The Good, the Bad, and the Ugly. (SPOILERS IN THIS ONE)
That's a great way to describe this game. That might actually be the theme for my future reviews too as I am looking for a format. While playing this game your opinion of it can easily swing back and forth between a 3 and a 7 so a 5 is about perfect for an objective review. I personally hold this game as one of my favorites but only because I place a lot of emphasis on thinking outside the box, graphics, customization, and story. Fortunately for me I know a decent amount about Norse mythology so I found the relationships between the characters really cool. For example in Norse mythology Hod is a blind god that kills his brother Baldur but was set up by Loki. The game doesn't follow the mythology really but going into it knowing that makes the story more intriguing than it is on its own. Because of these things I am able to look past some of the flaws but standing on it's own this game isn't all that.
The Good. There won't be a lot but the goods are really good.
The graphics are amazing. All the cut scene character interaction is done with in game footage and that footage is second to none in my opinion. About 90% of the visual aspect of this game is flawless and that is just astounding. If you don't think it's all pre-rendered and you own a copy then just mash in the right thumb stick while you're standing around. It's really just impressive on the scale of Mass Effect and at times I think its better. Remember that missing 10% though because that's going to fall under the ugly category.
The game play is probably the most innovative use of a dual analog remote ever conceived despite its simplicity. If you want to avoid most of the bad and ugly you will grab a berserker and basically forsake the use of guns completely. This means you will be using the dual analogs' about 95% of the game. It's extremely easy to zoom around the battlefield hacking things to pieces and there are really only two combinations to remember so the learning curve is virtually non-existent. What really comes into play is the strategy you use of applying these combos's to kill enemies. For a game with so little to remember, compared to a similar title like Ninja Gaiden, there is actually a lot of variety in how you fight. It isn't without its setbacks though.
The customization in this game is really on par with most MMO's. The variety in color, appearance, and function really adds to replayability. The charms add nice little sub-goals to the game that reward you in both loot and function once completed. If you can hang in long enough and complete some of the red charms you are not only an addict but now wielding some of the most powerful and enjoyable features of the game. The Diablo like crafting system is simple to understand and amazingly powerful if you're willing to stick it out into multiple play through's. Finally, the inventory management is excellent with a little lag at times being it's only real drawback.
The goods are really great when compared to similar titles and really add a lot to the game. These three things are some of the big keys to a game like this and add significantly not only for the pure enjoyment of it but breaking the mold is always a plus.
The Bad. The goods don't make the game and the bads don't break it but they sure hold it back a lot.
Too Human came out Too Early, and that's really saying something considering this game was giving Duke Nukem a run for its money. The time spent shows up in some area's but lacks in others and the ones it's lacking in are strange to say the least. Top notch graphics take a long time and stories are normally one of the first things to develop but this game has it backwards. The story is there and it's not bad but pieces are clearly missing. Crawl, walk, and then run just fly out the window as the story crawls all the way to the end and then slams together all at once. They cliff hangered this story so hard that they forgot to actually make you interested in it in the first place. If you are not big into Norse mythology you will be uninterested for the most part. At times there is way too little story going on as well. The game has only a few very long levels and the first one interjects story along the way to break it up and it helps the flow of the game. It all falls apart after that though as you really are not going to get much more during the rest of the missions. The length between sequences can be so long that you feel like your grinding MMO style just to get to the end of the mission. Your character jaw jacking with your grunt's is no substitute. Story is a huge part of any game and the story in Too Human suffers from a lack of proper execution, lack of proper writing, or both. Either way few are going to enjoy the story for what it is without interjecting outside knowledge or the imagination to fill the gaps.
Guns just aren't very good. There is zero balance between guns and melee and even a Commando will end up using his melee much more than you would expect. Some enemies are almost completely resistant to weapons fire and others are actually fueled by it so it become a liability that's best skipped entirely. Especially if you consider that the melee weapons have a ranged attack of their own that is both more powerful and doesn't really have those drawbacks. Not only are the weapons incapable of dishing out damage at the rate brawlers can and drawbacks to using them but also technical problems. Once you kill an enemy you can continue to shoot its corpse which often alters the flow of the battle from keeping the enemy at bay to a general melee. Benefits of guns like dual wielding pistols and running up your combo meter by pinning an enemy in the air are tempered by the waves of enemies overpowering your ability to kill them or kicking your tail while you're trying to run up that combo meter. The ruiners for guns are cool and so is being able to shoot your two pistols in different directions but this mechanic is all flash and no substance, only seeing limited use during co-op or farming the yet to be fixed bugged spawns in the game.
