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'{{About|Too Human, the video game|the book by Friedrich Nietzsche|Human, All Too Human}} {{Infobox VG |title = Too Human |image = [[Image:Too Human.jpg]] ||developer = [[Silicon Knights]] |publisher = [[Microsoft Game Studios]] |distributor = |designer = [[Denis Dyack]] |composer = [[Steve Henifin]] |resolution = [[720p]] |engine = ''Silicon Knights Engine'', [[Havok (software)|Havok Physics]]<ref>{{cite web| title=Too Human powered by Havok: | publisher=Havok | url=http://www.havok.com/content/blogcategory/29/73/| date=| accessdate=2008-06-30}}</ref> |version = |released = {{vgrelease|NA=August 19, 2008<ref name="eurogrelease">{{cite web|url=http://www.eurogamer.net/article.php?article_id=140006|title=Too Human finally given a date|work=Eurogamer.net|accessdate=2008-08-25}}</ref>}}{{vgrelease|EU=August 29, 2008<ref name="eurogrelease" />}} |genre = [[Action role-playing game|Action RPG]]<br />[[Action-adventure game|Action-adventure]] |modes = [[Single-player]], [[Online Multiplayer]], [[Cooperative gameplay|Online co-op]] |ratings = {{vgratings|ESRB=T|PEGI=16+|OFLC=M|}} |platforms = [[Xbox 360]] |media = [[DVD-DL]] |input = [[Gamepad]] }} '''''Too Human''''' is an [[action-RPG]] [[video game]] developed by [[Canadian]] developer [[Silicon Knights]] and published by [[Microsoft Game Studios]] for the [[Xbox 360]] console. The game was released in [[North America]] on August 19, 2008 and later in [[Europe]] on August 29, 2008. The game is noted for remaining in [[development hell]] for almost ten years, originally planned as a four-disc [[action-adventure game]] for the [[PlayStation]] in 1999. Development later went into the [[Nintendo GameCube]] in 2000 before eventually selling the rights to [[Microsoft]] in 2005. It was scheduled for release for the Xbox 360 where it eventually became a finished product. It is to be noted that although the name is the same each of these parts of the game's evolution is a completely separate game. As part of a planned game trilogy, the story is a science-fictional futuristic retelling of [[Norse mythology]] that portrays the [[Æsir]] (Norse Gods) as cybernetic-enhanced humans, tasked with protecting mankind from the onslaught of [[Loki]]'s army of machines. The player takes the role of the Norse God [[Baldur]], who is less cybernetic than the other Gods, thus being "too human". The game incorporates elements of [[hack and slash]] and action-adventure with heavy emphasis on [[role-playing]] gameplay elements such as gathering items, upgrading equipment and choosing character classes and alignments. ==Gameplay== [[Image:Too Human screen.jpg|thumb|left|Baldur "juggling" a foe in the air with a laser cannon.]] ''Too Human'' is an [[action game|action]]/[[adventure game|adventure]] [[role playing game]], incorporating various gameplay elements from both genres, along with aspects of [[dungeon crawler]] and [[third-person shooters]]. The player takes control of the lead character Baldur in a third-person perspective with the camera distance being adjustable, even controllable during some in-game cinematics to involve the player in the story further.<ref name="pages10-11">{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|pages=10–11|publisher=Microsoft Corporation}}</ref> Camera control is limited to player, with the choice to re-adjust the camera back to its default third-person view being the primary following the player and swinging when the player does the same, similar to an auto targeting system.<ref name="pages10-11"/> This is because the right analog stick is used for melee combat, instead of traditional camera control, with certain attacks and combos being executed by pushing the stick in the direction of the target with follow-up stick movements applying further attacks with projectile attacks only using an auto lock-on system.<ref name="pages10-11"/> Attacks can be combined to execute attacks such as performing combos on enemies in mid-air, attack slides, and juggling foes in the air with projectile weapon attacks.<ref>{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=14}}</ref> Another aspect of combat are "Ruiner" attacks, powerful abilities that can indirectly affect surrounding enemies and can be mixed with other attacks to perform finishing strikes.