MAGAZINE

Review: Too Human

Edge Staff's picture

By Edge Staff

September 4, 2008

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Unfortunately, that desire and patience is too much of a price in the face of Too Human’s more tiresome elements. Chief among these are its delusions of grandeur: a story that believes it’s far cleverer than it really is, coupled with loftily ambitious, gargantuan environments that, while certainly giving a sense of scale, serve only to erode even the most forgiving gamer’s resolve. The dungeons can last for hours at a time, and you’d be hard pushed to find anyone who doesn’t breathe a sigh of relief at each location’s end, as though it were some terrible burden.

For a game that requires you to replay levels time and again to salvage rare loot and accumulate skill points, it beggars belief that each dungeon needed to be so relentless in its recycling of scenery and textures, and so miserly in its offering of distinct enemy types. Perhaps this wouldn’t be so disheartening if you weren’t required to walk so far and spend so long chipping away at each journey.

Cyberspace, a world which exists in parallel to Baldur’s, is the best example of just how unwieldy and overwrought Too Human can be. At intervals you’re required to enter the zone to manipulate objects which have an effect on the dungeons. It’s an idea popularised by so many games (Metroid Prime 2 being the best example) but here the idea is squandered as a convoluted, completely unnecessary means of unlocking doors – further aggravating your progress.

It’s as though, sealed away from the rest of the world, Silicon Knights has completely lost sight of what a player (naïve of the plot points and mythology, and lacking an encyclopaedic knowledge of game mechanics) will ultimately experience. In some cases it’s inconsiderate, in others it’s downright obtuse.

The irony is that many of Too Human’s problems wouldn’t exist if another pair of human players were allowed to enter the fold (as was originally intended) – speeding up play considerably and making ‘just one more run’ into something a little more manageable, a little more palatable.



Project director Denis Dyack himself has stated that this is down to a matter of balance. But given Too Human’s protracted gestation period, could this not have been addressed? Four-player dungeon crawlers are not, after all, that unusual – sometimes to the detriment of ‘balance’, admittedly, but (as anyone who has Force-nuked their way through PSO’s Ruins with a full party will testify) in the name of amusement this is not necessarily a bad thing. In the name of making a game significantly more enjoyable, fostering camaraderie and introducing that all-important human element, it’s a necessity.

6/10

Dogstar060763's picture

Visually at least it's not a bad game - but the actual game play itself is woefully repetitive and actually quite a chore after a while. The level design is quite stunning places, even if they do all add up to the same 'large corridor/arena' concept. Story-wise, it's a bit of turn-off for me - I couldn't really care less about all that Norse mythology nonsense. Game controls are an irritant and too often playing the game just feels random and arbitrary. Overall, I'd say 6/10 is a pretty fair score. This was never going to live up to SK's own hype and Mr Dyack should really have exercised a little more in the way of 'dignified silence' on the whole matter.

TormentX's picture

I think I like this game more than other. Im not going to write out my review here, but I score 8 out of 10. I think the Silicon Knights got bad press with this game after the E3 showing a few years back and it just snowballed against them . Such a shame. I do believe that the game was to be more then it was , but I also think whatever issue they had with the Unreal Engine set them back way to far. Again I did enjoy the game alot, and co-op is a blast.

StefanKing's picture

I couldn't agree more. This review is spot on and I wish he reviewed all my games. It felt like a chor, and just when I was going to grab something to eat the game ended on me.. But even after all of that and the controls that took never ending adjusting I could see were they were trying to go and I like the concept. But concept lone is not enough theses days.

StefanKing's picture

I couldn't agree more. This review is spot on and I wish he reviewed all my games. It felt like a chor, and just when I was going to grab something to eat the game ended on me.. But even after all of that and the controls that took never ending adjusting I could see were they were trying to go and I like the concept. But concept lone is not enough theses days.

NickgamertagO1's picture

I'd say fair review. It could be up by a point (or down) depending on your preference. Some people's complaints (not listed here) are that you never quite feel bad-ass enough. Even when you level up and get new equipment the enemies level with you (or above you) so its as though you're always a level one. Well, if you really put your time into it, hit level 50, you start unlocking more powerful runes and runes you've never seen before. You cap at 50 so you can only level your skill tree up so much. Well different runes and completing certain level 3 charms will net you with bonus levels for either one, some, or all of your attriutes, play long enough (trade enough) and you're character will get to the point that you can be a bad-ass. And that's not to mention the somewhat hard-to-find epic weapons/armour (each class has a certain 7-piece set that when you find 2, 4, 6, 7 of the pieces each time you get a bonus to your attributes) that will make you totally unstoppable. And considering you can bring your LVL 50 character into Too Human 2 (Too Human Too?) it be worth the trouble. If you're not into all that, rent it for a weekend and enjoy 600-700 relatively easy and painless achievement points. 7/10. (8/10 if you didn't die so much from super-cheap attacks)