Missing content is also an issue. Normally I wouldn't count something not in a game against it but the inclusion of the online marketplace in the in game stores means they obviously intended for that to be used. Except that it isn't used for anything. DLC is fluff only and we, as a community, really need to give developers a hint that gamer pics and dashboards though downloadable are not content. Don't expect any either. Between the lackluster reception and the lawsuit over the graphics engine if any funding is available for DLC it's probably being sat on right now to keep SK from going under. You will also find yourself frustrated at the lack of a storage medium for your goodies. Your character can hump a lot of stuff around but its runes and charms that clog the system. You need the runes to upgrade your armor and lower tier charms, you need the lower tier charms to upgrade higher tier charms, but keeping all these tiny little items was apparently low on the list of priorities in development. You can carry 20 charms and I think 60 runes but that's not that many when a charm can soak up anywhere from 3 to 7 runes to complete and armor and weapons can take up to 4 per item. Combine this with the fact that coloring your weapons and armor requires die packs that also take up space in your rune inventory and you quickly start to run short on room. Some kind of storage should have been a no brainer considering the replayability emphasis on charm building and set collecting.
The Ugly. Not taking anything away but not helping anything out.
The graphics for all their beauty have some hitches. In pitched battles with lots of enemies you can get low frame rates from all the action going on. The load lag that plagues Mass Effect can be seen sparingly and is hardly noticeable but probably only because there isn't a ton of stuff in the game to clog up the memory like ME has. For all the attention to detail there are parts where they just didn't get around to it. When you walk past two citizens holding a random conversation and they are moving their mouths and gesturing that's pretty impressive but when you walk by the tour guides, who are always there repeating the tour, and they are apparently stoic ventriloquists, it is a clear sign that didn't have the time they needed to finish. Spirit of Fenrir is amazingly anticlimactic while ruiners are pretty freaking cool. What gives? It's nit picky stuff but with the emphasis on replayability these things are going to get picked up by those interested in the technical perfection of the game.
The controls may be innovative but they were designed for ease of use ONLY. There isn't a setting for people who know what they are doing and don't want to slide from beyond cannon range with their Berserker and do a finisher instead of doing a fierce attack. It favors sliding way too much and though that is going to be a lot of the game there are times where well aimed fierce attacks are critical and the difference between a fierce and a slide can mean death or frustration. Aiming ranged attacks can be hit or miss as well. Fierce attacks tend to go towards the closest enemy even if they are already knocked down which exacerbates the problems with DOT's in this game. Guns, for what they are worth, require you to rock the thumb stick back and forth to constantly swap targets or you get locked onto a corpse, a random object, missile of some sort, or just an enemy that you don't want to shoot. Pulling out a gun also means slowing your characters movement speed down significantly. The inclusion of an up tempo gun play mechanic similar to the slide or a gotcha' type mechanic like popping Trolls would have gone a long ways towards spicing up the ranged combat system because it really stands the opposite of the fast paced melee mechanics. These don't kill the combat system but ranged attacks will take a lot of strategic thinking to manage and even then just accept the fact that you're going to get hit with a DOT eventually that may as well be the kiss of death. The camera also seems to have a mind of its own and the multiple modes do nothing to ease the pain. Certain places try to be cinematic and swing the camera to draw your attention to one thing or another rather than cut away into a scene but it's largely pointless, uninspiring, or just inexplicable. Except for the floor of the very first room of the game and most people didn't notice the scene of the Norse fighting the Giant's because starting a game off with a panning graphical interlude isn't what most people have in mind. This random panning causes you to run around in crazy ways because your movement direction is determined by the camera angle. It can be a minor nuisance one second or a major pain the next as your hunt for health during battles runs the camera into barriers, swinging the camera to pointless angles or pinning it down on top of your head where you still can't find the container and you can't see anything else either.
The customization is great but its feast or famine. Not only can you sometimes get in a proverbial rut and not get useful loot but the specialization between human or cybernetics can further reduce the chances of getting anything worth while in a co-op match. That addition to the game mechanics feels like tacked on ballast to make the human branch remotely acceptable. You're also not going to get much from your charms until your closing out the highest tiered ones. Occasionally doing a bit more damage, putting an enemy to sleep, snaring an enemy, or knocking them back is cute and all but to go from that to opening a black hole that sucks up all the enemies within a fairly large radius is just ridiculous. There really isn't a middle ground and to get from one to the other takes some serious dedication to this game. The game is still fun without it but if you only play through once chances are you might not even see a red item other than it hanging on the wall in Tyr's workshop. The armor and weapon system isn't much different but they are certainly manageable. It's unfortunate though that as you get higher you will simply not find some types of armor that are pretty cool. I don't mind sacrificing some stats to look cool but if you latch on to a piece of armor you really like in the early or mid game you can pretty much kiss it goodbye when you get to the higher levels. The dye system also drives you insane. This isn't an MMO so having a credits sink is just plain stupid but that's exactly what the dye system is. You have to buy one dye kit for each piece of equipment you are going to color and the dye might not be on sale the next time you hit the shop. Not only that but you can't preview the dye and certain armor pieces turn out completely different colors than others for seemingly no reason. Some colors are just missing while others are overused. The end result of all this is a game that has a lot of MMO style grinding to it. Grinding for the top tier sets and charms is rewarding enough but the lack of a mid game and if you just like a particular set of armor or color scheme rather than the elite sets then the end game just isn't worth messing with.