<ref>{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=15}}</ref> The RPG elements of the game come in the form of advanced character customization. At the beginning of the game, the player is given the choice between five different classes; Berserker, Champion, Defender, Commando, and Bio Engineer, with each having an advantage over another. The Berserker is focused on melee combat while the Commando is oriented on ranged combat. The Bio Engineer has advanced healing abilities and the Defender has a strong armor defense. Finally the Champion is a balanced all rounder with multiple air strike attacks.<ref>{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=8}}</ref> During the game, players can collect various items that they can equip and use. There are fifteen variations of weapon classes such as pistols, heavy lasers, dual and two-handed combat weapons, armor for different body parts, and "charms" that allow players to use powerful Ruiner abilities.<ref name="pages16-17">{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|pages=16–17|publisher=Microsoft Corporation}}</ref> Many items can also be bought and customized by color and effectiveness—using collectable runes—in-between levels back at the Æsir’s base of [[Asgard]].<ref name="pages16-17"/> As players progress through the game, they can level up by slaying foes and achieving high combos, allowing access to more efficient items and skills; these items and skills can be used in the game’s Skill Tree mechanic, where points earned with every level up are applied to improve stats and unlock new abilities unique to each different character class.<ref name="page9">{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=9}}</ref> In the early stages of the game, the player can choose between two alignments; Cybernetic and Human. The Cybernetic alignment allows use of certain weapons like heavy lasers and further cybernetic upgrades, while the Human alignment emphasizes quick movement and improved combos.<ref name="page9"/> ===Online and multiplayer=== Along with the single player campaign, ''Too Human'' features a cooperative multiplayer component that can be played over [[Xbox Live]]. Hosts can support only a second player with a “drop-in, drop out” system. This allows players to join games hosted in levels they have yet to complete, as long as the host has, allowing high and low level players to join games suited for either.<ref name="page18">{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=18}}</ref> Players can also use characters from their single player games and earn experience, levels, and items online that can later be used offline. Cooperative multiplayer also features the option to trade items with other human players regardless of their level.<ref name="page18"/> ==Characters== ===The Aesir=== *Baldur, the youngest of the Aesir, and also the least enhanced. He was killed by Hod, who believed him to be Loki, and delivered to Hel to restore to life. His death leads to his wife Nyanna's suicide. His sentient sword, Fenrir, puts his wife Nyanna out of her misery in Helheim when he loses control of it. *Bragi, an Aesir poet. He also appears to command the Valiants, whom appear to be long since dead human warriors encased in powered armor that resembles Bragi's while integrating a gattling cannon and manipulator arm. *Freya, an adept of the ways of Yggdrasil, the World Tree. She introduces Baldur to the NORNs. Thor despises her work in cyberspace, but loves her like a sister. *Heimdall, the “watchman” of the Aesir, he resides in a hall known as the Cliffs of Heaven. A computer simulation is always running that shows the earth as it once was before the YMIR, a lush and beautiful place. *Hermod, the squad leader of a Special Forces unit that is made up of Valiant warriors. *Hod, a blind Aesir who sees the world through a cybernetic implant. He is tricked by Loki into killing Baldur, while he believed he was killing Loki. He was killed by Baldur, who took his cybernetic implant and gave it to the NORNs to decrypt. *Idunn, the Aesir's expert cyberneticist. She works closely with Baldur to ensure that battlefield trauma doesn't affect him. *Mimir, the Aesir’s data decryption and information specialist. Prior to the events that unfold in Too Human, Mimir was decapitated while on a mission. He "travels" with Baldur and Thor to the World Serpent Jormungand, an ancient weapon created by the YMIR. *ODIN, the Organically Distributed Intelligence Network. He employs two ravens, Hugin and Munin, to serve as his eyes. He created the rest of the Aesir from flesh and cybernetics and infused them with the power of the Runes to save humanity from destruction. *Thor, the most revered warrior of the Aesir. 