Review: Too Human (demo)

I’m going to try some­thing a lit­tle dif­fer­ent on here, I’ve always wanted to put up my own reviews on things (games, movies, etc.) and fig­ured why the hell not.  Soo, here’s the first…

The demo for “Too Human” came out last week, avail­able for down­load on in the mar­ket­place for XBOX Live users.  I’ve been wait­ing for this game for awhile now, espe­cially after get­ting a chance to hear one of it’s cre­ators – Den­nis Dyack – talk about the game at GDC 2008.

To say I was…disappointed…would be an accu­rate sub­ject line for this.  Please keep in mind this is about the demo for the game, and for all I know when the full ver­sion comes out some of these issues won’t even mat­ter (I have no clue how they address the story in the game).  Also, while dis­pleased I was inter­ested enough to plan on pick­ing up a copy even­tu­ally of the game, it just may be a pre­vi­ously owned copy is all.

To start with, while I can see there is a def­i­nitely a rich story lying some­where in the shad­ows of Too Human, it also stuck out that the cin­e­matic approach was sorely lack­ing for the game.  To be blunt, I’ve seen bet­ter from games 4 – 5 years older than this game which is just unac­cept­able from a game that’s had this long to be pol­ished up.  Espe­cially a story-driven game, where the sto­ry­telling is impor­tant.  Like I said, though – this may not be the first few min­utes of the real game, and a scrunched up ver­sion instead for the demo.

The other ele­ments have no excuse as being short­ened in a demo, though.  The first thing that sur­prised the hell out of me was the char­ac­ter art…to me, it looks like a sloppy launch title’s art to me.  I could have for­given the flat, hor­ri­bly pro­por­tioned char­ac­ters if this was a cou­ple years back.  The male lead?  NO TORSO!  Lit­er­ally, there is no sign of a torso or ass at all there, it’s just this kind of alien-looking straight shot down to the thighs.  Tex­tures are sharpish, but unin­ter­est­ing and flat.

Ani­ma­tion of the main char­ac­ter looked like it was a joke to me as well…ever heard of “air lats?”  Those guys who think they are buff, so they hold their arms out at their sides a foot or so beyond what is nat­ural and look like idiots doing it?  Appar­ently the main character’s inse­cure about something.

Those can kinda be attrib­uted to one’s own tastes I sup­pose, but it’s just the sur­face.  For some ungodly rea­son, Sil­i­con Knights decided to remove the camera-control of the right thumb­stick all play­ers have been used to for damn near a decade now and moved con­trol of your mêlée weapon there.  Oh yes – you have NO con­trol over swing­ing that sword unless you’re jam­ming in the direc­tion you want to attack with the sword.  I’m the first to give thumb’s up on try­ing new things, but I can’t see any rea­son to fix what isn’t bro­ken.  It left the con­trols feel­ing unre­spon­sive and clunky to me the entire time I played the game, at one point ready to just drop the game alto­gether which seems like some­thing a demo should never make you want to do.

It could be some­what mit­i­gated if the cam­era was at least intel­li­gent enough to keep up with me while I played, but dur­ing com­bat I instead found myself fight­ing the cam­era to keep it where I wanted it focused while try­ing to slash around like a fool.  To me the game just screams for the need of smooth, easy con­trols over the char­ac­ter and instead I felt like I was being pun­ished for try­ing to fight.

Over­all I felt like I had been play­ing a Bol­ly­wood ver­sion of Mass Effect with survival-horror con­trols, which is an ugly baby best left with the dirty water.

I do hope they’ve had time to fine-tune cer­tain aspects of this in the mean­time, and pray there’s an option to turn the damned right-thumbstick deal off alto­gether (which I doubt will exist).  Like I said, I will pick a copy of this up when it comes out despite all of this…I’m sure I’ll even­tu­ally get used to hav­ing sub-class con­trols in order to explore the story more, and I am quite inter­ested in rying co-op out.  Per­haps I’ll rent it first and see what hap­pens from there.

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