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Too Human

warcrow

Lifer
Good news and bad news today for those looking forward to Too Human.

Silicon Knights' perpetually-delayed Xbox 360 epic finally has a concrete release date: It'll hit North American shelves on August 19, and Europe on August 29.

The bad news? The game's vaunted offline and online cooperative gameplay modes have been shaved down. You'll now only be able to play co-op online, not offline, and with only two players, not four.

Disappointing. Hopefully this is the extent of the cuts to Silicon Knights' original vision we'll have to contend with. We'll have more on Too Human from Microsoft's media summit later this week.

A few more screens are below.


http://blog.wired.com/games/2008/05/too-human-gets.html

Screens
http://blog.wired.com/photos/u...05/13/shot_0031376.jpg
http://blog.wired.com/photos/u...05/13/shot_0134105.jpg
http://blog.wired.com/photos/u...05/13/shot_0108645.jpg
http://blog.wired.com/photos/u...05/13/shot_0042272.jpg



Ok ok, so...if this is what it takes to get the game out the door--cool. I have to admit that the lack of local coop included in the game bums me out a little bit as it just sounds like this game would lend it self to some great coop experiences. However, the SP alone sounds like a blast. I'm really looking forward to checking this game out.

Norse Mythology + lots and lots of loot + action adventure = Yes please!

 
Not sure what to think. I was excited about this game, and the last gameplay clip I saw looked like fun, but all the issues it has been facing do not bode well.

I'd much rather have online co-op than offline co-op, though, if I had to choose.
 
It looks really good and I was really excited but most media people that have played it don't like the stick based combat. Just push the stick in the direction of enemy and it attacks = meh. We'll see, I think they said there will be a demo.
 
If you have offline co-op then only one person has to buy the game. And we can't have that! 😉
 
Originally posted by: Queasy
If you have offline co-op then only one person has to buy the game. And we can't have that! 😉

Not if you have offline lan co-op play. or in microsoft's word System link.
 
Originally posted by: Queasy
If you have offline co-op then only one person has to buy the game. And we can't have that! 😉

I guess, but there are other games that have local coop and have implimented it in a feasable manner for both sides. For instance look what Fable 2 and Gears of War is doing with local coop where people can drop in at any time. The originator has total control (not in GoW) over adjusting loot and XP rules. I know you're implying that that's what SK is most likely thinking and if that's the case then I think that's the wrong way to go.

Another great example is Mario Kart DS which offers DS-to-DS wireless sharing. Nintendo cripled the game for the freeloader. I think if a developer is so worried about product sales (and granted, rightfully so) then there are definitely ways to go about it.

Personally, I think it's a great way to let someone sorta demo the game and creates a great opportunity to impress someone with your product.

I dont know, maybe I'm totally off the mark here. Maybe it's a technical thing too?

BW--love this shot: http://www.enregistrersous.com...792620080511233041.jpg
 
Originally posted by: warcrow
Originally posted by: Queasy
If you have offline co-op then only one person has to buy the game. And we can't have that! 😉

I guess, but there are other games that have local coop and have implimented it in a feasable manner for both sides. For instance look what Fable 2 and Gears of War is doing with local coop where people can drop in at any time. The originator has total control (not in GoW) over adjusting loot and XP rules. I know you're implying that that's what SK is most likely thinking and if that's the case then I think that's the wrong way to go.


Wait, Gears had local coop? I only ever played over XBL... but just assumed it couldnt have local coop.
 
Originally posted by: Modeps
Originally posted by: warcrow
Originally posted by: Queasy
If you have offline co-op then only one person has to buy the game. And we can't have that! 😉

I guess, but there are other games that have local coop and have implimented it in a feasable manner for both sides. For instance look what Fable 2 and Gears of War is doing with local coop where people can drop in at any time. The originator has total control (not in GoW) over adjusting loot and XP rules. I know you're implying that that's what SK is most likely thinking and if that's the case then I think that's the wrong way to go.


Wait, Gears had local coop? I only ever played over XBL... but just assumed it couldnt have local coop.

Yup yup! They did it right too! It was split horizontally, not vertically.

You know what, that reminds me--my brother was visiting me recently and we popped in Halo to play some local coop and it went down from a 16:9 ratio to a 4:3 ratio. Did I do something wrong? It was dirving me nuts, so we popped in Vegas 2 and played that.
 
Originally posted by: Queasy
Originally posted by: warcrow
Originally posted by: Queasy
If you have offline co-op then only one person has to buy the game. And we can't have that! 😉

I guess,

I was being facetious. 😛

Yes I know--my comments was more directed to the general developer which is why I said:

I know you're implying that that's what SK is most likely thinking and if that's the case then I think that's the wrong way to go.

 
Ok, I'm going to try another bad joke...

Maybe they're just trying to live up to the name of the game? Too/Two Human. 😉


boooooooooooo
 
Originally posted by: Queasy
Ok, I'm going to try another bad joke...