95% of his body has been replaced with cybernetics. With his sentient hammer Mjolnir, he spends most of his days fighting the war against the machines in Jotunheim. *Tyr, the master weapon and armorsmith for the Aesir. He is the only character that understands Sentient Weapon technology. He is killed in the assault on Helheim. ===The NORNs=== The NORNs (Non-Organic Rational Nano Systems) are the guardians of cyberspace. They ask for Baldur's help in clearing the cyberspace wells. ===Other characters=== *Hel, the daughter of Loki. When she is introduced she is dying of a disease and harvests the marrow of humans to sustain herself. She is killed by Baldur in the assault on Helheim. *Loki, imprisoned before the start in a cyberspace simulation of being tied to a rock while a snake drips venom on his face. He is technically an Aesir, but has cybernetics based on the YMIR given to him by ODIN. *Nyanna, Baldur's wife. After Baldur's death she commits suicide multiple times, each time being revived. After nothing more can be done for her by the Aesir, they turn to Hel for help. She turns to Baldur for help when he comes to Helheim, and Fenrir kills her. ==Story== {{Ref improve section|date=December 2008}} In ''Too Human'', the player takes on the role of [[Baldur]] (voiced by [[Crispin Freeman]]), one of the [[Æsir]]. The [[Norse gods]] are [[cybernetics|cybernetically]] enhanced humans. Baldur, son of [[Odin]], is one of these gods, and it is his duty to protect the human race from an onslaught of an advancing machine presence determined to eradicate all human life. The story chronicles the ongoing struggle between cybernetic Norse gods, the invading machine presence, and mortal men. The story features many Norse gods and characters from [[Norse mythology]] including [[Thor]], [[Loki]], [[Odin]], [[Tyr]], [[Heimdall]], [[Hodr]], [[Freyr]], [[Freya]], [[Idunn]], [[Hel (being)|Hel]], and [[Mimir]]. [[Yggdrasil]], the Tree of Life, acts as a gateway to an alternate world known as Cyberspace that is accessed through the advanced technology of the human gods. The gods use cybernetic implants to supplement their own abilities, thus becoming more machine like. Conversely, the advancing machine army harvests human blood and limbs in order to become more human. The player learns that he is really deceased and was brought back from Hellheim in order to live up to his "true potential". Loki, the god of mischief and the antagonist, has gone insane and has arranged for the attack on the Aesir city as well as the death of Baldur. The Norse gods view Baldur as being insufficiently enhanced, thus "too human".<ref>[http://forums.xbox-scene.com/lofiversion/index.php/t499063.html "As the game deepens, the hero is pressured to add mechanical parts to survive since he is "too human" to prevail."]</ref> ==Development history== ''Too Human'' was first announced in 1999 to be released on the original PlayStation with a first teaser showings during [[E3 (Electronic Entertainment Expo)|E3]] that same year.<ref name="GameSpot E3">{{cite web | author=Sam Kennedy | date= May 5, 1999 | title=New Too Human Screens and Info | url=http://www.gamespot.com/news/2451246.html | accessdate=April 20, 2007}}</ref> Unlike its eventual format on the Xbox 360 as a single disc, the game was to be released across four [[CD-ROM]]s bundled together (a similar format to that of ''[[Final Fantasy VIII]]'' released in 1999). Also, unlike the finished product, the plot, while involving the theme of human cybernetic enhancements, was to be set in the distant future of 2450 AD instead of the alternate science fiction take on Norse Mythology.<ref name="GameSpot E3"/> Development halted when Nintendo announced an exclusive partnership with Silicon Knights, and the game was moved to the Nintendo GameCube in 2000. Prototyping for the game took place on the GameCube, but the staff at Silicon Knights soon devoted their efforts towards two other releases, ''[[Eternal Darkness: Sanity's Requiem]]'' and ''[[Metal Gear Solid: The Twin Snakes]]'', with further news of ''Too Human'' becoming mute, without any indication of future development being announced until five years later in 2005.<ref>{{cite web | author=Kohler, Chris | date=July 26, 2005 | title=Silicon Knights' Denis Dyack Goes 360 | url=http://www.gamasutra.com/features/20050726/kohler_01.shtml | work=Gamasutra.com | accessdate=2008-09-02}}</ref> ===Xbox 360 development=== Development once again shifted to the Xbox 360 when Silicon Knights announced a partnership with Microsoft in May 2005, which included plans to develop ''Too Human'' into a trilogy.