Too Human 1UP review C-

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GodModeEnabled

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#151 GodModeEnabled
Member since 2005 • 15314 Posts
Well I guess I'll talk a little about the game since I picked it up today. I'm over 3 hours into it and really enjoying it. Sure the right analog stick combat isn't the best but it's ok and can be fun. Had the occassional awkward camera moment but only maybe twice and wasn't real horrible. Story seems pretty interesting so far. There is tons of loot which is awesome and the customisation seems like it should decent. The AI is pretty dense though and your teammates are quick to die but I haven't found it to much of a problem yet since they'll revive when you get to the next area. The graphics look good and I haven't run into any technical problems. Even though I'm still real early in the game I think this will end up being a 7.5 or 8 at least for me.Archangel3371
Ahh see now this is what I figured the REAL review score for Too Human would be. One that is unaltered by rampant internet hate and fanboyism (its cool to hate this game) looking forward to picking it up.
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Archangel3371

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#152 Archangel3371
Member since 2004 • 46871 Posts
[QUOTE="Archangel3371"]Well I guess I'll talk a little about the game since I picked it up today. I'm over 3 hours into it and really enjoying it. Sure the right analog stick combat isn't the best but it's ok and can be fun. Had the occassional awkward camera moment but only maybe twice and wasn't real horrible. Story seems pretty interesting so far. There is tons of loot which is awesome and the customisation seems like it should decent. The AI is pretty dense though and your teammates are quick to die but I haven't found it to much of a problem yet since they'll revive when you get to the next area. The graphics look good and I haven't run into any technical problems. Even though I'm still real early in the game I think this will end up being a 7.5 or 8 at least for me.GodModeEnabled
Ahh see now this is what I figured the REAL review score for Too Human would be. One that is unaltered by rampant internet hate and fanboyism (its cool to hate this game) looking forward to picking it up.

Yeah it's a pretty decent game. It's certainly not AAA material enemy design is repetitious and some aspects of the character classes could have been better thought out for the single player game mode. I haven't tried co-op yet because I want to check out the story first. A game like this would have been totally awesome had it had 4-player support. The stages you play in are absolutely massive. I'm now about 7 hours into the game and my 7.5 to 8 is still holding firm. The game would have to has a cataclysmic breakdown to drop to the 5.5 GS gave it. Edit: While the way dieing was handle in the game does make things easier it's not totally risk free. Each death damages your armour a little which will cost money to fix and if it damages it to breaking point then you lose that piece of armour's benefits and defense until you fix it. Admittingly it will ussually take quite a few deaths to break any piece of equipment. Dieing also resets your combo meter to zero. These let you do powerful moves that clear out multiple enemies that are near you. So use 'em or lose 'em. I have also found what I assume are secret or bonus rooms to fight a powerful foe or a bunch of enemies in after which you gain a bunch of loot for defeating. If you die in these rooms you can't get back in, at least in this first playthrough.
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inoperativeRS

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#153 inoperativeRS
Member since 2004 • 8844 Posts

From what I've heard the second part (out of four) is the worst one.

I'd love to see 4 player co-op added in the future but I doubt that will happen.

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Archangel3371

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#154 Archangel3371
Member since 2004 • 46871 Posts

From what I've heard the second part (out of four) is the worst one.

I'd love to see 4 player co-op added in the future but I doubt that will happen.

inoperativeRS
I can definately see that this was really a game that had 4-player co-op in mind. I edited my previous post about some aspects about dieing in this game. Which also reminds me that the death sequence is actually very brief but they still should have made it skippable.
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Oilers99

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#155 Oilers99
Member since 2002 • 28844 Posts
I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.
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EvilTaru

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#156 EvilTaru
Member since 2002 • 58395 Posts

I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.Oilers99

I didn't die once in the demo and it was still a piece of crap. But I do believe it's a bad idea to make the player sit through a 30 second death sequence, that's like making the player watch a loading screen after dying, it's just stupid when you're spawned basically near where you died and it should require much loading to begin with. Drop the player at a spawn point, make him play through that bit of the scenario again with enemies having all their health back should be punishment enough. Somebody obviously thought that valkyrie animation was cool and decided the player needed to watch this every single time.

