Too Human Review
Posted by
Paul H Walton
on 7/01/2011
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(More customer reviews)Bluntly, Too Human is not a great game. Yet I can't get enough of it.
Too Human is eccentric developers Silicon Knights' first original game since Eternal Darkness six years ago. Too Human's concept has been floating around for ten years: initially a PS1 title to follow up Blood Omen: Legacy of Kain, then moved to GC with SK's exclusivity deal with Nintendo, then to Xbox 360 when that deal was up. [You can still visit online gaming magazines and view screenshots of each cancelled iteration]. That said, Too Human for the Xbox 360 has only been in development since the system launched, but it still has a lot to live up to.
So how did it turn out? Well if you rely on mainstream critics, bad. Very bad. From what I can tell though most of the very bad response seems to be from either a lack of time spent with the game, or confusion over exactly what type of game this is supposed to be. It seems many people either think this is a Ninja Gaiden/Devil May Cry type action beat 'em up or a Mass Effect/Oblivion western role playing game. In Silicon Knights tradition, the reality is that it's neither and both of these things.
Too Human's closest relative is I feel the Phantasy Star Online series. Like PSO/PSU, Too Human is a dungeon crawler loot game with action elements. Like PSO, you can choose a class based on close combat, ranged combat or healing. Like PSO, you are expected to run the same levels repeatedly to gain levels and gear until you are either infinitely powerful or bored to tears. Too Human's combat system has a lot more action elements than PSO and they are much better implemented, but essentially the two games are very similar.
So knowing what this game is "supposed to be," first I'll discuss what I feel this game does wrong.
1. The camera is bad. In a developer interview the designer team explains that the camera is programmed to show the biggest threat, not necessarily what you are facing. Honestly, I'm not sure if it actually ever works out that way. In combat, the camera is usually fine. You can cycle through several camera modes, from very close to "Iso," which is usually similar to an overhead Diablo style set up. But far too often the camera just spazzes out when you are running, turning a corner, or hugging a wall, leading to an instant headache. Since nearly all chests are along walls, this is no good. You can tap LB to reset the camera
behind you, but it does not always work and sometimes it instantly snaps back to where it was. There just really needs to be a way to manually control the camera.
2. The game is too short. The story mode will take about 10-12 hours, and I'm ok with that. You're supposed to run each dungeon into the triple digits, right? So it's actually packed with hundreds of hours of gameplay. But I still say it's too short and here's why. There's only four dungeons to play through, and they are all tediously long. So you get bored of playing the same dungeons over and over, and you get bored of being in there for up to an hour longer than feels necessary. With only four areas, it also limits the opportunity for storytelling, which is mostly done in between dungeons. The story is strong but only pulls together right as the game ends, making it feel underwritten and badly paced. I strongly feel that if the game had six shorter dungeons instead of four incredibly long ones the story and gameplay would feel more naturally paced. While the game is the first part of a planned trilogy,
it still feels incomplete. It's as if Star Wars ended when the Millennium Falcon left Tatooine.
3. Cyberspace is boring and pointless. In the game there is another realm that you sometimes visit called "cyberspace." In a not so clever twist, it's the only area that does not look cybernetic, looking instead like lush forests and gardens. Some of these areas are very large. You are required to enter them to do some brainless puzzling to unlock doors and paths in the main game. There are no enemies in cyberspace, though there are "chests" full of good loot. But they really feel pointless and like a chore to access, especially through multiple playthroughs.
Note: A lot of people gripe about death in this game. When you die, your equipment takes damage and can eventually break, your combo meter resets to zero, and a Valkyrie descends from Valhalla and lifts you into the sky. Many people complain that there is no penalty at all, which is completely untrue. It's very irritating to have your combo meter depleted since it fuels all special moves and has to be filled by killing enemies. Equipment damage is also no good, as when it breaks all armor and benefit is cancelled. Many people also complain about the Valkyrie animation, specifically that it takes too long and is unskippable. It takes about 20 seconds. Then you're playing again. No Game Over screen and load from menu, no running back to your body, just a 20 second animation that happens to be gorgeous. I fail to see the problem.
There are other small issues here and there, but those three main points are MY biggest complaints. So here's what the game does right.
1. The combat is a lot of fun. The combat in Too Human is unique in that the triggers control ranged weapons and the right stick controls melee attacks. After a brief adjustment period, I think this layout is very fun and effective. It's awkward at first but after a while becomes second nature. The only problem is that it leaves no way to control the camera. Combined with the slide mechanism, the game becomes a thrill when there is lots of stuff to kill, and thankfully that happens a lot. Melee and ranged (guns) are well integrated, and it's a lot of fun to bat an enemy into the air with a hammer then juggle with your pistols. The ranged combat is handled with the triggers and an auto lock. The auto lock is flawed in that it often remains locked on dead targets or sticks to a target when you try to change, which you do by tapping the right stick while firing. But overall the melee/range relationship is fun and well implemented. Stringing combos together by striking, sliding, air combat, and finishing moves fills your combat meter which fuels special attacks and abilities that are determined by your class and alignment.
2. Customization is deep and balanced. There are several modes of customization, although character appearance is not one of them. The primary choices are class and alignment with a skill tree for each, and of course gear. There are five classes that let you specialize in various types of combat, such as high melee--Berzerker, high ranged--Commando, average all around--Champion, high defense--Defender, and health regeneration--Bioengineer. After completing the first dungeon you must also choose an alignment, either Human or Cybernetic. Generally Human is more combo reliant and Cybernetic is more gear reliant. Each class and alignment has a skill tree that you put points into as you level. The trees are fairly simplistic when compared to something like World of
Warcraft, but do add to the overall customization experience. Lastly there is the gear, which is seemingly endless. Not only are the combinations of weapons and armor immense, but many are slotted meaning you can add additional properties in the form of runes. You also have charms, which cause status effects in combat, such as gives a chance to freeze targets or gives a chance to explode on contact, but are activated by completing quests and inserting other runes or charms. The customization possibilities alone will keep you playing for dozens of hours.
3. The story and presentation are top notch, and have that special Silicon Knights touch. I mentioned above that the story feels cut short due to the lack of game content, and that's true. However, the integration of story, characters, art direction, and gameplay make for a rich gameplay experience. It's here where SK consistently is able to overcome technical setbacks to create something truly special. The developers always have great success in drawing from history and mythology to create a living world within their games, and Too Human is no different. This time Norse Mythology is the source, though from the
perspective of a cyclical history where the ancient gods were in fact much more techologicaly advanced than we are today. The graphics and art direction reinforce this concept with massive architectural environments that really feel alive. Character and enemy design is also top notch, highly detailed to the point of being flamboyant but not silly.
In my opinion Too Human is not a bad game and does not deserve the rabidly negative response from the internet gaming community. It does have some major flaws though that keep it from reaching its potential. That Silicon Knights charm manages to overcome a lot of the frustration brought on by the bad camera and limited game content, but not as much as in the past I'm afraid. Dennis Dyack, lead designer of Too Human, insists this is the best game they've ever made, but I just can't find truth in that statement. In fact I think it's the weakest of their three major projects behind Eternal Darkness and Blood Omen.
If you love loot grinding games like Diablo II and Phantasy Star Online, there is much to love about Too Human. When you are killing waves of enemies it's a blast, and thankfully that is happening most of the time. It's a game that you "get" or you don't, but if you are willing to look past its flaws, it is ultimately addicting and very fun.
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