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Send us your Red Ring stories

In the wake of Dean Takahashi's investigative report, I thought it'd be fun to hear and read out your red ring stories (MsCortana, I'm looking at you and your second broken Xbox in a row :(). Those of you who haven't worn yourselves out sending such stories to other podcasts should take a minute and send yours over to mailbag AT!!! trigames DOT!!! net or use this form right here.

Also, as per my last blog, send in questions or comments about both the Sore Thumbs blog that gives the publisher's perspective on the "publisher versus games media", er, "battle" as that guy calls it, and the editorial/soapbox I posted earlier this week dealing with what a DRM-free world might mean. You can also find the latest episode of the podcast there.

UPDATE: Nevermind! It's up! [We're having issues with Episode 106]

UPDATE: Nevermind! It's up!

Folks, the wireless connection here is very slow and my upload keeps getting cut halfway. If you have to ask why I'm using a wireless connection, it's because it's my only means to the outside world in this office. Anyway, it should be up tonight hopefully, at around 10PM EST.

This Saturday, we'll either be talking about Good Old Games' DRM-free digital distro (see my latest soapbox entry) or discuss the publisher's view of game journos (read Dan Hsu's latest SoreThumbs blog). Either way, send us questions about both. mailbag ATT trigames DAWT net, or here.

Piracy, arrr: Would You Mistake DRM-free's Kindness for Weakness?

Pop quiz, hotshot. Would you honor a publisher who, in exchange for your 49.99 wampum, handed you a completely DRM-free PC game on a silver platter?

Recently I tested out the Early Access beta of Good Old Games (or, GOG for short -- http://www.gog.com), a service that promises to deliver older PC games at a low cost, sporting compatibility with 32- and 64-bit versions of Windows XP and Windows Vista, and with no DRM restructions. What's "older"? Think Fallout, Jagged Alliance 2 and the Redneck Rampage collection (yes, that Redneck Rampage) as well as not-so-old offerings like Giants: Citizen Kabuto and even Colin McRae Rally 2005. GOG delivers completely on its no-DRM promise, letting me freely copy the installer file for Messiah
(priced at $5.99) back and forth between my laptop and PC, without needing an internet connection to activate it.

With the whole recent drama over Spore and its "Draconian" DRM/activation system, it's nice to see an up-and-coming service that doesn't automatically assume you're some sort of gnarly pirate. You own the file and are free to do with it what you wish. The problem, of course, is that "what you wish" includes, well, sharing the file at your discretion. Without an activation key or a launcher a la Steam or Gametap to verify the authenticity of your ownership, seedy types could just throw the file up somewhere or pass around USB thumb drives with "free data" on it to their friends.

Now, some people claim to pirate software -- among other things, such as movies and music -- because they feel disrespected. They don't want to be presumed guilty until proven innocent by software, so they look online for pirated, cracked software... and ironically proving themselves guilty in the process. One of my friends says he will gladly pay for the movies he pirates if providers will let him obtain and handle those movies how he wants to: download from a service, watch on his PC, or burn to a DVD to watch in his own house, or port over to his portable media player, et cetera. One can surmise that there is a subset of PC gamers that feel the same way: "I will stop pirating games," they say, "when a provider lets me download and install a game without having to put up with SecuROM or being connected to the internet. I don't want to have to hunt for my disc, and I want to be able to enjoy Half Life 2 in the event of a service outage from my internet provider."

GOG's premise seems to be one that would satisfy this subset. Putting aside the somewhat lacking catalog for a minute (it's in Beta after all), the question remains: How big is that subset? How much larger is the subset of people who don't care and will just mooch off of yet another subset of people who are willing to pay the $5.99 for the privilege to distribute the software on their own? And as such, is this methodology a viable answer for current-day PC game publishers in their battle against software piracy?

OVer the summer, European music store 7digital claimed that DRM-free music boosted sales by a significant amount, but AlleyInsider is rightfully skeptical of those percentages as no hard numbers were given. Furthermore, the relationship between these sales numbers and potential DRM-free PC game sales is tenuous at best: "triple-A" PC games are generally $50, with music being a fraction of the cost. Sure, there's the argument that games offer much more entertainment for your dollar, but people still go through sticker shock regardless.