I don't really get the whole "oh it's not so bad" rationale, the right stick combat is crap but it's "functional", you get loot even though the pacing of the loot drops is kind of crappy, the camera doesn't work too well but you can live with it, this was hailed as the glorious beginning of some great, epic trilogy, it's clearly not. I think one can have "fun" with just about any game if one sits down long enough with it but there are better games out there that can be much more fun than this. I'm not sure why on the 360 anyone would have nothing else to play that they would pony up 60 bucks for this game.

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UpInFlames

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#157 UpInFlames
Member since 2004 • 13301 Posts

I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.Oilers99

Personally, I am opposed to the concept of "punishment" in video games.

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EvilTaru

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#158 EvilTaru
Member since 2002 • 58395 Posts
If one wants to beat up GS for its bad reviews/reviewers (such as the reviews/reviewers of Bionic Commando and PJ Eden) fine and good, but every multiperson review source's reviews are inconsistent, be it Game Informer, Edge, IGN or Gamespot. Inconsistency theoretically shouldn't be there (some sort of editor should enforce uniform standards) but it always has been and probably always will be.

Also, getting caught up in a numbers game is silly. Numbers on reviews are always going to be arbitrary. Whether one is reading the review of Kung Fu Panda, Too Human or Operation Darkness its abundantly clear from the reviews themselves that the reviewers don't think much of the game they are evaluating. Arguing which game is actually worse is like arguing which pile of dog crap stinks less.

The fact that there are reviewers willing to defend Dennis Dyack's bug riddled, poorly thought out (watching a guy slide around cycling through attacks just isn't fun and the clunkiness of the menu system is high idiocy given how much time one has to spend there), unfinished game is really problematic. 'All the problems are nothing a 3 GB patch wouldn't fix, just pretend they aren't there' is an acceptable but not understandable stance for a gamer to take but its an insane stance for a reviewer to take.

CarnageHeart

When you have 1UP, Gamespot, IGN's cousin Gamespy, Eurogamer AND GAMEINFORMER (known to be soft on crappy games) giving the game 6s and even 5s, that's a CONSISTENT theme indicating that the game just isn't all that good, so I'm not sure why Kevin is all up in arms about it, he basically outlined all the problems that made the game such crap while trying to defend the game by saying how the game makes the player a badass, not sure how a game having a character who's supposed to be a badass automatically makes the game good but hey.

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EvilTaru

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#159 EvilTaru
Member since 2002 • 58395 Posts

[QUOTE="Oilers99"]I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.UpInFlames

Personally, I am opposed to the concept of "punishment" in video games.

One would have thought making the player play Too Human would be punishment enough.

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S0lidSnake

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#160 S0lidSnake
Member since 2002 • 29001 Posts

[QUOTE="Oilers99"]I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.UpInFlames

Personally, I am opposed to the concept of "punishment" in video games.

Thats why they have the "Very Easy" difficulty modes in games, for people who are "against the concept of punishment" and That's exactly why GOD invented the Wii.

:| ......... Really?

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Skylock00

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#161 Skylock00
Member since 2002 • 20069 Posts
[QUOTE="UpInFlames"]

[QUOTE="Oilers99"]I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.S0lidSnake

Personally, I am opposed to the concept of "punishment" in video games.

Thats why they have the "Very Easy" difficulty modes in games, for people who are "against the concept of punishment" and That's exactly why GOD invented the Wii.

:| ......... Really?

Um, from what he's saying there, he's not talking about difficulty or anything here, but design choices by developers for particular games, so I'm not sure what the basis for your response is.
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S0lidSnake

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#162 S0lidSnake
Member since 2002 • 29001 Posts
[QUOTE="S0lidSnake"][QUOTE="UpInFlames"]

[QUOTE="Oilers99"]I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.Skylock00

Personally, I am opposed to the concept of "punishment" in video games.

Thats why they have the "Very Easy" difficulty modes in games, for people who are "against the concept of punishment" and That's exactly why GOD invented the Wii.

:| ......... Really?

Um, from what he's saying there, he's not talking about difficulty or anything here, but design choices by developers for particular games, so I'm not sure what the basis for your response is.

You have to have some consequences/punishment for sucking at a game, that's where the skill part comes in.

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Skylock00

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#163 Skylock00
Member since 2002 • 20069 Posts

You have to have some consequences/punishment for sucking at a game, that's where the skill part comes in.

S0lidSnake

I think the key point here is the fact that he put the word "Punishment" in quotes, as in to imply that there might be an alternate meaning he's aiming at that regarding perhaps there is a way that a game is 'supposed' to be punishing, as opposed to how some designers make a game 'punishing' to compensate for other design flaws, or simply because they're bad design choices in and of themselves.

