| Gameplay | ![]() | "Killer action RPG explodes onto Xbox 360." |
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Exclusive to Xbox 360, the action RPG Too Human has faced more than its fair share of trials and tribulations over the course of its development - instead of covering it again here, check out our previous article to catch up on the details.
Playing the part of a Norse God, Baldur, players are able to select the class of their character (in true RPG style) from a selection of specializations: the tank, the melee damage guy, the ranged damage guy, and the healer. Once this basic selection is done, the player is thrust into the campaign with an introduction to the game world and a few key characters by way of a cinematic. It's here that one of the most glaring problems with the game will, unfortunately, be presented to the gamer - the cinematics.
Presented in-engine, the cinematics are horrible. They are poorly scripted, poorly animated (for the most part) and just downright painful to watch. Much ado was made about the cinematic capabilities of Too Human, with Denis Dyack (the head cheese at Sillicon Knights, the studio behind Too Human) talking about how this was the next step in story telling and would really blow people away. One can only assume that the good stuff got left on the cutting room floor because what shipped in the title really is quite poor - garishly so compared to the likes of Heavenly Sword, but even old PS2 games like Tomb Raider would have beaten this presentation hands down. It's unfortunate but it's hardly a show stopper - you don't even see them at all in multiplayer, which is where most hardcore players will spend most of their time.
Gameplay is, from a high level, very familiar to action RPG players: obliterate the bad guys to earn experience and occasional loot drops. Level up to increase your power and to enable you to use the shiny loot that the bad guys drop. Digging in a bit deeper, the combat mechanics are broken down into two main camps: ranged and melee. As melee is clearly the focus of the title (and, if you will, the glamour role of any RPG multiplayer party), we'll take a look at that first.
Melee combat is all about the right stick. You control your player movement with the left stick, of course, but in Too Human almost all of your melee attacks will come from inputs on the right stick. Push the stick towards a monster and you'll swing your weapon at it, if you're in melee range. If you're not in melee range but are within striking distance, Baldur will charge towards the monster before swinging his weapon. This latter mechanic is especially important as it allows players to dart around in amongst the throngs of enemies (you're typically fighting them en-masse) where essential timing (dodging incoming rockets or powerful blows, for example) is extremely important.
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Too Human
Publisher: Microsoft Game Studios 
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