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RSS feed for TooHuman.net Wed, 20 Aug 2008 00:15:16 +0200 One of the concerns being raised by many gamers eager to tear into Too Human has been the prospect of enemy scaling (or enemies that increase in power as the main character levels) and its effect on the feeling of power or progression. Director of Game Design Henry Sterchi has stopped by the TooHuman.net forums to discuss these topics (index.php?option=com_joomlaboard Itemid=28 func=view id=69557 catid=2) and provide some much needed clarification on what scaling in Too Human implies.- Your level (levels in coop) determine the spread of the enemy's levels that will spawn. You will often be fighting enemies below, at, and above your level.- Levels are pretty much base stats for you and the enemies. You can use all of the game's bonuses to go beyond that base. So for example, the Bioengineer can not 1hit kill a Melee Goblin of the same level (without a crit) at level 1 (if of course these are the stats/skills you want to focus on). You can easily power-up/loot your bioengineer enough to 1hit kill Melee Goblins of your same level at later/higher levels in the game. - XP in coop is essentially split, with a reasonable cap for the lower level player. There's potential to level a bit faster like this but nothing of power leveling type. Do expect a pretty strong challenge if you're of much lower level though.- At level 50 you will incredibly powerful, but the enemy tactics will alter along the way to keep them challenging. Here are some examples of evolving tactics: - Enemies will not circle you as long and go if for attack much faster at higher levels. - Enemies will have a greater chance of being a polarity, the higher their level is. - Telegraphs (pauses before their attacks) will be decreased, making them more ravenous. - Enemies will come in bigger packs, and more will attack you at once. - Missile Goblins will fire more missiles, that are more accurate, and travel faster.These are just some examples.
Tue, 19 Aug 2008 21:42:27 +0200 X-Play gives Too Human a solid 4/5 (http://www.g4tv.com/xplay/reviews/1823/Too_Human.html). Enjoy the video below and discuss with us in the TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view id=69237 catid=2).
Tue, 19 Aug 2008 11:47:13 +0200 Microsoft executive Stephen McGill today reconfirmed Microsoft's commitment (http://www.mcvuk.com/news/31545/Too-Human-trilogy-very-exciting-says-Microsoft) to the Too Human franchise despite the recent negativity surrounding the game's reviews:Microsoft Game Studios and Silicon Knights are committed to finishing the first instalment, but Too Human is an overarching epic with a rich and vast game universe that cannot be told in one instalment. This game will begin the saga of the god Baldur in the narrative tradition of classic trilogies, such as Star Wars and Lord Of The Rings. We will talk about the full trilogy and we are very excited about its potential. Discuss with us in the TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view id=67823 catid=2).
Tue, 19 Aug 2008 10:21:09 +0200 The final installment of the Too Human developer diary series and the Goblin Man documentary are now available for download via XBox Live. And a big download it is, coming in at over 1.1GB. The diary covers a bit of Too Human's story, along with a documentary of the press coverage the game received back in 2007 at the unveiling of the newest build. Head off and download it, then rejoin us in the TooHuman.net forums for more discussion (index.php?option=com_joomlaboard Itemid=28 func=view id=67657 catid=2).
Tue, 19 Aug 2008 10:13:49 +0200 Forum user TWODOGSz has been kidn enough to wrap up all of the reviews for Too Human into one thrad in the TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view catid=2 id=67459#67459). Among these reviews, you'll find new scores from Eurogamer, Team XBox, Ars Technica, and other sites that have covered Too Human extensively. Head into the TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view catid=2 id=67459#67459) to discuss.
Mon, 18 Aug 2008 22:35:56 +0200 Gamepro (http://www.gamepro.com/microsoft/xbox360/games/reviews/206650.shtml) is the latest US based magazine to release an online review of Too Human (http://www.gamepro.com/microsoft/xbox360/games/reviews/206650.shtml) prior to release. The folks at Gamepro seemed to really enjoy the game:Almost ten years in the making, Too Human has seen its fair share of development troubles. First announced for the original Playstation, moved to the GameCube and ultimately finding a home on the Xbox 360, the game has been a lightening rod for criticism and controversy. But, as the old saying goes, the proof is in the pudding, and while it's not perfect, Too Human definitely has enough going for it to silence its critics. Read on for our review of the Xbox 360 exclusive title, Too Human!Discuss with us in the TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view id=66593 catid=2).