That's just me guessing based on what I know of UIF's feelings on things. ;)

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UpInFlames

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#164 UpInFlames
Member since 2004 • 13301 Posts

You have to have some consequences/punishment for sucking at a game, that's where the skill part comes in.S0lidSnake

There's a difference between tough-but-fair games that reward player prowess and games that punish players for just playing the game. Design choices such as unskippable death animations are ridiculous. Punishing players and making them feel they suck will only drive people away. I think there should be rewards for people that play really good, but those who don't should never be punished. It's supposed to be entertainment, right?

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Skylock00

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#165 Skylock00
Member since 2002 • 20069 Posts

[QUOTE="S0lidSnake"]You have to have some consequences/punishment for sucking at a game, that's where the skill part comes in.UpInFlames

There's a difference between tough games and games that punish players for just playing the game. Design choices such as unskippable death animations are ridiculous. Punishing players and making them feel they suck will only drive people away. I think there should be rewards for people that play really good, but those who don't should never be punished. It's supposed to be entertainment, right?

I knew my truthiness would prevail regarding what you meant. ;)

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UpInFlames

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#166 UpInFlames
Member since 2004 • 13301 Posts

I knew my truthiness would prevail regarding what you meant. ;)Skylock00

:lol: You read me like an open book!

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#167 Teuf_
Member since 2004 • 30805 Posts

[QUOTE="S0lidSnake"]You have to have some consequences/punishment for sucking at a game, that's where the skill part comes in.UpInFlames

There's a difference between tough-but-fair games that reward player prowess and games that punish players for just playing the game. Design choices such as unskippable death animations are ridiculous. Punishing players and making them feel they suck will only drive people away. I think there should be rewards for people that play really good, but those who don't should never be punished. It's supposed to be entertainment, right?

"GAME OVER, YOU SUCK. NOW DELETING HARD DRIVE...0%"

I dunno, I think it could work! :P

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SteelAttack

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#168 SteelAttack
Member since 2005 • 10520 Posts
[QUOTE="UpInFlames"]

[QUOTE="S0lidSnake"]You have to have some consequences/punishment for sucking at a game, that's where the skill part comes in.Teufelhuhn

There's a difference between tough-but-fair games that reward player prowess and games that punish players for just playing the game. Design choices such as unskippable death animations are ridiculous. Punishing players and making them feel they suck will only drive people away. I think there should be rewards for people that play really good, but those who don't should never be punished. It's supposed to be entertainment, right?

"GAME OVER, YOU SUCK. NOW DELETING HARD DRIVE...0%"

I dunno, I think it could work! :P

Is that you, Hideo?

:P

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BladesOfAthena

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#169 BladesOfAthena
Member since 2008 • 3938 Posts

[QUOTE="S0lidSnake"]You have to have some consequences/punishment for sucking at a game, that's where the skill part comes in.UpInFlames

There's a difference between tough-but-fair games that reward player prowess and games that punish players for just playing the game. Design choices such as unskippable death animations are ridiculous. Punishing players and making them feel they suck will only drive people away. I think there should be rewards for people that play really good, but those who don't should never be punished. It's supposed to be entertainment, right?

So I take it that you're more of a theory Y type of guy then.

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UpInFlames

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#170 UpInFlames
Member since 2004 • 13301 Posts

"GAME OVER, YOU SUCK. NOW DELETING HARD DRIVE...0%"

I dunno, I think it could work! :PTeufelhuhn

:lol:

It all began with that damn dog in Duck Hunt. Yay, I'm stupid and have two left hands. Now this is what I pay good money for!

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UpInFlames

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#171 UpInFlames
Member since 2004 • 13301 Posts

So I take it that you're more of a theory Y type of guy then.BladesOfAthena

I had to look up what on Earth are you talking about, but yeah definitely. :wink:

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S0lidSnake

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#172 S0lidSnake
Member since 2002 • 29001 Posts
[QUOTE="UpInFlames"]

[QUOTE="S0lidSnake"]You have to have some consequences/punishment for sucking at a game, that's where the skill part comes in.Teufelhuhn

There's a difference between tough-but-fair games that reward player prowess and games that punish players for just playing the game. Design choices such as unskippable death animations are ridiculous. Punishing players and making them feel they suck will only drive people away. I think there should be rewards for people that play really good, but those who don't should never be punished. It's supposed to be entertainment, right?