<ref name=" first 360 news">{{cite web|author=Tor Thorsen, Tim Surette, Ricardo Torres|date= October 4, 2005|title= New 360 games unveiled at X05|url=http://uk.gamespot.com/xbox360/action/toohuman/news.html?sid=6134969&mode=all|accessdate=November 24, 2008}}</ref> Despite initial development on the console, the game did not meet its original planned release date for “a 2006 holiday,” with development continuing for an additional two years.<ref name=" first 360 news"/> As well as releasing many other promotional videos<ref>http://www.gametrailers.com/game/2207.html [[GameTrailers]]: Too Human</ref> Silicon Knights was also involved in the making of a [[mockumentary|fictional documentary]] titled, ''The Goblin Man of Norway''.<ref>[http://kotaku.com/tag/the-goblin-man-of-norway/ Too Human Development Diary, Silicon Knights Officially Goes Crazy Edition]</ref> The film was reported to be produced by the "Norwegian Film Committee," and is in three parts, with each part being released sequentially. The first part—''Excavation''—relates the discovery of a high technology mechanical man possibly tens of thousands of years old found encased in a glacier. The second part, titled ''Examination'', contains pictures of the discovery as well as a stone found nearby with a message of doom or curse runically inscribed. The third part, ''Exhibition'', shows the release of the find to the public and includes reactions from various people as to the impact the technology could have on society.<ref>[http://norwegianfilmcommittee.org/en/media.html NFC ,Media]</ref> The demo was released on [[Xbox Live]] on July 14, 2008 as part of the [[Microsoft]] "Bringing it Home" E3 Marketplace content. The demo includes the Champion class, and gameplay is restricted to part of a single level with cutscenes included, which is only playable in single player. The demo also featured an [[Easter egg (media)|easter egg]] where the Commando and Berserker classes become playable by setting the console date to 2009. Later, as of July 25, 2008 the Beserker became available for the demo without any clock modification, as did the Commando class later on August 11, 2008. On July 31, 2008 Microsoft announced that the ''Too Human'' demo exceeded 900,000 downloads. It said the demo has "been downloaded more than any other action demo on Xbox LIVE Marketplace in its first week of availability and [had] been one of the top played titles on Xbox LIVE overall."<ref>[http://gameplasma.com/index.php?do=viewarticle&id=996 Too Human Passes 900,000 Demo Downloads GamePlasma.com :: Gaming to the Next Level! :: GamePlasma Live BETA<!-- Bot generated title -->]</ref> ===Unreal Engine dispute=== In May 2005, [[Silicon Knights]] and [[Epic Games]] announced that Silicon Knights would be exclusively using Epic's [[Unreal Engine 3]] for all of their next-gen projects.<ref>[http://www.epicgames.com/press_releases/siliconknights_press_release.html Press Release: Silicon Knights Partners with Epic to Use the Unreal Engine 3 Exclusively for its Next Generation Games]</ref> Early development of the Xbox 360 incarnation of Too Human began on various incomplete versions of the engine, and their contract stated that Silicon Knights would receive a functional version of the engine no later than six months after the Xbox 360's development kits were finalized. In May 2006, two months after that deadline had passed, Too Human was presented by [[Denis Dyack]] at the [[Electronic Entertainment Expo]], and was widely mocked by game journalists. In that same month, undoubtedly influenced by the show's response, which Dyack blamed on technical issues, Silicon Knights concluded that many aspects of the game engine were inadequate and/or unexplained, and therefore the engine was not functional. Pressed to continue the game's development or lose funding from Microsoft, and no longer willing to use Unreal Engine 3, but contractually prohibited from using anything else, Dyack made the decision to start rewriting portions of the engine's code so it would behave and deliver results in ways that Silicon Knights was more familiar with and expected. Eventually, Dyack came to the idea that if they were to alter the last remaining portions of unmodified code, it would become an entirely new game engine, which he called the Silicon Knights Engine. Since the contract with Epic stated that Silicon Knights would keep and own the rights to any changes or "improvements" they made to the engine, Dyack felt that he would not be prohibited from using an engine that was composed entirely of improvements, and he also felt that he wasn't obligated to pay for an engine he considered non-functional. On July 19, 2007, Silicon Knights sued [[Epic Games]] due to "breach of contract", including "inadequacies" of Epic’s support, service, and cooperation with Silicon Knights concerning Unreal Engine 3.