There's still the question of game quality -- why pay $50 for a game that's not worth it to you -- though this might be made moot by the oft-repeated point that those who "tried" and disliked such a game wouldn't have bought it anyway.

Finally, the temptation to have $50 of game, for free, and without any hacks to install, might be too great for some. Say a law-abiding citizen purchases a game, and "lends" it to his very good, but very seedy (unbeknownst to Mr. Abidey) pal. McSeedy then just can't resist distributing it under his pirate alias for all to download.

Now, I don't know how pirate networks work -- and frankly, I never want to find out. I don't know if they're in it for the notoriety or if they just believe they're being digital Robin Hoods. In the case of the former, DRM-free games would provide such an effortless experience that perhaps it wouldn't be worth it to distribute, I guess.

The more I think about it, the more I'm resigned to say that it really just doesn't matter. I feel like those pirates who are so determined to get around copy protection -- and ultimately succeed nearly all the time (remember when hackers kept finding solution after solution to get around Sony's continued PSP firmware updates?) -- will just keep on doing what they're doing, providing files for everyone to download, because they can.

Perhaps it's just my inherent lack of faith in much of humanity that this virtual extending of the olive branch -- appeasing the angry DRM-embattled consumer -- will do little good. I'm sure that a more optimistic outlook would take into consideration the relative success that Steam is enjoying, even with its required internet connection and launcher. But isn't it a little hard to look past the looming possibility that, in the wake of a hypothetical DRM-free PC gaming world, too many potential customers will take the providers' kindness for weakness? There has got to be a better way to protect your product other than forcing customers to call hotlines every time they want to re-install their games, but is opening the floodgates an effective the solution?

Should any service decide to follow in GOG's footsteps, if it's even successful in the first place, I'll be first in line to support it. I'm willing to pay the money for the products I know I want, and I'm even more appreciative when publishers don't treat me like a crook. I just hope and pray that others follow suit.

Conflict of Interest for Podcast, and Other Things

So, here's some clarification on what Ron B. can and cannot answer on the podcast(if you're confused, see my last blog post):

- He can talk about WHO his clients are.

- He cannot talk about what they're currently working on.

- He can't talk smack about his clients as if he were just one of us (obviously, since he's in P.R.).

I've asked him if he can talk about the PR experience with products out on the market already, such as Spore. Waiting to hear back on that. Regardless...

...I'm brewing up a new short 1-minute segment called "Conflict of Interest" in which you, dear listener, send in questions that are so obviously a conflict of interest or biased for whatever guest we happen to have -- or even any of us. The object would be for us to choose the most asininely conflicting/biased question. Pointless? Yes. Makes everyone uncomfortable? Yes. That's the point. So I guess it isn't pointless. Or maybe it is.

For some mild examples, you could ask Ron, "Why did Army of Two suck so much ****"? (He can't talk smack about EA), or you could ask Mr. Alex Navarro (who may or may not be able to join us for a few minutes in the weeks to come depending on his schedule), "How often do you dream about Guitar Hero: World Tour?" (He works for Harmonix.) You might ask me something intentionally ridiculous about Gamespot's reviews system or ask Al why Optimum Online is the worst internet service out there, since he works at, oh let's call it Snablevision. Or you could ask Slunks to recite the entire recipe for Chick-Fil-A's waffle-cut fries. These are supposed to be asinine questions, folks -- nothing really serious -- but at the same time not so random that they don't make sense. In other words, like I said, REAL questions that you know we can't answer or to which you know exactly how we'd (have to) answer.

This new segment may not fly if it sucks (and it just might suck hard), so it's all up to you, dear listener.

Anyway, Ron will be joining us as the subject of our "main" segment as well as for our mailbag (obviously). Since I'm sure there will be some sort of news attached to at least one of his clients in the news bucket, he won't be joining us for that. He may join us for What We've Been Playing and we'll just edit around it, so don't be shocked if you hear him for the first segment, bow out for the news, and return for the final segments. (Obviously we'd record the News last, and editing magic would make it all happen properly.)