"GAME OVER, YOU SUCK. NOW DELETING HARD DRIVE...0%"

I dunno, I think it could work! :P

/thread.

:P

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Archangel3371

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#173 Archangel3371
Member since 2004 • 46871 Posts

[QUOTE="Oilers99"]I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.EvilTaru

I didn't die once in the demo and it was still a piece of crap. But I do believe it's a bad idea to make the player sit through a 30 second death sequence, that's like making the player watch a loading screen after dying, it's just stupid when you're spawned basically near where you died and it should require much loading to begin with. Drop the player at a spawn point, make him play through that bit of the scenario again with enemies having all their health back should be punishment enough. Somebody obviously thought that valkyrie animation was cool and decided the player needed to watch this every single time.

I don't really get the whole "oh it's not so bad" rationale, the right stick combat is crap but it's "functional", you get loot even though the pacing of the loot drops is kind of crappy, the camera doesn't work too well but you can live with it, this was hailed as the glorious beginning of some great, epic trilogy, it's clearly not. I think one can have "fun" with just about any game if one sits down long enough with it but there are better games out there that can be much more fun than this. I'm not sure why on the 360 anyone would have nothing else to play that they would pony up 60 bucks for this game.

What's not to get about that rationale. It's seems straightforward to me and it is exactly what it is in that the game isn't as bad as it's made to be. I don't think the right stick is crap and I don't think it's the best thing either but it does work out to be ok. The loot drops appear to be fine to me as I'm continually getting better stuff as I'm progressing as well as a sufficient number of items I can salvage to keep my equipment in working order as well as craft from blueprints. Sure it's been hyped pretty crazily and it doesn't quite live up to what it was billed to be but so far in my 13+ hours I'm definately not seeing some horribly broken 5 to 6 out of 10 game here. Right now it's a pretty decent 8 game as far as I'm concerned. While saying that any game can be "fun" given enough time is debateable it's not like I spent a few hours detesting this game and I grew to like it a little more each hour, this game has been pretty decent to me from the get-go. If one enjoyed the demo, digs the Norse mythology, and enjoyed games like Diablo I say it's not a horrible way to spend $60.
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Oilers99

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#174 Oilers99
Member since 2002 • 28844 Posts

[QUOTE="Oilers99"]I honestly don't have a problem with the elongated death sequence. You died, and what's the worst punishment possible? Not playing. If you don't want to see the death animation, then stop sucking at videogames.UpInFlames

Personally, I am opposed to the concept of "punishment" in video games.

That's because you're not as awesome as me at videogames, and are jealous. :)

Well, I died a few times... but I just was letting the boss monster win. I felt sorry for him, given how little chance he had against my insane game skills. >_>

I'm not trying to defend Too Human at large, by the way. Haven't played it enough to form much of an opinion. I just personally don't have a problem giving death a dire consequence without actually forcing you to replay portions of the game.

And let's not forget Too Human is hardly the first videogame to force you to wait as punishment for death. Team Fortress 2, for instance. The period of waiting is a lot shorter, but then again, so is your life-span.

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m0zart

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#175 m0zart
Member since 2003 • 11580 Posts

"GAME OVER, YOU SUCK. NOW DELETING HARD DRIVE...0%"

I dunno, I think it could work! :P

Teufelhuhn

Man, that brought back some harsh memories from one of Dyack's past successes, Eternal Darkness.

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EvilTaru

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#176 EvilTaru
Member since 2002 • 58395 Posts

Gametrailers gave it a 6.5, holy smoke.

http://www.gametrailers.com/player/38913.html

OUCH.

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BladesOfAthena

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#177 BladesOfAthena
Member since 2008 • 3938 Posts

Gametrailers gave it a 6.5, holy smoke.

http://www.gametrailers.com/player/38913.html

OUCH.

EvilTaru

Not a good streak at all. His challenge is seriously (and I do mean 'seriously') biting him in the ass.

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inoperativeRS

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#178 inoperativeRS
Member since 2004 • 8844 Posts

If one enjoyed the demo, digs the Norse mythology, and enjoyed games like Diablo I say it's not a horrible way to spend $60.Archangel3371

This is what I've been hearing and that should mean I'll like it. I don't understand this "You can't like this game it's crap" rationale.

