Too Human Demo up on XBLA

One thing in inventory that stuck out to me was the high pitch ping noise every time you shift to another section of it. Kind of grating after a while. I never quite understood how things like that get through testing. If you must have a noise every time I move in a menu screen, keep it low key and out of the upper range. Much higher and I'd have dogs barking at my door.

Elysium wrote:

I don't buy into the complaints about the visual engine. It seemed no better or worse to me than Mass Effect or Halo 3.

Well, Halo 3 seems to get exemption from most scales of measurement for some reason. Like I said, I've seen better 360 games but I've also seen a lot worse. For example, this definitely looks better than Bourne Conspiracy. I do find the models have a bit of a "melted" look and the mouth movement during speech almost seems like someone's pulling on strings attached to the mussels but overall, things still look decent, particularly the environmental design.

Certis wrote:

One thing in inventory that stuck out to me was the high pitch ping noise every time you shift to another section of it. Kind of grating after a while. I never quite understood how things like that get through testing. If you must have a noise every time I move in a menu screen, keep it low key and out of the upper range. Much higher and I'd have dogs barking at my door.

I'm glad someone else noticed this. At first, I thought my speakers were glitching out.

necroyeti wrote:
Certis wrote:

One thing in inventory that stuck out to me was the high pitch ping noise every time you shift to another section of it. Kind of grating after a while. I never quite understood how things like that get through testing. If you must have a noise every time I move in a menu screen, keep it low key and out of the upper range. Much higher and I'd have dogs barking at my door.

I'm glad someone else noticed this. At first, I thought my speakers were glitching out.

Yep, it was annoying enough that I start to mute the audio every time I had to either tweak with skills or browse through the loot.

- not a fan of the human model, but i do think their passable.
- wtf is up with the story. i got lost, and i normally have no problem keeping up in JRPG's
- voice acting isn't varied enough. had a hard time trying to seperate who said what
- soundscape also not varied enough. All the loot had the same sound so you can't tell what dropped (ie:Diablo). The menu sounds, like Certis mentioned were annoying not informational.

+ Loved the combat!
+ Loved the armor
+ Loved the crafting

I just tried using melee so far, but the combat is a lot of fun for me. I'll try the guns next.

The demo ended just as I was getting a handle on the combat. Tearing stuff up with a flame-bringin' hammer was starting to feel really cool. I'm sold on the looting.

I don't know about the story or characters - I wasn't feeling it much, and there were a few truly cringe-inducing moments of dialogue. By game standards, it seemed decent, but not spectacular.

So it looks good, if not necessarily great.

Just make a quick mention... even though the rest of the classes are locked, there is also a glitch on how to play them regardless. There is a video walk through on TooHuman.net front-page.
So if anyone wants to try a Bio Engineer... now you can!

The one thing that bugged me was that the Menu system is SO SLOW. I found myself going to the menu constantly for gear and stats but it just got annoying because there was this lag.

Maybe it's because I'm a PC gamer and menu's are always fast on PC but that is quite annoying. Other than that it is a fun rental for sure.

Ranalin, when you say crafting do you mean the socketing stuff? The actual crafting system is pretty lame. It's exactly the same as getting a drop except you need to spend stuff to use it.

The slow menu *is* a bit of a pain, totally agree.

Other than that...on my third play through, so that should say something

Certis wrote:

It's not the greatest thing ever, but it's more than suitable for a 360 game.

I suppose some of that stems from Dyack drama.

But seriously, a game that's been hyped up this much deserves a second pass to refine some things. For instance, the character selection menu. When you hang on the two characters on the left, a small pool of turbulent water is visible in the background. The choppy surface moves at about a frame a second. One minute there are peaks, the next moment those peaks have shifted over an inch. It's like a 70s anime. That's just atrocious.

I played through once, clocked in a little over an hour, so here are general impressions.

* I hate, hate HATE it when a game throws a long cinematic at you, gives you character control with no prompt (hey, just stand in front of this door for a minute... wait I can make him move?!) only to have you walk 10 feet ahead and throw another cinema at you. I got this right off the bat, with the added bonus of pressing any direction = making your character move forward. Oy!

