can evoke different reactions, since characters may convey different messages. Mrs. Engels is born out of the desire to help Dr. Engels, who himself is the product of the mix between Sediye Engel and the Genie in the Bottle: two souls inside one body. She experienced both states, as Dr. Hyde fed on Curtis’ blood to push past his own brother Nikolai. In another incident, Nikolai is very key to some of my commentary towards the end of the book, and with the use of Nadia providing the physical contact. The characters come to life successfully, they give an impression towards the public and the public nations’ perception.

6. Conclusion and Reflections

Finally, as to whether or not the characters in the squad fulfill the exaggerated requirements of being complex, audacious, and compelling, I believe that they do just that. In the end, they are a diverse cast of characters, albeit not all races are fairly represented. Through the combination of their traits, conflict, and interactions with each other, the characters combine the ability to be loud, cruel, brash, nasty, vulgar, and insane, also with being funny, tragic, caring, and brave. They therefore prove themselves to be interesting and engaging characters and carry a major role in the game’s coherence, engagement, and influence. They also give deeper insight into the essence of their being and provide us with plenty of character moments, as the main subject of this essay required. Not to mention, as previously stated, Clive Barker games representing a face of diversity and originality is always welcome.

In conclusion, the characters of the Jericho squad are well-developed in the game. This is an impressive ensemble cast that reaches a perfect balance, giving the player reason to form a connection with each member in what little time they have with them. Each comes with heavy loads to bear, ones that cause certain personality traits to come out—often harsh and abrasive—actions, and personal goals. Through all their flaws, emotions, and motivations, each soldier remains a true professional, not once allowing their personal issues get in the way of the mission ahead. They reach their common goal in spite of dysfunctional personal relationships and their individual issues. Knowing each member better lets the player put more of themselves into playing the game and take on the role specific to the character.

6.1. Summary of Key Findings

Devotion also covered the personal journeys faced by Billie and Cade, who are seen as soldiers but needed to understand the reasons for their experiences and difficulties. As the person and woman with the highest authority, Black provided the examples of being the perfect and the most successful charade that had received many chances of learning from her other team members. The most convincing and characters which scaled the curve model the best were Wilhem and Kit, as seen by the amount of gruesome damage that they added to their authority, teams and self. With all of the key findings now covered, 6.2, which is the final chapter will summarize the results, along with providing recommendations for future research as well as recommendations based on the findings made in this research study.

This chapter was divided into two main sections, with Section 6.1 providing a summary of the key findings. From the findings, it is safe to suggest that all characters experienced some form of growth, with each one of the Sanderson Brothers drawing the most attention from the game’s developers. Devotion of the Sanderson Brothers specifically addressed the change and advancements each brother experienced in the game. The change experienced by Church was also opposed to seeing what the characters desired to believe in, with the focus on Urban’s struggles and internal debate. Ravenshadow and Nikolai were seen as the followers of their respected leaders and their actions contributed to the growth of their leaders. Delgado’s transformation of trying to figure out the soldiers but meaning of life posed a different sort of growth, which was major character development.

6.2. Implications for Future Game Character Development

Without immersion, games may become stagnant. The appearance of the games may be appealing, but when players cannot see beyond the surface, they may well decide to take their custom elsewhere. Multimodal characters, utilizing heuristic content in multiple modes, are essential in this aspect of games design and indeed more complex game characters challenge and provide many opportunities for future research in the area of adaptive and non-linear character development. It is our belief that the components we mapped out in our discourse analysis will prove equally useful to developers looking to change the form and function of other game genres, be they strategy-based, role-playing games, combat, sci-fi, or fantasy. They should be especially useful along with visual character technologies as recommendation engines for developing multimodal characters and adaptive autonomy for games guiding the player at design time in meeting character complexity, coherence, and form.

Existing literature on player immersion suggests that ‘filler’ entertainment that simply keeps players occupied is usually acceptable in action-oriented mission-based games. This excuse for lack of character complexity is no longer valid given what our discursive study shows, and the new breed of character that single-player gamers can expect to see in the future. Indeed, the need for strong character presence raises a number of concerns among the development and marketing of such games. The human factor mentioned earlier, that greater player satisfaction is achieved by the inclusion of human responsibilities and consequences of successful or unsuccessful activity, all suggest an inherent need for better character development in future games.

por ronitec

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