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Archangel3371

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#179 Archangel3371
Member since 2004 • 46871 Posts
Well I finished my first playthrough of the game and I must say I really enjoyed it. While not the greatest game the world has ever I certainly didn't think it was garbage either. I found the story to be pretty interesting. I had some fun messing around with all the loot and putting runes in. Maybe not quite as good as Diablo II but I didn't max my character's level nor did I complete any sets so I could get some really cool effects going on at higher level. I played as Champion and got to level 28. It took me about 17 hours to play straight through in single player. This game definately feels like a co-op game to be sure and had it been 4-player it would certainly be better. The skill tree wasn't as robust as it probably could have been but perhaps some of the other cIasses will be more interesting. Graphically the game looks quite nice and the environments are massive. Creature design is repetative with some cool looking ones here and there especially in the final area. Good ending that feels satisfying but has alot to make you interested for a sequel. A solid 8 out 10 game for me. I sure hope this game sells enough to get a sequel because it's got an interesting story that closed on a good note that makes me want more. With some polishing up here and there and the addition of 4-player co-op the sequel could end up being really fantastic.
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inoperativeRS

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#180 inoperativeRS
Member since 2004 • 8844 Posts
Awesome, thanks for the impressions! Just... 9 days left till the European release? In the meanwhile I'll be listening to Amon Amarth.
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CronoSquall

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#181 CronoSquall
Member since 2008 • 915 Posts

Gametrailers gave it a 6.5, holy smoke.

http://www.gametrailers.com/player/38913.html

OUCH.

EvilTaru

"The enemies scale with the loot drops" part is all I really needed to hear to not even bother with a rental or later used pickup. Thats just poor gameplay design. Scaling needs to die a quick and painful death in gaming as a whole. I'd also have to say I agree with the consensus in here that punishment =/= challenge, the two are very different. I'm fine with being challenged. But you have to keep the player in a groove, he needs to quickly get back to, you know, playing. Resident Evil 4 did a fantastic job providing a challenge, but keeping the game flowing. Even Ninja Gaiden 2, tough as it is, implemented a checkpoint and quick saving system to keep you in the game. Getting the player back into the game as quickly as possible is just good gameplay design, the opposite is simply bad gameplay design.

Taking my money and then literally punishing me for playing your game and failing as is natural when playing a new game? No thanks, Denis. Blood Omen: LoK over the PSN as a PSone cIassic will be my next, and very likely last, Silicon Knights game purchase.

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Oilers99

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#182 Oilers99
Member since 2002 • 28844 Posts

[QUOTE="Archangel3371"]If one enjoyed the demo, digs the Norse mythology, and enjoyed games like Diablo I say it's not a horrible way to spend $60.inoperativeRS

This is what I've been hearing and that should mean I'll like it. I don't understand this "You can't like this game it's crap" rationale.

It's reasonable rationale if the game is really that bad. I'm not sure it is, though it certainly could be. I'll probably rent it at some point and find out.

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UpInFlames

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#183 UpInFlames
Member since 2004 • 13301 Posts

Team Fortress 2, for instance. The period of waiting is a lot shorter, but then again, so is your life-span.Oilers99

That really depends on your skill, the cIass you're playing and most importantly, your team.

Also, there are plenty of servers with immediate spawns so if that's your thing, go ahead. However, there is good reasoning behind respawn times. If you die, then the other team needs to feel that advantage. That advantage is somewhat nullified if you're there right away. Team Fortress 2 is all about balance and that's just one aspect of that balance. There's no reasoning behind it whatsoever in single-player games. Also, you can use the respawn time to catch a look at the different areas of the battlefield, catch a glimpse of your enemy as well as your own team's positioning so it's definitely not wasting your time as watching the same sequence over and over again.

So no, it's not even comparable.

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#184 blacksiteninja
Member since 2008 • 306 Posts
evrything about the game is mediocre at best, except when you get deep into combat, that's the only redeeming quality about the game
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Oilers99

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#185 Oilers99
Member since 2002 • 28844 Posts

[QUOTE="Oilers99"]Team Fortress 2, for instance. The period of waiting is a lot shorter, but then again, so is your life-span.UpInFlames

That really depends on your skill, the cIass you're playing and most importantly, your team.

Also, there are plenty of servers with immediate spawns so if that's your thing, go ahead. However, there is good reasoning behind respawn times. If you die, then the other team needs to feel that advantage. That advantage is somewhat nullified if you're there right away. Team Fortress 2 is all about balance and that's just one aspect of that balance. There's no reasoning behind it whatsoever in single-player games. Also, you can use the respawn time to catch a look at the different areas of the battlefield, catch a glimpse of your enemy as well as your own team's positioning so it's definitely not wasting your time as watching the same sequence over and over again.

