Isildur´s Heir
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The menus look like Mass Effect.
Looks like one of Microsoft's upcoming games might be on the chopping block. It could be Too Human.
http://www.gamespot.com/news/show_b...ct=convert&om_clk=newstop&tag=newstop;title;3
Looks like one of Microsoft's upcoming games might be on the chopping block. It could be Too Human.
http://www.gamespot.com/news/show_b...ct=convert&om_clk=newstop&tag=newstop;title;3
Edge said:After a famously disastrous showing at E3 in 2006 and the extensive fallout from founder Denis Dyacks unfavorable reaction to the media coverage, Silicon Knights hasnt been particularly eager to show off the progress it has been making on Too Human. The developer recently chose to show the first new playable code to journalists in the controlled environment of its offices in St Catharines, Canada, and though not without its flaws, the project appears to be finally shaping up into something that could match the initial hype.
Set in a future full of the echoes of Norse mythology, Too Human tells the story of a war between humans and machines in a fashion strongly reminiscent of Silicon Knights cult hit Eternal Darkness, with playable flashbacks expanding the plot. Incidental cutscenes are similarly interactive, with the player only losing control of main character Baldur in plot-critical dialogue or action scenes such as the opening cutscene which, in a nod to epic poem Beowulf, features Baldur defending a seedy (but lively) outpost bar from a ravenous and seemingly unstoppable mechanical foe.
Designed as an action-RPG, Too Human offers players a choice of five character
classes for Baldur. Clearly influenced by MMORPGs, they range from the damage-soaking Tank to the healing Bio Mechanic, with Dyack hinting that Too Humans DLC could include new classes.
Each class can grow to level 50, each with unique skill trees and the choice to stay human or progressively augment themselves with cybernetic implants (intended to have major ramifications in the over-arching plot), with powers including group buffs or the ability to aggro enemies.
Silicon Knights has promised a near-infinite amount of customization for characters, with hundreds of different weapon and armor sets ranging in rarity from common all the way up to World Of WarCraft-style epic loot sets. Weapons and armor can be further customized by engraving runes or performing charm quests (Achievement-like tasks such as killing a set number of enemies) to endow them with unique powers
Despite the obviously online-oriented nature of the classes, Silicon Knights chose not to show any co-op multiplayer, refusing to confirm the possible number of simultaneous players, or even to discuss the perplexing possibility that all co-operative players could be playing as Baldur.
Accepting that the player chooses a character suited for soloing (such as the all-rounder the Champion or ranged weapon expert the Commando), the singleplayer combat is as obsessively compulsive as the Diablo titles which obviously inspire it. Whereas Blizzard took the concept of point and click with a mouse and used it to simplify and streamline Diablos realtime battles, Silicon Knights has taken this paradigm and made it fit the joypad.
During battles, the player simply points the right stick in the direction of the foe theyd like to attack, locking on to enemies and allowing Baldur to dash forward and attack with his melee weapon as soon as theyre in range. Simply shifting direction on the stick will change targets and (hopefully) build up a continuous kill combo.
Although this initially seems simplistic and unsatisfying, the inclusion of projectile
weapons (such as dual-wield pistols and grenade-launching rifles) on the triggers that similarly target enemies using the right stick adds a tactical depth, as does the pressure of the enemy swarms and mini-bosses that require skill to target the correct area for attack. Too Human has notably not turned button-mashing into stick-waggling, despite a design decision fraught with that danger.
Enjoyable in its current form, our reservations remain about the online co-op. With no Diablo-esque level randomizer on show and a static plot, the amount of customization options may go to waste if theres simply no impetus to replay the title. All signs point to the game being well worth one playthrough, at least.
What was the upside to a recoilless gun?