"Where do I send my questions / comments in?" Well duh: mailbag AT!!! trigames DOT!!! net. Or this form. (Also feel free to send in questions about Too Human since that's fresh in my mind.)

Other Things:

* the_antipode just txt'ed me that he's about to buy Too Human thanks to the aid of a gift certificate. Hopefully I'll be able to dive into co-op this week and lend my final thoughts on the game in the form of a review.

* I just started Blue Dragon yesterday, in yet another blow to my backlog. I played it while packing for my train ride back to NYC today. Whenever a cutscene (there were numerous 30-second cutscenes, which -- if you know me, you won't be surprised -- irritated the living **** out of me) popped up, the controller went down and more clothes were folded. Whenever a battle popped up, I mashed the A button with my foot while folding more clothes / throwing them into my luggage. Yeah. So far, not impressed. But it's only been 45 minutes and I hear the job system gets pretty FFV-ish, so we'll see.

* Today is September 11th, and while I am traveling home via train instead of plane, I am still nervous. Go figure.

* Playing Xbox 360 in SD resolutions, and interlaced to boot, is painful. Graphics still look tight in Too Human and Blue Dragon, but reading the smaller text hurts. It's legible, and it's not like Dead Rising was, but it's still a shocker even when knowing what to expect.

Episode 105 is up, and Important Announcement

Trigames.NET Podcast episode 105 is up now. You can find it at the usual place. Instead of giving the blurb thistime, I'm going to take the room to make a special announcement for the podcast: one of my high school friends, Ron B., is now working for a PR firm that handles Capcom games, EA games, and gaming journo site Crispy Gamer (where Alex Navarro contributed a few reviews while he was freelancing).

Please send in questions for Ron. I am currently finding out exactly what he's able to talk about, as he just started with the company a few weeks ago, so the more you send, the more we have to filter from. I'd assume that more general questions about the PR industry and games, or how everything works, yadda yadda, would have a better chance of avoiding the "no comment" answer, but still, ask whatever comes to mind.

mailbag AT trigames DOT net -- and only there. Comments here are NOT guaranteed to be seen and thus NOT guaranteed to be asked on the podcast. So if you want your question answered, email us at that address or use our email form.

Ok I lied -- here's a tiny blurb (and oh, it's 2 hours and 11 minutes long):

"Listener Digi_Matrix asks about Quicktime Events, and listener supersonic97 asks about game unionizing and makes note of the tragic self-shooting of a boy who stayed home from school to play Halo."

Too Human: Day Two, or rather, Finished

Let me put this up front: While it falls way short of the greatness I had hoped for, I'm glad I took the time to experience Too Human. There are two main reasons for this:

1) I'm a huge fan of Eternal Darkness, a game that Silicon Knights and its father, Denis Dyack, worked on for the Gamecube. I'm also a fan, though nowhere near as big, of Blood Omen: The Legacy of Kain. Given these two titles, I was looking forward to Too Human -- even with the recent backlash -- and am glad to finally have played it.

2) Despite its numerous issues, I still see something that can help this become a competent trilogy when all is said and done -- provided that Silicon Knights takes heed of the complaints. Had I written it off as a "flop" and relied on the hugely mixed reaction as a sign to stay away, I might not even care about future installments. Now, I want them to come.

That said, it's not like it's over. I still want to play co-op. I've heard that the game is better suited to co-op, after all. In any case, after nearly 12 hours of single-player Too Human, there are a whole bunch of thoughts rummaging around in my brain. You've already seen
most of my thoughts with regards to the combat, but I'll sum them up here in addition to everything else.

What I Liked

* I liked that the combat was easy to learn and get into. One of the personal barriers to entry for me is learning a new game when I've got so many in the backlog that I'm already familiar with. That Too Human stayed away from being too complex helped me ease into it. The same can be said for Titan Quest, God of War and any FPS using a mouse.

* Very few loading times. Unless I'm remembering incorrectly, the combat environments NEVER suffered a loading time. There were loads going to Aesir (your "home base" of sorts, like the Citadel in Mass Effect or the Town in Diablo I) and back mid-mission, and there are likely loads masked by elevator travel and mission-intro cinematics -- but that's about it. Room to room, skirmish to skirmish, the game did. Not. Load. And that's a good thing.