So no, it's not even comparable.

Practically speaking, it wouldn't be too hard to go fifteen minutes to half an hour at a time without dying in Too Human. I don't care how skilled you are, that's not going to happen in Team Fortress 2. Your life-span varies with skill in both games, but on average, it's much shorter in Team Fortress 2.

It's comparable in the sense that if you can tolerate being punished by inactivity in one game, you can in another. Yes, Team Fortress gives you more to do while you're down, but that suits the hectic pacing. I don't think it would for Too Human.

And keep in mind that we've been losing time in single-player videogames for ages. Only it usually comes in the form of forcing the player to replay sections of the game. The benefit is the player gets right back into things right away, but the downside is that you run the risk of making the player really sick of that particular section. With the pure waiting time involved in Too Human, you're giving essentially the same penalty we've become used to, only instead of redoing something we've already done, we just have to start from where we left off. I think it's a better form of punishment. I might have shortened it by about three seconds, but then again, I might have lengthened it under a different set. And let's not forget that the whole thing is consistent with the in-game universe, which is something few death scenarios have.

However, on a more fundamental level, it's a little odd. Punishment is watching a non-interactive cut-scene, when we're supposed to eagerly play through the game to see the next scene of Baldur taken out of our hands, and interacting with other characters in a non-interactive cut-scene?

Of course, that's no uncommon sin. But alas, videogame developers have yet to discover that videogames are an interactive medium.

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inoperativeRS

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#186 inoperativeRS
Member since 2004 • 8844 Posts
Talking about punishment for dying, think about games like Counter Strike which require you to wait for the next round to start once you die. You can easily spend more time staring at your screen waiting than playing the game if you're a noob.
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UpInFlames

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#187 UpInFlames
Member since 2004 • 13301 Posts
Yes, Team Fortress gives you more to do while you're down, but that suits the hectic pacing. I don't think it would for Too Human.

And keep in mind that we've been losing time in single-player videogames for ages. Only it usually comes in the form of forcing the player to replay sections of the game. The benefit is the player gets right back into things right away, but the downside is that you run the risk of making the player really sick of that particular section. With the pure waiting time involved in Too Human, you're giving essentially the same penalty we've become used to, only instead of redoing something we've already done, we just have to start from where we left off. I think it's a better form of punishment. I might have shortened it by about three seconds, but then again, I might have lengthened it under a different set. And let's not forget that the whole thing is consistent with the in-game universe, which is something few death scenarios have.Oilers99

I am saying that the two concepts are not comparable, not offering Team Fortress 2's system as a replacement for Too Human's.

Oh, I am very much aware that replaying setpieces has been with us since the dawn of video games. I am very much opposed to that concept as well as I find it archaic - and coupled with crap design choices such as cheap AI for example, ultimately boring and potentially frustrating (which is a serious offence, in my opinion). I hope developers will try to find new ways to make players feel the consequence of not playing well, but I think the focus should always be on rewarding good players rather than "punishing" not-so-good ones. Maybe Molyneux is on to something with Fable II.

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HiResDes

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#188 HiResDes
Member since 2004 • 5919 Posts
[QUOTE="Oilers99"]Yes, Team Fortress gives you more to do while you're down, but that suits the hectic pacing. I don't think it would for Too Human.

And keep in mind that we've been losing time in single-player videogames for ages. Only it usually comes in the form of forcing the player to replay sections of the game. The benefit is the player gets right back into things right away, but the downside is that you run the risk of making the player really sick of that particular section. With the pure waiting time involved in Too Human, you're giving essentially the same penalty we've become used to, only instead of redoing something we've already done, we just have to start from where we left off. I think it's a better form of punishment. I might have shortened it by about three seconds, but then again, I might have lengthened it under a different set. And let's not forget that the whole thing is consistent with the in-game universe, which is something few death scenarios have.UpInFlames

I am saying that the two concepts are not comparable, not offering Team Fortress 2's system as a replacement for Too Human's.

Oh, I am very much aware that replaying setpieces has been with us since the dawn of video games. I am very much opposed to that concept as well as I find it archaic - and coupled with crap design choices such as cheap AI for example, ultimately boring and potentially frustrating (which is a serious offence, in my opinion). I hope developers will try to find new ways to make players feel the consequence of not playing well, but I think the focus should always be on rewarding good players rather than "punishing" not-so-good ones. Maybe Molyneux is on to something with Fable II.

