Too Human Catch-All

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I actually really enjoyed the demo. Enough that it made me really want to play the full game. Almost enough to buy it for my then-roomate's 360. But I knew I'd likely never buy a 360 of my own. But if I owned a 360, I probably would have bought it at least by the time it hit $40.

Then again, I still have yet to pay $60 for any game to date.

ccesarano wrote:

Oh, and they dropped 4 player co-op because they expected everyone to be fighting for loot. That was one of the dumber decisions.

Oh lords, was that the reason?! I heard they had to drop it because they couldn't get it working technically in the bodged together frankenengine they were using (and which has ultimately killed the company).

Vector wrote:

Did Too Human actually do anything innovate? Assassin's Creed had the city traversal technology and it worked extremely well. I remember disappointment over the rest of the came but the core and most hyped mechanic worked as advertised. Playing through it, I thought it was very easy to see how they had an solid foundation for a groundbreaking game. Did Too Human offer anything like that?

Too Human had some very unique ideas. The combat was very different and the idea of using twin sticks for melee combat is one I still think could work if someone could get the time to refine it. The whole "cyber viking" mythology idea I thought was really neat but because they had to cut so many large sections of the game, the story ended up making no sense for the most part. To me, it's one of those games where you see all the awesomeness that could have been there but between Dyack's horrible management and big mouth, it ended up much like Duke Nukem Forever: In development forever but feeling rushed when it finally appeared. I'm not sure if what I still like about it is the systems that made it into the game or just knowing the potential that's underneath.

Now I've got an itch to play this again. Anyone want to hit up some co-op over the weekend?

Yeah, Too Human actually had a lot of things going for it. Not among them, "enjoyable gameplay."

LobsterMobster wrote:

Yeah, Too Human actually had a lot of things going for it. Not among them, "enjoyable gameplay."

Clocky? Is that you?

Parallax Abstraction wrote:
ccesarano wrote:

Oh, and they dropped 4 player co-op because they expected everyone to be fighting for loot. That was one of the dumber decisions.

Oh lords, was that the reason?! I heard they had to drop it because they couldn't get it working technically in the bodged together frankenengine they were using (and which has ultimately killed the company).

As usual, hang a big "citation needed" over anything I say. My knowledge comes from a Kotaku article that was released about the time the game came out. If the developer said anything else well after the game's release, that might be why.

But the different classes certainly lend better to a four player game. Even in a two player game the medic class is pretty worthless when compared to the other characters. Similarly, a friend of mine played a character with a focus on guns and felt a lot of the controls were pretty terrible. And when you get right down to it, the gun controls are certainly pretty bad.

It's a lot better if you play a melee focused character...until you get to the bosses, in which case the best idea is to stay as far back as possible and shoot them.

Yeah, the game was definitely flawed and rushed, but it was the first game to get me interested in a Lootfest RPG. Once you got the hang of how to execute some of the special moves, the twin sticks combat provided an excellent method of getting around the battlefield trashing hordes of monsters without relying on an endless click-click-click-click-click fest.

Parallax, I might be free to take another spin at this game this weekend. I'll let you know.

(If I were to fault this game with anything, though, it would be the horrible menu interface. Holy sh*t. That's...about all I can really say in response. What a mess.)

Ehhh, I might be willing to entertain the game again. I pretty much dropped it after the first several hours of not enjoying it but fresh eyes and a few years might change that.

Before that though I gotta get a copy of that flopped X-Men game so I can see it for myself. If I do I'll report back with my findings.

Superbeard wrote:

Before that though I gotta get a copy of that flopped X-Men game so I can see it for myself. If I do I'll report back with my findings.

Played it, beat it, the game really is a mere five or so hours so it would be best to rent it or something if you really want to.

But honestly, there's nothing to X-Men Destiny I can really recommend. I stick by Too Human because it has a unique feeling experience. X-Men Destiny just feels like one big slog of "Wow, they could have done so much more than this".

Which they allegedly could have, as someone from the team recently stated most of the studio was apparently working on Eternal Darkness 2 and as such Destiny lost a lot of team and support.

Parallax Abstraction wrote:
Vector wrote:

Did Too Human actually do anything innovate? Assassin's Creed had the city traversal technology and it worked extremely well. I remember disappointment over the rest of the came but the core and most hyped mechanic worked as advertised. Playing through it, I thought it was very easy to see how they had an solid foundation for a groundbreaking game. Did Too Human offer anything like that?

Too Human had some very unique ideas. The combat was very different and the idea of using twin sticks for melee combat is one I still think could work if someone could get the time to refine it. The whole "cyber viking" mythology idea I thought was really neat but because they had to cut so many large sections of the game, the story ended up making no sense for the most part. To me, it's one of those games where you see all the awesomeness that could have been there but between Dyack's horrible management and big mouth, it ended up much like Duke Nukem Forever: In development forever but feeling rushed when it finally appeared. I'm not sure if what I still like about it is the systems that made it into the game or just knowing the potential that's underneath.

Now I've got an itch to play this again. Anyone want to hit up some co-op over the weekend?

Yeah the twin stick melee combat that would have worked if the camera was a bit better and was pretty interesting. Even the switching between guns and melee was pretty good. The problem was that once you'd whittled down the enemy it was hard to find the next one in line to take a beating.... not to mention managing incoming ranged attacks.

Parallax Abstraction wrote:

The whole "cyber viking" mythology idea I thought was really neat but because they had to cut so many large sections of the game, the story ended up making no sense for the most part.

Actually, it made tremendous sense... but it could perhaps have been made a [em]wee bit[/em] clearer for people who haven't read the Elder Edda.

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