* Re-spec. Now, I didn't re-spec my skill tree at all because I was happy with my choices. But, if you realize you've made a mistake, you can take back your skill points and re-apply them as you so choose for a small (very small) monetary fine. I really like having this flexibility and it gave me peace of mind throughout my experience.

* No grinding. I don't mind grinding in RPGs. I'm used to it. Have been since Final Fantasy Legend II on the original Gameboy. However, I also find it to be a little wasteful in this day and age, with the only real "joy" coming out of the "pride" I take in having monstrously powerful characters. "Yeah, I worked hard on that," is the mentality. But here, as long as you don't run away from every battle like a coward, you will be able to progress through the ranks. Honestly, I don't even know if you CAN run away from a battle into the next room, as I've never tried. But I liked that I could beat the game without having to re-visit old areas just to fight more enemies.

* Aesir and the world tree. One of the issues that Kevin Van Ord had with the game was that it was just big. Walking through long, lifeless hallways can get tedious. I completely understand where he's coming from. That said, I somehow didn't mind exploring Aesir at all. Maybe it's because it was the prettiest locale in the game. You also have access the the world tree, which is also referred to as cyberspace in the game. Now, the world tree is like a sub-area -- similar to those alternate planes of existence in Eternal Darkness -- and many of its locations (bone graveyard, lakeside mountain) are graphically barren. But it was a nice break from the nearly endless combat (which I'll get to in the negatives) to be able to just go back to Aesir, jump in the world tree, and explore at my leisure to find hidden rune stashes.

* Item customization. Some weapons and armor have open "rune slots" -- similar to Materia slots in Final Fantasy VII -- in which you can place one of the several runes in the game. Runes have properties such as increasing your health, damage potential, attack speed, et cetera. I spent a lot of my time looking at weapons and seeing how I could build them up to my liking. Even if I was never going to use a weapon, I liked seeing its "Empty Rune Slot" entries fill up with wicked bonuses.

* Sentient weapon. The sentient weapon is a skill that sends a copy of your current weapon flying around and hitting enemies on its own accord. It sounds really dumb, and in fact it also looks really dumb. But the effect in-game is wholly amusing. It's something of a guilty pleasure to know that you can be in one area, pounding away at an enemy, while in the other corner of the room a replica of your sword is doing the tango with another enemy.

* The environment graphics from a technical standpoint. The environments in Too Human, except for many parts of the world tree, look very detailed. HDR lighting was used nicely, too. Bear in mind, my entire time was spent playing this in SD resolutions via component, so I still have to evaluate it in HD -- but it still looked good for the most part. It doesn't maintain a rock-solid framerate when enemies crowd the screen, but since the game is a hack-and-slash looting RPG, this wasn't that much of an issue.

* The music. I don't remember much of it, but that's not to say it was bad. What I heard of it, I liked, and I want to find a soundtrack just so I can listen to it more carefully.

* The story. The actual events and revelations that transpire are pretty neat. I'm not a story guy, so even if this game had the crappiest of stories, it wouldn't have changed my experience with the gameplay, but it was definitely a nice-to-have. In reading up on some Norse mythology, Silicon Knights did a good job transplanting the events in the ancient poems to this strange modernized cybernetic world.

* The fact that I finished this game. I barely finish games I play for leisure anymore, and it's always nice when I make it to the end of one.

What I Didn't Like

* Combat after long periods of time. For the first few minutes of any combat sequence, I'm enjoying myself. By the time my thumbs have pushed on the analog stick for the tenth minute in a row, I'm bored. I explained the tactile differences that my brain interprets between holding / double-tapping an analog stick, clicking a mouse and pressing a button
here (same link as above). My brain prefers the necessary skill -- however minimal -- in pointing to something or pressing a button over just holding the stick in a general direction. (And before anyone tells me that Geometry Wars says "Hi" -- erm, Geometry Wars requires infinitely higher reflexes than does Too Human. Play it. You have one hit to live, and look at how fast and numerous your adversaries are.)