* Animations suck. There's this wonderful slide move (hold the stick towards an enemy) that turns your character into the Silver Surfer. Dude just glides across the floor. It looks terrible. There's a cut scene section where palace guards tap their swords to salute you as you walk past that looks really, really bad as well.

* Why is there a button (right stick click) that serves as the "Michael Bay dramatic 360 pan around hero" button?

* The story walks a fine line between interestingly cool and meh. "Oh they're modern tech Vikings. Oh what, they're really just a megacorp names Aesir that incorporates norse myth into their worldview? Wait, there are Valkyries around?"

* Loot is plentiful, weapons are varied and fun.

* Camera stinks. Good luck trying to get a lock on missiles to shoot down if you're in the middle of a melee fight.

All in all, I'm interested in the game, but won't rush out to buy it when it drops. It's probably an extended rental for me. It's an average game, but it seems that some extra time in the oven could really polish up some of its flaws.

Spaz wrote:

* The story walks a fine line between interestingly cool and meh. "Oh they're modern tech Vikings. Oh what, they're really just a megacorp names Aesir that incorporates norse myth into their worldview? Wait, there are Valkyries around?"

I was under the impression that it was a reimagining of the origin of Norse mythology in that it was a long-lost, highly advanced culture upon which 'later' mythology could be linked to.

I have not tried the demo yet, but I just I looked at the skill trees on toohuman.net and it does seem like there are an awful lot of passive abilities and linear branches.
Is this list accurate and up to date?

To illustrate:
Starting Skill 1-10
Skill A
Skill B
Skill C
Spider Skill A (requires X levels of Skill A)
Spider Skill B (requires X levels of Skill B)
Spider Skill C (requires X levels of Skill C)
Battle Cry A (requires x levels of Spider Skill A)
Battle Cry B (requires x levels of Spider Skill B)
Battle Cry C (requires x levels of Spider Skill C)
Passive Skill A (requires x levels of Battle Cry A)
Passive Skill B (requires x levels of Battle Cry B)
Passive Skill C (requires x levels of Battle Cry C)
Ultimate Skill (requires X levels of ANY Passive Skill)

That's the exact template for every class, and it looks very linear. There's no way to mix Skill A with Battle Cry B and Spider Skill C from what I can tell - unless you get so many points you can meet the pre-reqs all of the lower tier branches.

If that's really the case, there's effectively no picking and choosing of skills. You're either going down path A B or C.

Granted there are 5 classes with 3 branches each, but from the look of it I wouldn't call it customizing your character beyond the initial choice.

And again, it looks like a lot of passive skills, e.g. increase attack speed, add damage type to attack, increase armor, increase health.
Spider skills look active, and War Cries are a short term buff. Am I missing anything?

Scaphism wrote:

Skill tree stuff

From my experience with the demo you are right on track.

If anyone is experiencing difficulty starting the demo, check to see if you have the IR dongle from Scene-It! plugged in. Evidently, that device seems to prevent the game from recognizing when the start button is pressed.

If anyone is experiencing difficulty starting the demo, check to see if you have the IR dongle from Scene-It! plugged in. Evidently, that device seems to prevent the game from recognizing when the start button is pressed.

Damn DRM! ;P

Heh, I remember that the tutorial messages mentioned "three skill trees," and I kept trying to find how to move over to the other trees. Then I realized that the three trees were just the three lines on the screen. Talk about a let-down. That's not three trees. It's three branches on one tree, which makes it one fairly unbranched tree.

inspiringsn wrote:

I was under the impression that it was a reimagining of the origin of Norse mythology in that it was a long-lost, highly advanced culture upon which 'later' mythology could be linked to.

Ah. That's an interesting take on this whole Chariot of the Gods business. At least the plot isn't as wonky as my first impression led me to believe.

LobsterMobster wrote:

Ranalin, when you say crafting do you mean the socketing stuff? The actual crafting system is pretty lame. It's exactly the same as getting a drop except you need to spend stuff to use it.

actual crafting. No more lame than putting your stuff in a cube and making something new. I've been looking at this game as a next gen version of Diablo. Obviously D3 will take care of that for me, but Too Human is out first.

Elysium wrote:

I don't buy into the complaints about the visual engine. It seemed no better or worse to me than Mass Effect or Halo 3.