Maybe they're just trying to live up to the name of the game? Too/Two Human. 😉


boooooooooooo

Haha--your jokes are probably 10x better than anything I can muster up. Have you listen to the Podcast? It's pretty sad. 😛
 
Dyack's reasoning on why the move down to two player co-op

Too Human is releasing on Aug. 19, the once four-player co-op has been trimmed to two because after play-testing it for awhile he realized that there was too much going on with that many players.

Later he told me that the engine still supports four-player co-op but things were getting too confusing on screen once you factored in the four players, there special attacks and spider bots and then the army of creatures that would spawn to deal with them.


None of the game's maps are randomized, he told me, but the creatures that spawn in them are. The game will take a player about 15 hours to get to level 30 and 50 to 60 hours to get to level 50.

"I don't know how long it would take to see everything, I don't even know if that's possible," he said. "Too Human may look like an action game, but don't be fooled it's actually a very, very deep" role-playing title."

I did enjoy my time with the game, but still feel like I'm not quite getting it. Adam Sessler and I worked through a chunk of co-op, playing through levels side-by-side and I could see how having two more players would make things unnecessarily convoluted.

What I couldn't see in my short time with the game, was it's depth. There were hints that deep play was present, especially in the weapons upgrades and spells, but 20 minutes or so in a co-op match isn't the best way to explore that.

The action element of the game seemed to handle fine, though I never really got a sense of my character's power. Slapping the stick left to right to clear out robotic trolls and goblins was pretty slick, but it felt at times that the action on the screen was disconnected with my movement. I guess I didn't always feel like I was actually in control, it was almost as if the game was, at times, on auto pilot.

The sound, which was impossible to hear in yesterday's setting, could certainly help with some of that, but I think that either I need a better understanding of the nuance of the controls or that, perhaps, there is no nuance to the controls.

Too Human is certainly an interesting looking game, and the art design is slowly winning me over, but this is just going to have to be one of those titles I have to really sit down and play for quite awhile before I can figure out how into it I will be.
 
Originally posted by: Queasy
Dyack's reasoning on why the move down to two player co-op

Too Human is releasing on Aug. 19, the once four-player co-op has been trimmed to two because after play-testing it for awhile he realized that there was too much going on with that many players.

Later he told me that the engine still supports four-player co-op but things were getting too confusing on screen once you factored in the four players, there special attacks and spider bots and then the army of creatures that would spawn to deal with them.


None of the game's maps are randomized, he told me, but the creatures that spawn in them are. The game will take a player about 15 hours to get to level 30 and 50 to 60 hours to get to level 50.

"I don't know how long it would take to see everything, I don't even know if that's possible," he said. "Too Human may look like an action game, but don't be fooled it's actually a very, very deep" role-playing title."

I did enjoy my time with the game, but still feel like I'm not quite getting it. Adam Sessler and I worked through a chunk of co-op, playing through levels side-by-side and I could see how having two more players would make things unnecessarily convoluted.

What I couldn't see in my short time with the game, was it's depth. There were hints that deep play was present, especially in the weapons upgrades and spells, but 20 minutes or so in a co-op match isn't the best way to explore that.

The action element of the game seemed to handle fine, though I never really got a sense of my character's power. Slapping the stick left to right to clear out robotic trolls and goblins was pretty slick, but it felt at times that the action on the screen was disconnected with my movement. I guess I didn't always feel like I was actually in control, it was almost as if the game was, at times, on auto pilot.

The sound, which was impossible to hear in yesterday's setting, could certainly help with some of that, but I think that either I need a better understanding of the nuance of the controls or that, perhaps, there is no nuance to the controls.

Too Human is certainly an interesting looking game, and the art design is slowly winning me over, but this is just going to have to be one of those titles I have to really sit down and play for quite awhile before I can figure out how into it I will be.

Makes sense, but I'd rather be given the option to try and relive my PSO/D2 glory on the 360
 
Originally posted by: Queasy
Dyack's reasoning on why the move down to two player co-op

The action element of the game seemed to handle fine, though I never really got a sense of my character's power. Slapping the stick left to right to clear out robotic trolls and goblins was pretty slick, but it felt at times that the action on the screen was disconnected with my movement. I guess I didn't always feel like I was actually in control, it was almost as if the game was, at times, on auto pilot.

The sound, which was impossible to hear in yesterday's setting, could certainly help with some of that, but I think that either I need a better understanding of the nuance of the controls or that, perhaps, there is no nuance to the controls.


Yea, this is my biggest worry for the game. I'm definitely going to give it it's rightful shot, but I'm a little worried it might be...wierd to control the action that way.
 
So...the face buttons are mapped to powers and abilities?

In my opinion, I think this game is going to get flak like Lair for the controls.

But really, I want it to succeed. The presentation is phenomenal (although the menu/inventory screen needs a HUGE makeover). The gameplay could take some getting used to with the stick slapping but I hope its like Skate kinda to execute different moves.
 
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