* Visual design. Aside from Aesir, which was really pretty, the combat areas are all bland from an artistic standpoint. Yes, I did mention they are very technically well done -- and they are. Every texture and glowing whatsit looks crisp. Allow me a metaphor: It's like saying that F.E.A.R. was the best rendering of an office building I'd ever seen (which it's not, but let's just say it was). Does an office building really excite you? Likewise, every combat area in Too Human is some rusty, metallic place with glowing walls or floors. When I saw the Ice Forest, I thought -- ooh nice, I'll get to fight in the snow. Not so much. You trek through the snow INTO another metallic place. The only varied area was the final one, and yet again it was mostly a... rusty metallic fortress, just this time brimming with a lot of red and orange on the periphery. It made me feel like I was playing in some nightmarish extension of Halo's Library level, only this time for several hours on end. Oh, and the world tree has pop-in. Yuck.

* Penalty for death is a little too lenient. Yes, your armor wears down. Yes, you have to watch a really stupid 20-second cutscene where the valkyrie takes you to Valhalla. No, you don't start "exactly" where you left off (at worst, though, a few seconds away). Still, dying felt like a non-factor. Armor takes a long time to break, so I never felt ANY urgency surrounding that. Now, I mentioned that I hated the "repair" aspect of these loot games (Titan Quest has none -- HAH! -- or at least, none that I've seen in my first 4 hours), but instead of forcing me to not want to die, this dislike just resulted in me never repairing armor until it hit almost zero. And I still progressed just fine. What do I think should be the penalty? How about, your armor and weapons don't wear-and-tear, but if you die too frequently within a time span (who knows -- three times in a mission), the equipment you're wearing breaks completely and you have to go back and fix that. I can live with that. Or how about, you get to keep the experience you earned (because apparently people didn't like loot or leveling penalties so Dyack conceded), but all minor enemies in that area respawn completely. All of them. I could deal with that.

* The fact that 80% of everything you customize (skill tree, runes, charms) consists of buffs and enemy de-buffs. I really wanted to be able to unlock something like, twirl the attack stick in a 360 degree angle and you can execute some massive awesomeness. Or learn the ability to stick out a blade while you're rolling. Things like slow / stun effects from charms are nice, but I'd like the ability to be able to execute them as spells whenever I want to, at some cost. The Spiders and War Cry just don't feel like enough.

* Pacing. Assuming you never really need to go back to Aesir, I feel that the overall game progression was like this: multiple hours of combat, Aesir and a 10-minute cutscene, multiple hours of combat, Aesir and a 10-minute cutscene, multiple hours of combat, ending. Only the first 3 hours of the game or so lept back and forth between heavy combat, exploration, and plot exposition. That was pretty cool. The rest, not so much. In all fairness, you can go back to Aesir any time you want and explore the World Tree, which is nice.

* Camera. Instead of having some fixed camera, it was decided that this game needed a smart camera to best capture a cinematic experience. However, I really didn't like having to switch from pushing the analog stick left to pushing it right when running down a walkway just because the camera decided to "smartly" swoop around in the exact opposite direction for no apparent reason. This happened quite often, and in battle, too.

* The names for weapons and armor. In truth, this didn't affect my experience, but "Bodyform Legguards of Elusion"? "Willful Plated Schynbald of The Maiden"? Doesn't that sound just a touch ridiculous? It's amusing, true, but I highly doubt that this was a case of self-parody.

* Why no healing items? I get that the enemies drop healing pickups, but I want to be able to use a potion-esque item when I please. This would allow them to ratchet up the challenge level of the enemies a little bit while not making the game cheap.