The visual engine itself is fine during combat, but the character animations during cut-scenes are much worse than Mass Effect (which is my immediate point of comparison having just played it). Lets not forget this game is also coming out a year later.
Regardless, the visuals are by no means at all this game's problem, in my books. It will be a divisive game that some people like and some don't, and that's ok - or it would be, if it weren't for DD's "You're either with TH or against TH" spiel.

Elysium wrote:

I don't buy into the complaints about the visual engine. It seemed no better or worse to me than Mass Effect or Halo 3.

Really? You have this on par with ME in the graphics department? I don't think the facial animations and character interactions are even in the same ballpark. Off the top of my head I'd put the character models from ME, GTAIV, and HL2: Ep2 lightyears beyond what Too Human does or rather tries to do. I'd put it maybe in the same realm as Lost Odyssey with LO coming out significantly ahead . . . and I mean . . . I'm not even including MGS in this discussion . . .

But really? You didn't find the initial animations in the drop ship jarring? Especially Sgt. "It's a good day to die"?

I really wish that after you finished the demo they popped up an option that said "Would you like to spawn into a room and fight infinite enemies so you can practice combat without a cutscene every 20 seconds?" That would be "Yes."

I liked the two stick combat; it felt a little bit clunky but that might be the fact that it's still new to me. Killing hordes of lesser foes was more fun here than in any Diablo-style game I've ever played. Holding a couple of sticks in various directions is a lot less taxing than click-and-hold, click-and-hold, click-and-hold until you clear the mob. Thumbs up.

I had no problem with the skiing move that takes you between guys; I really don't see where all the hate is coming from on that one. So you can slide over the ground. You're a god. Sliding blows your whole willing suspension of disbelief?

The thing which might be a deal-breaker for me is the sluggish menu response. In any loot-oriented game, I'm going to be spending a lot of time going to my inventory screen comparing stuff. That inventory screen needs to be perfectly snappy and responsive and easy to navigate. They got the navigation down, but somehow dropped the ball horribly on the snappiness. An option to turn off the graphical previews in order to avoid taking that loading hit every time you change items is desperately, desperately needed.

And as for feeling sorry for those of us that like to collect +2 boots to replace our +1 boots, you've got it the wrong way 'round. We should feel sorry for you, as you're unable to enjoy rafts of games that give us gear collecting types hours of enjoyment.

Dysplastic wrote:
Elysium wrote:

I don't buy into the complaints about the visual engine. It seemed no better or worse to me than Mass Effect or Halo 3.

The visual engine itself is fine during combat, but the character animations during cut-scenes are much worse than Mass Effect (which is my immediate point of comparison having just played it). Lets not forget this game is also coming out a year later.
Regardless, the visuals are by no means at all this game's problem, in my books. It will be a divisive game that some people like and some don't, and that's ok - or it would be, if it weren't for DD's "You're either with TH or against TH" spiel.

There was some jank. That jank could have used a little polish in my opinion. It isn't game breaking, but I think everyone was expecting a little jess jank for such a AAA touted title.

It's like MGS4. If there was some jank in that, I would have called it out, but it's pretty deserving of it's AAA status. GTA4 however had a bit of jank leftover, but still a bit less jank than Too Human.

That's it I'm all janked out for today.

I played for about an hour last night. I was so excited for this game, and the demo just killed any hype I had for it.

1. The cutscenes. Oh man, I just wanted to *play*. While I love a good story, I was expecting the demo to be more hack-n-slash as a means of selling the game on it's gameplay mechanics. I felt like I had worked a whole weekend in the sun and I'm dying of thirst, and someone is giving me dixie cups of water every 5 minutes because they're too busy talking to me rather than just stepping aside and downing the entire watercooler.

2. The controls. Not my cup of tea. I can't get over the right joystick not being the camera. There were a few fights where I managed to get up against a wall and all I could see was my head. I'd frantically throw the attacks side to side because I just knew there were mobs there. Eventually I'd kill everything and I could finally look around. Also, stopping to disable the free-look was frustrating. If you don't give your character time to actually "stop" you'll end up swinging your weapon around when you're trying to look. Just when I'd start feeling like a badass in combat something would happen that would rob me of the experience. Either the fight would be over or the lack of quality camera controls would get in the way and prohibit me from looking at the carnage I was causing.