Ditto they are not comparable, nor is Too Human's approach really acceptable, it wasn't when Prey made you shoot down spirit birds with arrows and it is also not now.

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#189 Teuf_
Member since 2004 • 30805 Posts
This discussion about penalties reminds of a section in Gears of War, where I kept dying and over and over again in the same spot. When I'd come back, they'd make me go through the whole "slow walk while they talk" bit which lasted a good 30 seconds. By the 10th time I heard the Cole Train say "look at all that juice!" I wanted to reach into the game and strangle him.
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inoperativeRS

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#190 inoperativeRS
Member since 2004 • 8844 Posts

This discussion about penalties reminds of a section in Gears of War, where I kept dying and over and over again in the same spot. When I'd come back, they'd make go through the whole "slow walk while they talk" bit which lasted a good 30 seconds. By the 10th time I heard the Cole Train say "look at all that juice!" I wanted to reach into the game and strangle him. Teufelhuhn

Apparently you should have paid more attention to the juice.

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UpInFlames

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#191 UpInFlames
Member since 2004 • 13301 Posts

Ditto they are not comparable, nor is Too Human's approach really acceptable, it wasn't when Prey made you shoot down spirit birds with arrows and it is also not now.HiResDes

Although at the very least, I would give Prey the props for trying out something new instead of the boring 'you died, now replay the last 15 minutes of the game' formula.

This discussion about penalties reminds of a section in Gears of War, where I kept dying and over and over again in the same spot. When I'd come back, they'd make me go through the whole "slow walk while they talk" bit which lasted a good 30 seconds. By the 10th time I heard the Cole Train say "look at all that juice!" I wanted to reach into the game and strangle him.Teufelhuhn

Yeah, I honestly don't see the rationale behind such concepts. These aren't the arcades anymore. What's the point? It's really no wonder that statistics show that the vast majority of gamers never actually finish games. At least in strategy games, RPG's and other open-world games like Grand Theft Auto you can just opt to do something else for a while and come back to that particular task some other time (or never at all), but replaying the same bit over and over again (just thinking about it causes me to have God of War platforming section flashbacks which significantly downgraded my opinion on the overall game) is just lame and in the end, a waste of my time.

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argianas

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#192 argianas
Member since 2005 • 6779 Posts

This discussion about penalties reminds of a section in Gears of War, where I kept dying and over and over again in the same spot. When I'd come back, they'd make me go through the whole "slow walk while they talk" bit which lasted a good 30 seconds. By the 10th time I heard the Cole Train say "look at all that juice!" I wanted to reach into the game and strangle him. Teufelhuhn

Words can't express how much I hated that part. I was so tired looking at juice.

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Archangel3371

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#195 Archangel3371
Member since 2004 • 46871 Posts
I think this game is great. I'm loving it right now on my second playthrough with the same character. Now that I'm more adept with the control mechanics I think this style suits the game quit well and is quite enjoyable. You could either tap a button or two to juggle an enemy or tap the right stick a couple of times towards that particular enemy. I don't think there is any difference really aside of maybe just getting use to it. With the whole dieing thing I actually never had a problem with it. It is actually pretty brief and takes less time then seeing a game over screen, loading up your saved game, and then heading back to wherever you were at. I like just jumping back into the fray like this and continuing the fight. There are still penalties for dieing. I guess they could have had you start an area completely over again but they certainly would have needed to change things like have fewer enemies and make them weaker. I kind like the it is now though I think. I'm also impressed that there are no loading times. Everything seems to move along quite seemlessly.
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BioShockOwnz

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#196 BioShockOwnz
Member since 2006 • 52901 Posts

Too Human is a very good game. It's just fun to play. I also like the story and characters. The game has some flaws, but enough to justify a 5.5 score? I don't think so. I'm on the last level right now, and I'd give it an 8.0, knocking points for a wonking camera and projectile targeting.

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Finaru

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#197 Finaru
Member since 2008 • 306 Posts

I know there is a ton of controversy over this, but I would just like to say that all in all reviews don't matter, get an opinion on the game after YOU play it yourself....

From what I've gathered here on the Internet, it's a love hate game.