How did my Thoughts Contrast to Some Review Points

I find that some people read reviews and then play a game with the review in mind, which subconsciously directs them to look out for flaws for them to agree with or more vehemently oppose than they normally would. This is why my friend Gideon said he only ever reads reviews after he plays games. I try to "forget" about a review before I go into a game that I've decided to buy on my own, so after my experience with Too Human, I mentally went back and tried to remember what I felt were the most interesting issues or praises with the game and see what my own experiences were. Here are the conflicting points:

* "Too much special loot." This was one complaint voiced by Giancarlo Varanini that wasn't entirely universal across critics. I can definitely see why the complaint was made, as nothing really feels special because you're getting some hot new weapon or armor every so often. As far as armor goes, this bothered me because I would spend some powerful Runes customizing a piece of armor that, well, became obsolete 15 minutes later. However, this didn't bother me SO much because they throw a whole lot of powerful runes at you. Maybe excess in general is the issue here -- too much armor, too many runes, too many enemies. But all in all, I personally wasn't bothered too much by it.

* "Frustrating controls." The analog stick combat wasn't frustrating at all. It was just clumsy and grew boring too quickly. It was the targeting that was frustrating for me. Why am I shooting directly into a wall when I'm clearly pointed at the enemy? Why am I shooting at a DEAD enemy? Regardless, this didn't happen often enough to piss me off, as I mostly concentrated on melee combat.

* "20 second death animation." You know what? This honestly did not bother me. At all. In fact, it gave me a brief reprieve from when combat became mind-numbing. At points, I *welcomed* this cutscene. Weird, I know...

* "Combat can be fun when you get into a groove." Oddly enough, it was when I got into a groove that combat ultimately became boring. It's likely because it doesn't take much to be in that groove. You don't have to have particularly good reflexes or timing to push someone in the air and juggle him. Like I said, it's the first few minutes of a skirmish that are the most fun for me, because these moments come just after I've been walking around with nothing happening and I'm ready to fight.

* "Storytelling only really got good in the end." Fair enough -- I find that many times, the ending sequences to games, films, et cetera, are viewed as the better parts simply because they reveal stuff, and this was no exception. However, from a story perspective, I found enough to be interested in throughout all of the cutscenes from beginning to end. The plot points behind Hod were pretty cool, and they were introduced only halfway through the game.

* "The game never slows down or lags at all." I only saw this from one review, but then, my brain doesn't remember seeing complaints about framerate issues elsewhere, either. Either I remember wrong, or I should be surprised: The framerate indeed chopped up for me, if only slightly, quite a few times. It never got unplayable, but it's definitely noticeable and distracting when it happens. Sometimes even in the world tree, I'd encounter areas where it would rocket up from the high 20's to a smooth 60. In my book, it's better to have a consistent framerate than to have one that can reach 60 often, but also slows down every now and again. Often I find that it's a jarring transition that bothers me moreso than a slower consistency.

As it stands after Single Player, were I to review this on Trigames.NET, it'd be a 3 out of 5. I won't write one until I play some co-op with the_antipode, though.

11:54:53, Level 27

Too Human beated.

Yeah. Detailed text thoughts on single player tomorrow during lunch, perhaps. For now:

3 out of 5, "Decent", Rent It, whatever you want to call it. That's my summary.

EDIT: For those who are wondering, podcast will be uploaded tomorrow evening.

Too Human Response to teirdome -- because it's too big for a comment

I probably should have done this with the Callout blog, but then that would have resulted in multiple new blogs and I really just have time for one.

teirdome proposed the following in a comment to my Too Human: Day One blog...

I think the key to finding real enjoyment in the game is trying to do the little things. For example, try not dying, even though there is little incentive besides an achievement or 4 for it. You will have to do things like maximize your armor and actually give a crap during fights to not take damage.

Personally, I think that the problem with Too Human is that it listened to gamers (big no-no). People said they were tired of having games hold their hands, so they removed any semblance of a tutorial (as per Dyack in an interview). People complained about death having too great a sting in other loot gathering games, so they made the penalty 20 seconds of your life wasted.

I just find it interesting that the game is so polarizing. I personally had a lot of fun with it. The depth is there if you look for it, the problem is that the gamer is never encouraged to brush past button mashing of a new variety.

It's very sound advice and I agree with what the comment is trying to say as far as that goes. My response is as follows. The thing is, teir, is that I do try not dying. And I've been pretty successful at it. It's that the act of trying not to die doesn't prove entirely entertaining. The act of fulfilling the charm quests isn't entirely entertaining. That's what's un-motivating for me; I probably should have made that clearer.