Mon, 18 Aug 2008 22:13:25 +0200 The first day of major reviews ends with IGN grading Too Human out at a 7.8 (http://xbox360.ign.com/articles/899/899826p1.html). Along with their video review, IGN has also uploaded an advanced combat montage video, along with some great footage of the co-op play (http://media.xbox360.ign.com/media/748/748783/vids_1.html).For everything Too Human does well, it feels as if there is something holding it back. The character customization options and great class and skill system are the kind of foundation games should be built on. But then it’s all made rather moot by the fact that dying doesn’t matter and all of the enemies scale to you. The sense of accomplishment just isn’t there. If you’re the kind of gamer that loves outfitting a character and scouring the land for that one epic loot drop, Too Human will excite you and then some. For the rest of us, it’s a decent game that will entertain you until the next big release comes along.Check out the review, then discuss in our TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view catid=2 id=66541#66541).
Mon, 18 Aug 2008 12:10:17 +0200 CTV has released a lengthy review covering their play time with Too Human (http://krisabel.ctv.ca/blog/_archives/2008/8/18/3842669.html):To keep the battles interesting, Too Human offers deep game mechanics. Since your character swings and shoots on his own, you’re free to stack up commands, choosing a sequence of targets for him to slide-and-attack, one after the other. In addition to the usual hack-and-slash, you can have him perform a blade-swirling finishing move, a leaping air attack, a ground erupting “ruiner”, or “juggle” by tossing an enemy in the air and keeping it aloft with shots from your pistols. As you progress you’ll be able to shoot energy attacks from your blade, drop mines, and automatic turrets to help cut down the overwhelming numbers. By mixing these choices successively, bonuses kick in and so the main challenge is to perform long combos. It’s not easy, this isn’t a street fight between two characters, but a battlefield of hundreds and some of the enemies require that you target specific body parts, and the resulting chaos can be difficult to manage. Compounding that challenge is an extensive growth system. You can choose between five different classes, each favoring a different strategy ranging from extreme close-up attacks to ranged ones; berserker, defender, champion, commando and bio engineer. As you go up in level, you’ll have skill points to assign to make some abilities more powerful than others. You’ll find pieces of armor and different weapons in the caverns, locked by level and alignment, as well as rune stones that you can attach to them for added bonuses. There are blueprints to collect and use to make special weapons and armor and Charm stones that activate only when you reach certain battle goals. Your items have their own stats and will need to be replaced in mid-battle, adding to the number of factors you’ll need to keep track of and as a result you’ll be constantly flipping to the equipment screen. ...Still, there are large dragons to slay, the gates of Hel to storm, and grenade-tossing trolls to bring down, piece by piece. Too Human may not reach its potential, but it is a raucous brawler and a video game doesn’t have to be anything more to entertain. Discuss inside the TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view id=65287 catid=2).
Mon, 18 Aug 2008 12:01:26 +0200 High Definition enthusiast site TheHDRoom.com has released another positive review of Too Human (http://www.thehdroom.com/news/Too_Human_Xbox_360_Review/3301), although scoring the game a 7.9. The primary complaint being the RPG grind and slaughtering level after level of mechanical enemies in an effort to grow ever more powerful. As you would expect from an HD site, a good portion of the review touched on visual and audio quality: There is a savior in the form of a reward for battling through what at times feels like endless swarms of enemies while slowing running through massive environments without the benefit of a sprint button. Ten years in various stages of development awarded Silicon Knights ample opportunity to polish the narrative, aggressive and immersive 5.1 Dolby Digital audio and high-def visuals to a level befitting a next-generation console. The models, both in-game and during cut-scenes, are expertly rendered with minute detail and always realistically lit like you'd find in a Gears of War game. The only downside is an impassable 30-second death cinematic where a mechanical angel scoops up Baldur's limp corpse and carries it into the sky. Too Human's character and level design are more representative of what’s to be expected from a PC game, not from a console. That speaks highly of the finished product Silicon Knights has put forth and strengthens the comparison to PC stalwart Diablo. Discuss with us in the TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view id=65365 catid=2).
Mon, 18 Aug 2008 11:54:18 +0200 DevelopMag has a brief Q A with Denis Dyack today (http://www.developmag.com/interviews/250/The-Dyack-Knight), only hours away from Too Human's retail release. Among the topics covered: Too Human's development process, getting the game published, and why Dyack chose to take it the trilogy direction.I’m not really risk adverse. We decided that the best way to do the game is to do a trilogy, and because the story was so big we couldn’t tell it in one game. Having said that, the first game is self-encompassing and tells its own story. There’s certainly a trilogy arc that needs to be finished, but the first game stands up on its own.But we feel really good about it, we feel it’s the right thing to do and it’s a lot better than developing sequels on the fly in case a game is a success. We’re planning for success, the first game will be about discovery, the second is revenge and the third is enlightenment, and we know how these games will end. It’s all planned out, and regardless of how well they do, it will end at three. We may do offshoots in the future, but the main Too Human will be finished after number three. Discuss with us in the TooHuman.net forums (index.php?option=com_joomlaboard Itemid=28 func=view id=65329 catid=2).
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