Too Human demo is up

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Ash2X

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#51 Ash2X
Member since 2005 • 3035 Posts

Does anyone know how death works in this game? Do you just keep getting picked up by an angel and constantly get thrown back into a battle with a half-beaten boss and little to know lenalty for dying? If so ..... very crappy.Mash_Affect

Do you want to reload all the time?

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_Dez_

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#52 _Dez_
Member since 2006 • 2398 Posts

I'm just not feeling it with this demo. Combat is okay, but using the right analog stick for combat has always felt really awkward. Why couldn't they just stick with X and Y or something like that? I still don't know what battle cry does (x button), but I only played for about 30 minutes before I stopped. Jumping into this demo after playing Ninja Gaiden 2 probably didn't help.

I do like the visuals during certain parts, though this game reminds me of Mass Effect with less graphical detail. Animations look a little stiff, but it's nothing terrible. Everything just feels average. I'll give it another shot later, but this is one game I'm going to pass on.

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Mash_Affect

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#53 Mash_Affect
Member since 2008 • 631 Posts

[QUOTE="Mash_Affect"]Does anyone know how death works in this game? Do you just keep getting picked up by an angel and constantly get thrown back into a battle with a half-beaten boss and little to know lenalty for dying? If so ..... very crappy.Ash2X

Do you want to reload all the time?

At the very least.

If they want to create some other way of penalizing the player for losing then that would work too. but there has to be some sense of consequence, otherwise there is no sense of accomplishment. Without any sense of accomplishment or any thrill, adrenaline, challenge, fear of dying .... you have a rather mundane, neutral experience.

I'd be hesitant to even call something like that a "game". Since most all games on Earth have something you must beat or compete with. If I want to blast through a game on God mode then I'll put the cheat code in myself. But I wouldn't. Because that would be a waste of money.

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Ash2X

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#54 Ash2X
Member since 2005 • 3035 Posts
[QUOTE="Ash2X"]

[QUOTE="Mash_Affect"]Does anyone know how death works in this game? Do you just keep getting picked up by an angel and constantly get thrown back into a battle with a half-beaten boss and little to know lenalty for dying? If so ..... very crappy.Mash_Affect

Do you want to reload all the time?

At the very least.

If they want to create some other way of penalizing the player for losing then that would work too. but there has to be some sense of consequence, otherwise there is no sense of accomplishment. Without any sense of accomplishment or any thrill, adrenaline, challenge, fear of dying .... you have a rather mundane, neutral experience.

I'd be hesitant to even call something like that a "game". Since most all games on Earth have something you must beat or compete with. If I want to blast through a game on God mode then I'll put the cheat code in myself. But I wouldn't. Because that would be a waste of money.

Well I think it´s just beause it´s the beginning anyway....I mean in Prey it was ok,but it´s a FPS after all.In FPS Quick-Save and Quick-Load are usual.I wonder how they do the Co-op too.In BG: DA you just have to touch the Savepoint.We will see how much Action-Game and how much RPG the game is when it comes out I think.I don´t even know if there will be just levels or areas...

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Andrn

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#55 Andrn
Member since 2008 • 2098 Posts
This was overall not what I expected it to be. It's a rental for me.
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KingNabster

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#56 KingNabster
Member since 2006 • 420 Posts
Unbelievable when you consider how much time and effort went into this game, even then its monumentally mediocre.
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HiResDes

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#57 HiResDes
Member since 2004 • 5919 Posts

Unbelievable when you consider how much time and effort went into this game, even then its monumentally mediocre.KingNabster

Though I think the game is decent, I have to agree. It was a bad decision to try to make a game that really lives or dies on how fun the combat is, and SK has never been known for crafting good combat systems.

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m0zart

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#58 m0zart
Member since 2003 • 11580 Posts

I do think the character models are lacking compared to what is usually on the 360. I enjoyed the gameplay enough to know that I'll probably at least enjoy that aspect of the full package later.

I don't see enough of the storyline here to know if it opens up into something more gripping later. Still, there are hints that it will flesh out later. Given SK's history at crafting drama-driven games (Eternal Darkness and Blood Omen), I have high hopes that it won't disappoint in that arena.

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argianas

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#59 argianas
Member since 2005 • 6779 Posts

I wasn't impressed. Granted it's a type of game I tend to not get into very much, but still, it has its issues. It certainly does some things right, and the whole techno-Norse setting is just fascinating, but as said before, the game can behave as if it's a port, not a game built for the 360 for a while now.

The one thing that really got to me was the first boss, which felt exactly like a PS1 fight. In that I mean that the boss does a ground hammer attack that causes a shockwave to jump over. But there's two things here - first, said shockwave is paper thin, it's literally a 2D shock that's perfectly horizontal. Second, the fight is on a giant staircase. If you're a few feet away from him down the stairs, the shock will go over your head harmlessly as you fire your guns. If you're above him, the shockwave clips right through the ground and also does not hit you at all. Toss in the fact that his pathing often gets bugged on this staircase, so he often stands there just trying to pound you with his ineffective attack. In order to make this battle work as the developers envisioned it, it'll take a lot of work by the player to try to position the enemy correctly to give it a fair fight. What a horrible first impression for the first boss battle.

The controls were hard to get used to. I mean, the right stick is the camera in pretty much every other game, but here it's the attack, causing camera control to be an annoyance in some areas. I guess I could get used to it over time, but eh, not feeling that desire. No blocking, and the fact that every attack animation must finish before you can make another move, even if the enemy died or you just wanted to cancel it, was also frustrating. Ironically, the best way to fight in a room with a lot of enemies was to just spin the right stick 360 degrees over and over and over. Your character would do a lunge for an enemy, causing him to evade the incoming attacks, then immediately repeated the process. Two big fights at the end all I did for 2 minutes or more was just spin around the right stick and I barely ever got hit and cleared out the room. I wonder if this is just a trick that works on the first level or if it's just an overpowered win button throughout the game.

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Mash_Affect

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#60 Mash_Affect
Member since 2008 • 631 Posts

I do think the character models are lacking compared to what is usually on the 360. I enjoyed the gameplay enough to know that I'll probably at least enjoy that aspect of the full package later.

I don't see enough of the storyline here to know if it opens up into something more gripping later. Still, there are hints that it will flesh out later. Given SK's history at crafting drama-driven games (Eternal Darkness and Blood Omen), I have high hopes that it won't disappoint in that arena.

m0zart
I was able to get over the lackluster animations and so-so combat as everything else seems engaging enough, but the inability to die, and the supposed 10 hour length (possibly so short due to the fact that you just walk through the game without dying) are what would keep me from buying this game. It could be a solid 8 or so.