In any case, I hate to chalk it up to a je ne sais quoi, because that's a cop-out, but right now I just can't put my finger on it. It's not like I dislike the game, either. I'm just... unmoved by it.

It may sound silly and petty, and I'm almost embarrassed to say it, but if they would just let me press a button to swing the sword, it might change things in the slightest way. The way it is now is definitely accessible but also... kinda... lulls me to sleep (not literally).

I'm starting to think about it, and it alllll comes down to the most minute of minute differences. I hate that it does because, again, it's almost petty, but right now it's all I can come up with in my quest to understand why -- for example -- I'm not "bored" by Titan Quest, which is largely similar.

In games like Titan Quest on a PC, you just click on a unit and hold till it dies dead. Not exciting. Sometimes though you need to be quick and precise about clicking correctly. It definitely doesn't require the precision of a first-person shooter, but there's still a tiny element of perception there. If enemies are surrounding me, I need to click around me. I can just click haphazardly, yes, but there's still this element of, "Crap, I gotta be quick about this."

With Too Human, as long as I'm pointing in a general direction of an enemy, Baldur will just slide over and make with the awesome. I found that if I slowly rotate the stick in a circular motion, I can cut through a swath of enemies that are surrounding me. No stress, no fuss, no muss. And maybe there's something to be said about that, but in my case, it results in me just not feeling "attached" to my strikes, and I don't feel any sense of urgency.

It sounds really stupid, I know, but I can't help how my brain processes these types of input. Believe me, right now I so badly want to love the combat. It LOOKS cool, aside from some janky strike animations, to see a pile of enemies just get demolished by Baldur's best Chuck Norris impersonation.

Now, the air combos do inject a bit of fun into the equation. The double-tapping is me actually doing something and feeling like I have a say in what goes on in the battle. But at the same time, like I said, double-tapping just feels clumsy. It's not that it's hard to do. It's not that I can't do it. It just feels clumsy. It's like how you have to jiggle the Wii remote to get bonus damage when jumping on an enemy in Super Paper Mario. It's easy to do. It's easy to time. It results in crowd-pleasing (literally) graphical feedback. But it feels clumsy, as if you're trying to shake something through a sieve. It doesn't feel graceful.

Why does a button press feel more graceful, when all it amounts to is someone's thumb smashing down on a raised object? The only thing I could guess is that the button-press is a much quicker action, one that comes more naturally when the thumb is called to do multiple things in succession. I never took an ergonomics course in school so maybe I'm just insane and am pulling all this outta my butt. But it's just how my hands, eyes and brain feel about it. Double tapping an analog stick in a direction doesn't feel natural; pressing a button does. It's the same reason I would never play Mortal Kombat with an analog stick -- playing as Raiden (back, back, forward! back, back, forward!) would leave me in fits. (EDIT: I just had a thought. What if... what if I could play Too Human with a controller that had two arcade joysticks instead of analog sticks...? That might push the combat from doofus to w00t... perhaps it's simply a matter of the input device as opposed to the mechanics.)

There's no question that there's a lot to remember in order to create great-looking battles. I definitely get that. But quantity doesn't equate to comfortable feedback. I can get by with it; I can definitely DO it; but my brain just doesn't jive with it.

I wonder if this makes any sense to anyone, or if I'm as insane as I think I am. I think it's the latter.

I still have half the game left to complete. I'm hoping that by game's end, the combat will grow on me. As it stands, I'm firmly in the middle of loving or hating it -- but I think I should stress that I am enjoying some of the time I'm spending with this. It should also be noted that I'm a fan of not having a tutorial forced on the user. I like the pop-up tutorial boxes that come up in-context. A tutorial should be an option, but in lieu of one, what Too Human gives me is just fine. Also, as much as I would like to co-op, I'm playing this from work, which means hotel room internet, which means a browser is required to "activate" it on whatever device is trying to use it, which means I'm hosed for ANY online play.