<ref>[http://biz.gamedaily.com/industry/feature/?id=16868 Video Game Features, PC Game Features<!-- Bot generated title -->]</ref><ref>[http://www.gamasutra.com/php-bin/news_index.php?story=14759 Gamasutra - Breaking: Silicon Knights Files Lawsuit Against Epic<!-- Bot generated title -->]</ref> On August 9, 2007, Epic Games counter-sued Silicon Knights, claiming that it was using its engine as it pleased without any cost. If Epic wins the case, Silicon Knights will be forced to pay in excess of $650,000.<ref>[http://www.gamespot.com/news/6176435.html?sid=6176435&part=rss&subj=6176435 Gamespot: Epic Games countersues Silicon Knights<!-- Bot generated title -->]</ref> ==Reception== {{VG reviews |CVG = 6.8/10<ref>{{cite web | url = http://www.computerandvideogames.com/game.php?id=7678 | publisher = Computerandvideogames | title = CVG review | accessdate = 2009-06-07}}</ref> |1UP = C-<ref name="1up"/> |GI = 6.75/10<ref name="gameinformer"/> |IGN = 7.8/10<ref name="ign"/> |GSpot = 5.5/10<ref name="gamespot"/> |GamePro = {{Rating|4|5}}<ref name="gamepro"/> |XPlay = {{Rating|4|5}}<ref name="xplay"/> |GSpy = {{Rating|2.5|5}}<ref>{{cite web | url = http://xbox360.gamespy.com/xbox-360/too-human-part-1/899899p1.html | publisher = GameSpy | title = GameSpy review | first = Gabe | last = Graziani | accessdate = 2009-06-07}}</ref> |OXM = 6.5/10<ref>{{cite web | url = http://www.oxmonline.com/article/reviews/xbox-360/s-z/too-human | title = OXM Too Human Review (Xbox 360) | author = Andrew Hayward | publisher = Official Xbox Magazine | date = 2008-08-19 | accessdate = 2008-11-23}}</ref> |[[Official Xbox Magazine#UK Edition|Official Xbox Magazine UK]] = 7/10<ref name="oxmuk"/> |GT = 6.5/10<ref>{{cite web | url = http://www.gametrailers.com/game/too-human-/2207 | publisher = GameTrailers | title = Gametrailers review | accessdate = 2009-06-07}}</ref> |EuroG = 6/10<ref name="eurogamer"/> |Edge = 6/10<ref>{{cite web | url = http://www.next-gen.biz/reviews/review-too-human | publisher = Edge-Online | title = Review: Too Human | accessdate = 2011-08-25}}</ref> | |MC = 65/100<ref>{{cite web | url = http://www.metacritic.com/games/platforms/xbox360/toohuman?q=too%20Human | publisher = Metacritic | title = ''Too Human'' rankings | accessdate = 2009-06-07}}</ref> |- |Compilation = yes | GR = 68.24%<ref>{{cite web | url = http://www.gamerankings.com/xbox360/928546-too-human/index.html | publisher = GameRankings | title = ''Too Human'' rankings | accessdate = 2009-09-03}}</ref> |MG = 66/100<ref>{{cite web | url = http://www.mobygames.com/game/xbox360/too-human | publisher = MobyGames | title = ''Too Human'' rankings | accessdate = 2009-09-03}}</ref> }} Upon the game's release, ''Too Human'' received a mediocre to fair reception from critics with an average review score of 68.24% at ''[[Game Rankings]]'',<ref>{{cite web | title = Too Human Reviews | url = http://www.gamerankings.com/htmlpages2/928546.asp | date= 2008-08-25 | accessdate = 2008-08-25| publisher = GameRankings }}</ref> and 65 out of 100 at ''[[Metacritic]]''.<ref>{{cite web | title = Too Human | url = http://www.metacritic.com/games/platforms/xbox360/toohuman?q=Too%20Human | date= 2008-08-25 | accessdate = 2008-08-25| publisher = Metacritic }}</ref> The game's concept of mixing science fiction with Norse mythology was praised by critics with ''[[X-Play]]'' saying while it "sounds like a stretch", "on the whole, it works" where "the art direction manages to seamlessly blend the grandeur we think of with this mythology and make it come alive again with a healthy dose of futurism."<ref name="xplay">{{cite web | url = http://www.g4tv.com/xplay/reviews/1823/Too_Human.html | title = X-Play Too Human Review (Xbox 360) | author = Adam Sessler | publisher = G4 | date = 2008-08-24 | accessdate = 2008-11-23}}</ref> GamerNode called it "a highly captivating beginning to an epic and meaningful tale about the ills of transhumanism."<ref name="gamernode">{{cite web | url = http://www.gamernode.com/reviews/7365-too-human/index.html| title = GamerNode: Reviews&nbsp;— Too Human | publisher = Eddie Inzauto, GamerNode | date = 2008-09-02 | accessdate = 2009-03-06}}</ref> ''[[IGN]]'' found it to do "a great job of keeping you engrossed in the game". It found the game's audio to be its stronger part, calling the music and voice acting "top-notch".