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HiResDes

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#198 HiResDes
Member since 2004 • 5919 Posts

Too Human is a very good game. It's just fun to play. I also like the story and characters. The game has some flaws, but enough to justify a 5.5 score? I don't think so. I'm on the last level right now, and I'd give it an 8.0, knocking points for a wonking camera and projectile targeting.

BioShockOwnz

I don't know I just feel like the combat really keeps this game from being an 8 level game...Maybe its just me, but I'm so over button mashers nowadays, and I think that game developers should be over them also. Too Human's combat felt even more simple than most button mashers as the character seems to basically home in on enemies, and I don't think a comparison to geometry is at all accurate. In Too Human, you are not going to be doing the same amount of strafing and dogding as the enemy ai is pretty braindead, and neither the shooting nor the melee combat is as dead on accurate and satisfying as say a traditional shooter or a traditional brawler. I just feel like with Fable 2 and Fallout 3 right around the corner, why most time and money on mediocre games like thsi one.

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#199 EvilTaru
Member since 2002 • 58395 Posts

I think this game is great. I'm loving it right now on my second playthrough with the same character. Now that I'm more adept with the control mechanics I think this style suits the game quit well and is quite enjoyable. You could either tap a button or two to juggle an enemy or tap the right stick a couple of times towards that particular enemy. I don't think there is any difference really aside of maybe just getting use to it.Archangel3371

The difference is with face buttons the controls are more responsive, allowing you to time your moves, thus allowing combos to have more depth. The problem with the combat is that there is no depth, collision detection isn't really there most of the time, and enemies don't always respond to being hit with the right animations and physics, it's FUNCTIONAL but just because you can play it, it doesn't make it great, I guess that depends on the kind of standard we're judging the game on.

With the whole dieing thing I actually never had a problem with it. It is actually pretty brief and takes less time then seeing a game over screen, loading up your saved game, and then heading back to wherever you were at. I like just jumping back into the fray like this and continuing the fight. There are still penalties for dieing. I guess they could have had you start an area completely over again but they certainly would have needed to change things like have fewer enemies and make them weaker. I kind like the it is now though I think. I'm also impressed that there are no loading times. Everything seems to move along quite seemlessly.

Why would it even make sense in this day and age to go to a game over screen and then having to load up a save? MANY games have checkpoints where you can respawn WITHOUT loadtimes, for a linear game like Too Human it shouldn't be much more difficult to stream the levels, not to mention when you're spawning near where you die, it makes no sense that the player has to watch the same stupid animations over and over without being able to skip it, it's not like the game needs to load anything that isn't already in memory.

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BioShockOwnz

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#200 BioShockOwnz
Member since 2006 • 52901 Posts
[QUOTE="BioShockOwnz"]

Too Human is a very good game. It's just fun to play. I also like the story and characters. The game has some flaws, but enough to justify a 5.5 score? I don't think so. I'm on the last level right now, and I'd give it an 8.0, knocking points for a wonking camera and projectile targeting.

HiResDes

I don't know I just feel like the combat really keeps this game from being an 8 level game...Maybe its just me, but I'm so over button mashers nowadays, and I think that game developers should be over them also. Too Human's combat felt even more simple than most button mashers as the character seems to basically home in on enemies, and I don't think a comparison to geometry is at all accurate. In Too Human, you are not going to be doing the same amount of strafing and dogding as the enemy ai is pretty braindead, and neither the shooting nor the melee combat is as dead on accurate and satisfying as say a traditional shooter or a traditional brawler. I just feel like with Fable 2 and Fallout 3 right around the corner, why most time and money on mediocre games like thsi one.

I'm actually a huge fan of the right stick analog combat. Tbh, while Fallout 3 looks exceptional in a lot of ways, it still is being turned into Oblivion with guns, which has a lot of fans up in arms. I'd take Too Human over it anyday, even though I'll still get it at launch. I'm really excited for Fable 2, so I won't say anything negative about that, except that I hope Peter Molyneux can deliver this time. If not, much like Dyack's vision didn't fully deliver on what people wanted, I'll still enjoy what Molyneux tried to do, much like the first Fable. Now, back to Too Human. I'm a huge fan of dungeon crawler hack n' slash games, which aren't known for having deep combat or very good combat, it's the sum of the parts that matter, and I see Too human much the same way. Nothing is perfect, and there are flaws present, which I pointed out already, but the game comes together to create something that feels epic and fresh, imo. I hate button mashers. I skip anything Koei makes because of that, but Too Human is so much more, and deserves more appreciation.