The Too Human Hype Thread

OK, i just saw an interview about Too Human (is on gametrailers) and the idea is very good, hope they can make it happen.
First of all, they say they are 100% accurated with the nurse mythology, with the diference that all is set in the future.
Second, they say it´s a RPG with action elements, which makes me think Diablo, but with action is the likes of God of War.

It sounds really good, just hope it is...
 
If this game can manage to be good, I'll be a happy man. But after so much time has passed and so little has changed, I really doubt it.
 
You guys should watch the video. They actually give it a really good light.
 
It does indeed, but I like how leveling up makes a difference and all the classes have a different feel.

Besides, if the combat depth really is more in the "skill tree" like Diablo and not in the "combos" like Ninja Gaiden, that's fine with me.
 
That rumor is either false, or about the Marvel MMO. Every other game has been cleared.
 
I miss recoil on the guns, it just seem kinda boring they firing with flashy lighting effect. they lack serious OOPMH
 
http://www.next-gen.biz/index.php?option=com_content&task=view&id=8227&Itemid=2
Edge said:
After a famously disastrous showing at E3 in 2006 and the extensive fallout from founder Denis Dyack’s unfavorable reaction to the media coverage, Silicon Knights hasn’t 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 Human’s 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 Diablo’s 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 they’d like to attack, locking on to enemies and allowing Baldur to dash forward and attack with his melee weapon as soon as they’re 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 there’s simply no impetus to replay the title. All signs point to the game being well worth one playthrough, at least.

Sounding good.
 
I had a dream about this game, well Denis Dyack to be specific discussing the merits of a couple of recoiless guns.
 
It makes it more difficult for you to be accurate after you go on a murderous rampage in your school after playing this murder simulator.
 
Was that before or after you made plans to murder a baby because you played Halo?
 
Well, reality differed from plan, because the indoctrination I received from Halo caused me to kill everyone on the eastern seaboard.
 
That's not surprising. You've been training as a super soldier for years now. Killing all those grunts and pressing X to reload is just like doing it for real. You're a double hard bastard now WHF.
 
Training is nothing. The physical conditioning you get from holding a .3 lb controller as opposed to a 35lb gun and running with it instead of sitting in a chair is PERFECT for real-life shooting sprees.

What's more, in videogames you don't get disoriented from the loud noises and flashing lights of a gunfight... and I'm able to bring that with me into the real world. After firing a few rounds, my ears are instantaneously readjusted to the soft scratching sounds made by an escaping person, or even a heroic aggressor.
 

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