Too Human: Day One

The time count is around 5 and a half hours. The biggest inconsistency for me is the combat. One instant, I'm enjoying the multiple air combos and double-stick finishers. The other instant, I'm yawning at the monotony of it all. Every time a skirmish starts, I get excited but inevitably end up leaning back and then getting tired of it. It's like an unrelenting sine wave. I don't yet fully understand why I can't stay engaged in the combat like I can in Titan Quest; scratch that, I'm never "engaged" in either game, but I'm able to tolerate it in Titan Quest. So I don't know why I can't tolerate Too Human's combat past the first 60 seconds of every skirmish, but I also don't know why I'm excited again after each skirmish.

It might have something to do with the linearity of the game. I know there are little secret areas to find -- but I feel like they're either few and far between or they're just little side rooms as opposed to the breadth of optional caves and sidequests you'd find in such games as yes, Titan Quest (again). My aim, by the way, is not to compare this to Titan Quest -- but it's very similar in spirit to a game like Titan Quest, and while it should be able to stand on its own, my brain just can't help but wish that Too Human wandered off the beaten path more than it does. Because I know that all I'm trying to do is get from A to B, it just makes the combat-ridden path all the more monotonous. There's a reason I don't play Dynasty Warriors, after all.

The other thing is that I really, REALLY don't feel enraptured by just pushing analog sticks. In fact, while it's very simple to get into, I also find it incredibly clumsy (as far as the double-tapping, targeting, and RB mashing goes). In fact, the targeting and "smart" camera are, at times, unacceptable. Sometimes I'll be shooting at nothing even with my sticks pointed at the enemy. What gives? Also, I've had more than three instances of me executing a devastating air-combo... at thin air. Now, by comparison, Ninja Gaiden and God of War made me feel like I was in control of every blade swing, and Titan Quest doesn't feel clumsy. But, at least the mayhem you get to cause in Too Human is juicy to look at -- I definitely won't deny that.

I do like the variety of weapons I get, though I do slightly agree with the sentiment that they give too many good things too often. The problem is that I was able to make it through the last 3 hours of my playthrough without paying much attention to my inventory. Not having a real penalty when you die -- none of my armor broke, and respawning almost right where you left off is laughably lenient -- just saps all the motivation out of the game. And it's not even like I died often, either. So what's the point of fiddling with the inventory?

Messing with runes and charms felt largely inconsequential, too. Like with the inventory, I just trucked along, downing enemies left and right, barely batting an eyelash, for about an hour or two until I realized that I had new runes and charms to fiddle with. The "sidequests" are a nice touch, but they feel more like achievements than actual quests, and I don't feel like I have to expend extra effort, skill or gumption to explore in order to succeed at them.

The other thing is that these are some of the stupidest names I've ever encountered:

Reciprocal Blast Array of The Cunning
Mobility Plate Legguards of Ferocity
Dragon Shockplate Traction Pads of Ferocity
Willful Heavy Schynbald of Plate
Iron Fist of Striking (sounds like they got this one from Engrish.com)

It sounds like the designers just tried to stuff as many syllables as possible. It's not like these names matter, mind you; I just find these names both amusing and a little sad. But hey -- at least, presentation wise, the game looks and sounds good. Well... some of the character models and faces are quite poorly structured and animated, but the environments look really pretty. Artistically they're not the most mind-blowing or innovative designs, but they're very nicely detailed and colorful. And even on an SDTV via component cable, it still looks really good.

In any case, I don't dislike the game so far. I just don't like it very much, either, and that's disappointing considering that -- despite the reviews and controversy -- I remained deeply interested in it. All the positive points pointed out in all of its reviews -- whether the final assessment was positive or negative overall -- kept me interested, and are still tangible now, but so far they're just... not... enough. Of course, I'll reserve final judgment until the final hour is complete. I'm looking forward to seeing what kind of Champion I can craft with my skill tree decisions, I'm looking forward to seeing what happens with the dismembered head guy (I just defeated Hod), and I do want to try and do a 300-hit combo (my high so far is 207).

Regardless, even after only 5 hours of game, I am hoping that the Too Human trilogy continues. I see a good foundation that Silicon Knights can improve on. And if it's any comfort to anyone looking forward to this game or who likes this and was expecting me to love it, thus far it's nowhere near the disappointment that the god-awful Red Steel was.