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It is an admirable question: just what would the future be like
if we still believed in gods, demons and myths as we once did? This
future - depicted in Too Human - would be a far more dangerous place,
inhabited with goblin cyborgs and hulking mechanical monstrosities,
if the people at Silicon Knights are to be believed; and with a
history including the wonderfully inspired Eternal
Darkness on the GameCube, there's not much reason to doubt them.
However, the past counts for nothing in today's ever-changing digital
age, so will Too Human be as good as those who have been following
its endless development hoped? And can it fend off strong opposition
from established titles such as Gears
of War and Grand
Theft Auto? It's too early to say whether Too Human will dominate
the console market, but the game is definitely shaping up to be
a winner!
Winner
or not, Too Human is one of those rare games that actually has an
original and intriguing storyline - not the usual alien invaders
bent on destruction or the struggle to survive in post-apocalyptic
worlds, but a future adaptation of ancient mythology. Twisted visions
of age-old legends have featured in many games before, notably RPGs
such as Loki and the more
action oriented Viking:
Battle for Asgard. Too Human takes this fantasy basis and blasts
it into space, advancing time by about a thousand years. Some humans
have cybernetic implants allowing for devastating spells, demons
have mixed themselves with agility-boosting machines, gods and soothsayers
now inhabit cyberspace (the invisible world where software exists),
angels are transformed into metal-winged life-givers and valiant
heroes do battle using technologically enhanced swords. However,
other than this excitement for anyone but the most devout classical
scholar, not much of the story is given away in this early look;
Baldur, the hero whose metallic boots you fill, finds a cybernetic
arm of terrifying proportions before the game begins (although it's
not shown until later via some wonderful flashback cut scenes) and
is perplexed about why a machine would bite people's heads off and
drink their blood!
Whatever
this machine, it is a firm bet that you will have to slice it up
good with a sword. To do this you first need to understand how to
play Too Human, which is pretty straightforward at heart - you run
at enemies, twirl your sword with the right analogue stick and the
enemies die - but it is reassuringly a bit more varied than a tedious
bash fest. The basic gameplay is simple but brilliantly executed
hack 'n' slash action with guns, swords, axes, hammers and shields,
with some nifty RPG elements such as skill trees, and item and bounty
falling from slain enemies, a choice of multiple heroes to play
as, runes to insert into weapons for extra killing potential, and
item crafting. All this RPG gubbins hugely benefits the game and
gives it some much-needed depth, but it definitely shouldn't be
confused with a fully-fledged RPG, with scrolls, spellbooks and
accurately modelled beards - Too Human is an action game first and
foremost. An example of the removal of standard RPG complexities
comes when you choose your hero; only one is playable in the preview
version but there is no long and detailed text for you to read -
the hero's stats are summarised into a short, godlike speech, with
four simple bars to give an indication of the strengths on offer.
After you've selected your hero, a huge emphasis is put on the fast-and-furious
action; enemies come at you in droves, despatched with a few strokes
of your sword or blasts from your guns - you can even attack in
mid-air, hovering as you show off your moves. How cool is that?
When
you do swing your weapon, be it a sword or any other sharp stick,
the Unreal graphics engine makes it look excellent; a blue swish
trail follows your blade as it performs its deadly dance. Equally
well presented are the fantastically modelled enemies dancing around
your hero, desperate for an opening to plunge their claws through
your skin. It's not only moving objects that look great either,
as the environments are painstakingly detailed and beautifully created;
in terms of eye-candy Too Human is right up there with Unreal
Tournament III and Mass
Effect. Like both these games, Too Human has its fair share
of cut scenes and most of them are a sight to behold; one sees Halo
style marines mounting an armoured vehicle, touching down on a snow-covered,
windy planet, covering each other as they break into a massive temple
structure that's similar to the fantastic Aliens movie. Being so
integral to the story, the cut scenes are more numerous and longer
than those of many other games; the option to skip them is available,
but they're so well made that doing so feels like sacrilege.
Also
showing its presence is the superb audio; swords clang as they hit
metal armour, your hero's suit audibly boosts the height of his
jumps and the friendly marines that accompany you on some missions
chat among themselves, barking orders in suitably military fashion.
Backing the wonderfully voice-acted marines is some truly awe-inspiring
music that's used very well to ratchet up the tension, never getting
in the way but rather amplifying the action and making the enemy-flinging
combat that much more exciting.
Speaking
of enemies - and even friendly marines - the AI used to control
them is almost faultless; there are the very rare occasions when
marines fire from where they cannot hope to hit anything but some
much worse AI is present in similar games. Most enemies will attack
anything that moves with equal ferocity, but in Too Human the enemies
are almost too clever; they know that you are stronger so they prefer
to attack you initially, rather than the weaker marines. As if thoughtful
enemies weren't enough, even the camera is clever, changing its
position for a more cinematic experience; it can be difficult to
see where you are going at times but it's not bad enough to significantly
impact the game.
So
far Too Human is clearly on its way to 'must buy' status, but there
are some potential hurdles at this stage. A not-so-easy to fix problem
is that the controls are quite difficult to master; it'll take you
a while to get used to them, after which you'll be bashing goblins
like there's no tomorrow, and there usually isn't for the creatures
you encounter! A second issue is that the inventory and skill system
is a bit tricky to use - it will surely it be well documented when
the game is released but, for now, the large amount of information
available is a bit daunting.
Equally
daunting for the developers is that this game is the first of a
planned trilogy - high hopes rest on Too Human's success, but this
preview version gives every impression that these will be realised.
Even if the game isn't the publisher's wet dream of Halo 3 or Grand
Theft Auto IV, the top-notch graphics, great sound and remarkably
enjoyable gameplay makes Too Human one to look out for in the busy
Xbox 360 release schedule. Think Mass Effect on steroids - what
more do you really need to know?
Previewed by Tom Clark for AceGamez (All Rights Reserved).
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