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Home Too Human Demo First Impressions

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Too Human Demo First Impressions

Too Human Demo First Impressions

Tue, 07/15/2008 - 14:11 — Story by GKG
Game: 
Too Human

Too Human Demo Impressions

I had high hopes going into the Too Human demo but those hopes were quickly crushed due to poor development choices by Silicon Knights.  While I somewhat enjoyed the demo (I’m a sucker for dungeon crawls, even mediocre ones), there were some rather glaring issues which sucked almost all the fun out of the game.  For instance,

  • The controls are completely counterintuitive and sometimes unresponsive.  Whoever thought it would be a good idea to use the right analog stick for combat should be fired for incompetence.  Most of the time when you are trying to attack an enemy you'll be swinging in the wrong direction or attacking nothing as the lock on feature doesn't quite lock on all the time.  This is further compounded by a poorly implemented camera.
  • Controlling the camera is a lesson in frustration.  When Ninja Gaiden II boasts a better camera than your game, you know there's a problem.  In most games, the right analog stick is used to control the camera but since this is used for combat in Too Human, Silicon Knights opted to use a variety of predefined camera positions with the ability to center the camera using the left shoulder button.  The result is a miserable failure with the camera constantly facing the wrong direction which requires frequent re-centering using the left shoulder button.
  • Collision detection is hit or miss.   Sometimes, I couldn’t clear a small object while other times I seem to possess the ability to levitate over objects.
  • The graphics are a mixed bag with noticeable slowdown.  At times, I couldn’t help but wonder if I was actually playing an original Xbox game.  The models, especially the faces, looked dated.  To top this off, I encountered numerous slowdowns during cut scenes and even during gameplay.  To its credit though, the backgrounds in certain cut scenes were well done.
  • The animations lack any sort of fluidity.  The character movement and attacks are so rigid you’d swear your character was a plastic army man.  The transition animations from one direction to another were poorly done.  The sliding action didn't help the matter either. 
  • The sound and voice acting was rather bland with noticeable desync in certain cut scenes.  None of the sounds really had any oomph to them and the music was rather forgettable.  Firing a rifle felt like you were firing a BB gun from the sound of it.  The worst part was during the cut scenes when the voices wouldn’t quite sync up with a character's mouth movements.  This was distracting and really took away from the game's immersion.
  • Major slowdowns with sluggish response in the menu.  For some reason navigating through menu was a huge hassle due to unreasonable slowdowns.  I actually didn’t look forward to leveling up as it took needlessly long to assigning skill points and equipping new items through the menu.
  • Shallow and unsatisfying combat. Combat boiled down to moving your right analog stick or pressing the left or right trigger to fire your weapon.  Targeting certain parts of an enemy felt like a tacked on gimmick as destroying a part does not prevent the enemy from continuing to use it.
  • Presents no challenge.  In terms of difficulty, you could close your eyes, swing the right analog stick around and still not be in any risk of dying from a large swarm of enemies.  

Unless the core mechanics of the game are changed from now until release; Too Human will be the Hellgate: London of the Xbox 360, an interesting concept, plagued by uninspired gameplay, bland graphics, and major slowdowns.

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