Home
Twitter
RSS
Newsletter
Jeremy Jastrzab
25 May, 2006

Too Human Preview

360 Preview | Hands-on with the E3 demo.
One of the more prominent pieces of vapourware of the last few generations has been Too Human. Originally planned to debut the PS1, development was migrated to the GameCube when developer Silicon Knights and Nintendo got friendly. However, they went their separate ways and now Silicon Knights are in Microsoft’s stable. After many years, it seems that Too Human is finally becoming a reality, in the form of a proposed trilogy on the Xbox 360. We were lucky enough to get a hands-on at E3.

Previously, Too Human was planned to be set in the future but it seems now that the theme has now moved onto Norse mythology. You play the game as a character named Baldur, who happens to be a God. However, all the other Gods make fun of him because he’s a bit too human and he fights against an army of machines in order to protect the humans.

Too Human promises to be too epic

Too Human promises to be too epic
Close
The game is meant to play like an action game but will have dashings of RPG interlaced. A large portion of the game will be the continual collection of upgrades for Baldur. These upgrades will obviously make him faster, stronger and meaner. However, the main course of action will combine gunplay and melee attacks. When you’re using your guns, the camera zooms out to give you a wider view. However, when you pull out your melee weapons, the camera will zoom back in. Melee weapons will cover a selection of halberds, hammers and staves.

The melee combat felt very fluid and natural. We were never forced to fight against the controls, as the scheme itself was had a very minimalist approach to it. It wasn’t bad but it was at least accessible. With the gunplay, the guns were controlled but the left and right triggers. The only small issue was that the auto-lock was in need of some work. At times we were attacking enemies that we weren’t intending but it’s an issue that will likely be worked on before the games release.

Attacking enemies will build up your super move gauge. Once it fills up, you can pull off a super-charged attack with merely a press of a corresponding face button. However, if you are hit by an enemy, the gauge will be decreased. You will also be able to play the game co-operatively with up to four players. There is no word on how the game will be changed in order to cater for the game other than you and your cohort will be roaming the world “hunting and gathering” the upgrades that are available.

In the hands of the Gods

In the hands of the Gods
Close
One thing that was unique about the game was the way that the camera was handled. Even though there have been lots of games where the camera has been controlled completely by the game but none have tried such a different use of angles. For example, when an enemy was first encountered, the camera switched to a view that was behind the enemy’s eyes. The view was complete with orange robotic terminator-esque HUD. It’s not that you’ve lost control of your character, it’s only that the view has been changed. As you jump down to the enemy, the camera will shift around in a cinematic fashion. At another point, the camera switched to a side on view of a corridor. This was touted by the game’s director, Dennis Dyack as a “Contra moment”, and it was quite impressive.

Despite our reservation about not having any control over the camera, Dyack assured us that the final game would work out just fine. It helped that the camera posed no problem at any stage during our playtime. Despite some lengthy load times between levels, we were also assured that by the time the final game ships, these will not be present, at all.

We were later privileged to take a look at a portion of the game known as “Cyberspace”. This is where all the exploration of the game will take place. It was actually a very different place to the levels where we were fighting hordes of machines. Where as those places were artificial, sterile, metallic and cold, Cyberspace is meant to be an artificial representation of the real world. That is, you’ll be exploring places that covered in trees, flowers and grass and so forth.

Next-gen enough?

Next-gen enough?
Close
The game looks like it is really taking advantage of this next generation hardware. The levels were absolutely massive and had something of an epic feel to it. The best part about it was that objects actually looked like what they were trying to represent. The rock actually looked like rock and the metal actually looked like metal, not plasticine and not plastic. This shouldn’t be a surprise given that the game is running off a heavily modified version of the Unreal Engine.

Overall, our experience with Too Human was a positive one. However, the general reactions on the game have been mixed so far and there is no indication with regards to how long this game is. Is there a higher expectation placed on this game because it has been in development for such a long time? If we come out at the end of the day with an enjoyable experience, that’s all that really matters.
Overall:
Too Human actually being released is still a prospect that we need to get our heads around but for now, the signs are pointing in the right direction.

Related Too Human Content

Win one of five copies of Too Human
15 Sep, 2008 Too good a chance to miss.
Too Human Review
10 Sep, 2008 Too little, too late?
More Too Human screens
14 Aug, 2008 This time featuring the character Heimdall.
3 Comments
6 years ago
I downloaded this trailer and I must say I was not impressed. The animations were dreadful and the framerate didn't look that flash at all. And judging from your impressions, I think they have a lot to do still.

I can't really see what the hype is about this game.
6 years ago
Yeah I have read a few disappointing reviews from E3 and complaints about the empty environments.

I'm still hoping Too Human will bring a final product out that could match their efforts in Eternal Darkness.
6 years ago
All the hype over Too Human has resulted in high expectations, which I think is fair. This game has a lot to live up to. I expect them to deliver a quality product, we need some more good 360 games.
Add Comment
Like this preview?
Share it with this tiny url: http://palg.nu/2Qb

N4G : News for Gamers         Twitter This!

Digg!     Stumble This!

| More
  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  28/08/2008 (Confirmed)
Publisher:
  Microsoft
Genre:
  Action Adventure
Year Made:
  2008
Players:
  1

Read more...
Currently Popular on PALGN
Australian Gaming Bargains - 08/12/11
'Tis the season to be bargaining.
R18+ Legislation
R18+ Legislation
Naruto Shippuden: Ultimate Ninja Storm Generations Preview
Hands on time with the game. Chat time with the CEO of CyberConnect 2.
PALGN's Most Anticipated Games of 2007
24 titles to keep an eye on during 2007.
PALGN's Most Anticipated Games of 2008
And you thought 2007 was populated.