DOT's or Damage Over Time status effects start as a minor mechanic but end up being the most annoying thing. If you can get the kill using a ruiner or ranged attack without getting hit with a DOT it's ok but sometimes you have zero available options because the DOT monkey has a gun and can project a dot onto you from a range. Don't get me wrong, your spider and with the right charms even your weapons can do this but your DOT's don't last several minutes and even if they did your enemy should have been dead after only a few seconds. There are no inventory heal kits and when you need the kits they often don't drop from containers you didn't previously destroy for that very purpose. The late game DOT's can do insane amounts of damage and last for an unreasonably long time. The mechanics to counter these DOT's are questionable and that compounds the problems caused by them. The DOT's do give Bioengineer's a great role in co-op play as their battle cries can rid team mate of status effects while their latent regeneration extends to the team mate as well.
Co-op is enjoyable enough but the two player limitation means that the tactics employed are stagnant. If you are just in it for fun it's hard to not pair up a melee class with a Bioengineer's heals because it allows you to play through much more aggressively. Tactics like combining the radius effect of the hammer knocking multiple enemies in the air with the radius damage of plasma weapons keeping them there is niche at best and really exists for players just going against the grain trying to find more challenging ways of playing. This means a lot of the features of the game will really go unused because the optimal play style is so far ahead of the other options that most people just won't care to try them. This isn't just because the classes are unbalance either. Within each class the skill tree is generally unbalanced as well. Damage, armor, health, and resistances will trump everything else in any game but the skill trees often favor things no one cares about. Who wants a spider that shoots missiles when they are easy to avoid? There are a ton of pointless spiders, battle cries, and skills. The good ones are rarely paired together either and since Spirit of Fenrir is handy for those multiple DOT spawns, you are forced to waste points on skills that would be better spent elsewhere. Since battle cries require combo meter to use they play second fiddle to the spider. The entire system seems poorly thought out and actually feels like a lot of last minute balancing took place that didn't help make the other classes any better of an option. The game isn't that hard though so the wasted skill points don't make a dent for the most part.
I don't know whether to laugh or cry about the Boss battles. Whoever designed these things will hopefully not be working on the rest of the trilogy in that same role. Once again it seems that the first level of the game is the only one that really got finished. After that they just slammed it together and pushed the game out. It reminds me of Goldilocks. Grendel and his flea's are a just right. Hod and Hel are too easy and the other bosses are too hard. The battle with Hod is annoying until you get him to the ground floor and then it's really easy and Hel is basically the same. The Troll variant and Hel's dog, though not hard to survive, can be hard to put down. You can't mount and pop this troll like you do the others and it's his arms that are the issue. For some reason you can strip all his armor off and it's still nearly impossible to hit his arms with anything but a gun and we all know how well those work. Plasma and lasers hurt him worse than projectiles generally but, considering that they suck as a whole, carrying a variety is never really part of the plan. The dog is another gun required boss and by gun I mean rifle or cannon because you can't reach him with pistols without getting dangerously close to his paws and the limited time that you will have to take shots at his soft sides are more suited to the grenades that you can fire from the rifle or cannon. Let's not forget that you will spend the entire time running in circles trying to get one of these shot's off while rolling away from the missile spam that Fido sprays out of his head. Not really hard to survive but once again overly difficult to take down. The characters in and of themselves were imaginative but the battles were, for the most part, not.
Last but not least is Thor. Why is one of the world's most legendary mythic heroes a jaundiced moronic caricature? Every single NPC in this game looks like they belong except Thor. Who in the name of Zeus's butthole thought that was a good idea? What is up with the jaundice too? I mean I really like this game but Thor makes me cringe and Baldur is moronic enough to shoot an innocent man but smart enough to figure it out a split second later. Why bend Norse mythology and have Baldur kill Hod, unless Baldur is Vali but nothing lends credence to that concept considering the story of the game. How many times does Hod have to call him Loki for him to figure out something isn't right? Obviously it was enough times he was just slow. Just take his wounded rear back to the house and have the hot librarian chick put him in a test tube unconscious until Baldur and Jaundice Boy go for a stroll in the ultimate off-road doomsday machine. I am sure that the story will unfold if the trilogy is completed but this just didn't help things out at all.
Overall
It's a good game and one of my favorites but tearing it a new one is easy to do. You can get this game on the cheap though and it's a fun game to play by yourself or with a friend. Pickup games are and basically have always been farmers so the online is more miss than hit. There is no split screen though and it hasn't ported well to standard definition for me in the past so be aware of that limitation.
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