I really wanted to buy this on day one, but I think I'm going to give it a pass and look to Fallout 3.

I finished up the demo earlier tonight. My thoughts in point form:

- Guns and swords together are always a winning combination for me.
- I like the Norse mythology background mixed with some sci-fi flavour.
- While the skill system isn't as deep as I would like (only one path at a time), at least you can respec at any given point which lets you try out different branches.
- The graphics seemed fine for me.
- The combat animations seem lackluster. Baldir moves too stiffly at times and seems to do these little flimsy jabs with the sword. Not a deal breaker thought.
- The biggest plus for me is the combat in general. Once I got the hang of using the right stick to attack, I was sliding around groups of enemies, lobbing some into the air, and blasting them with my laser pistols. This point right here has sold me on the game. Adding an RPG element to it only makes it sweeter.

Final verdict for me is that I'll be picking up Too Human when it drops in August.

Danjo Olivaw wrote:

I feel bad for the goodjers that get something out of collecting boots of 2% more bootiness. It's like developers are abusing players' sense of accomplishment in order to make up for a mediocre game.

This observation, while technically correct, is only a surface level conclusion. It's like saying guitar playing is no different than plucking strings; even so, noise and music are not the same thing.

Expert players of the loot-gathering genre focus on the character as a whole. It's a lot like Magic the Gathering, you build a deck, not necessarily the individual cards. So the expert players build sets out of items that you would think are worthless when taken by themselves.

Your comment is a classic beginner conclusion : "2% more bootiness," (ie, boots that are slightly more power than what you already have, but otherwise homogeneous). Say you are given a choice between Sword A which does double damage on every other attack (150% damage overall) or Sword B which does triple fire damage on every 10th attack (130% damage overall). A beginner chooses Sword A, the advanced player takes Sword B casts double fire damage (160%), while the expert also casts fire weakness on his opponents (220%).

One weakness of the RPG genre is that you can play completely oblivious of this strategy, because through leveling you will eventually kill anything. You can play smart and beat a boss at level 25, or you can play dumb and beat him at level 40. Either way the game doesn't tell you. That's why some people play games like WoW with such passion and others never make it past level 30 and feel it's pointless.

I really liked the controls and the combat. It felt very organic. Whatever that means!

I appreciate a game that doesn't have me babysit a camera from time to time. Sold!

DeeVoc wrote:
Elysium wrote:

I don't buy into the complaints about the visual engine. It seemed no better or worse to me than Mass Effect or Halo 3.

Really? You have this on par with ME in the graphics department? I don't think the facial animations and character interactions are even in the same ballpark. Off the top of my head I'd put the character models from ME, GTAIV, and HL2: Ep2 lightyears beyond what Too Human does or rather tries to do. I'd put it maybe in the same realm as Lost Odyssey with LO coming out significantly ahead . . . and I mean . . . I'm not even including MGS in this discussion . . .

But really? You didn't find the initial animations in the drop ship jarring? Especially Sgt. "It's a good day to die"?

Wait, how did MGS enter the discussion? I'm totally lost.

Oddly enough, I fired up Halo 3 a few days ago for the first time since December. Back in December, I just had a regular little crappy TV. Now I have a nice big HDTV. So I boot up the game, and it runs all in nice super-crisp HD. This is when I realize something. Halo 3 looks like ass.

Anyway, I haven't been able to play the Too Human demo because I have no internets going to my 360. I was trying to figure out how to set up a second router as a wireless receiver, but that ended up not working. I really don't want to take the 360 all the way to the basement just to grab this demo, and I especially don't want to spend like $100 on the wireless thing for the 360. I guess I'll just continue lurking in this thread.

Heh heh. "2% more bootiness". I would love that in a game. "You have found a pair of boots of 2% more bootiness! They're just like your old boots, but, you know... more booty."

I've spent about 6 hours now with the demo... and the level of awesomeness has not dropped a bit. Day one for me!

It was strange when I booted up the game today and I couldn't control it or anything, I than found out it was the scene it controllers that was interfering with it, which it hasn't with any other game

I played it for a while and it's alright, definitely not worth it at launch but might be worth it when it drops to 30 bucks or so but I really don't see this game doing well, just seems to be missing something.