<ref name="ign">{{cite web | url = http://xbox360.ign.com/articles/899/899826p1.html | title = IGN Too Human Review (Xbox 360): Amidst impossible expectations, a decent experience. | author = Erik Brudvig | publisher = IGN | date = 2008-08-18 | accessdate = 2008-11-23}}</ref> Graphically, ''[[GameSpot]]'' was most impressed with the environments that "feature excellent detail and lighting, with towering statues lording over the proceedings and shafts of light spilling onto mounds of snow." However it did note "each setting seems much like the last", with "stiff combat and facial animations [that] become more and more noticeable",<ref name="gamespot">{{cite web | url = http://uk.gamespot.com/xbox360/action/toohuman/review.html | title = Too Human Review (Xbox 360): This action/role-playing hybrid is too unbalanced and too frustrating to recommend. | author = Kevin VanOrd | publisher = Gamespot | date = 2008-08-19 | accessdate = 2008-011-23}}</ref> a point ''[[Game Revolution]]'' echoed by stating "the game begins strongly with some stunning art design throughout the first level" before becoming too familiar.<ref name="gamerevolution">{{cite web | url = http://www.gamerevolution.com/review/xbox360/too_human| title = Game Revolution Too Human Review (Xbox 360): Hack-n-Slash-n-Loot-n-Hack-n-Slash-n-Loot... | publisher = Game Revolution | date = 2008-09-03 | accessdate = 2008-11-23}}</ref> GamerNode noted, "Too Human's graphical presentation is not jaw-dropping in a technical sense, but the cinematography, artistic direction, and environment design work together to present players with awe-inspiring scenes, conveying a sense of magnitude that ties directly into the game's plot."<ref name="gamernode"/> Response to the game's unconventional use of the right analog stick for combat was mixed, with some critics like ''[[GamePro]]'' finding it to make the game more "slick",<ref name="gamepro">{{cite web | url = http://www.gamepro.com/article/reviews/206650/all-you-haters-take-note-too-human-is-a-blast/ | title = GamePro Too Human Review (Xbox 360): All you haters take note: Too Human is a blast! | author = Cameron Lewis | publisher = GamePro | date = 2008-09-04 | accessdate = 2008-11-23}}</ref> while ''[[Game Trailers]]'' called it "broken", linking it to [[button mashing]].<ref name="gametrailers">{{cite web | url = http://www.gametrailers.com/gamereview.php?id=2207| title = Game Trailers Too Human Review (Xbox 360) | publisher = Game Trailers | date = 2008-08-21 | accessdate = 2008-11-23}}</ref> While ''[[Game Informer]]'' liked the idea, the change, it felt, made other aspects of the game worse, notably the camera control and lock-on system for projectile weaponry.<ref name="gameinformer">{{cite web | url = http://gameinformer.com/Games/Review/200809/R08.0819.1332.45613.htm | title = Game Informer Too Human Review (Xbox 360): WHAT COULD HAVE BEEN | author = Andrew Reiner | publisher = Game Informer | date = September 2008 | accessdate = 2008-11-23 |archiveurl = http://web.archive.org/web/20080822084438/http://www.gameinformer.com/Games/Review/200809/R08.0819.1332.45613.htm |archivedate = August 22, 2008}}</ref> A common criticism was directed at the death sequence where a Valkyrie collects the player's body as being too long. ''[[Official Xbox Magazine]]'' called it a “sheer annoyance”,<ref name="oxm">{{cite web | url = http://www.oxmonline.com/article/reviews/xbox-360/s-z/too-human | title = OXM Too Human Review (Xbox 360) | author = Andrew Hayward | publisher = Official Xbox Magazine | date = 2008-08-19 | accessdate = 2008-11-23}}</ref> with other critics like ''[[TeamXbox]]'' jokingly wondering the game's total play time if the sequence was skippable.<ref name="teamxbox">{{cite web | url = http://reviews.teamxbox.com/xbox-360/1551/Too-Human/p1/ | title = TeamXbox Too Human Review (Xbox 360) | author = Tom Price | publisher = TeamXbox | date = 2008-08-19 | accessdate = 2008-11-23}}</ref> ''[[Official Xbox Magazine#UK Edition|Official Xbox Magazine UK]]'' however, while finding it "frustrating" felt that it prevented players from abusing the respawn system as result.<ref name="oxmuk">{{cite web | url = http://www.oxm.co.uk/article.php?id=5783| title = OXM UK Too Human Review (Xbox 360): To err is human. To forgive divine. Sadly, a God wasn't available for the review. | publisher = Official Xbox Magazine UK | date = 2008-08-19 | accessdate = 2008-11-23}}</ref> ''[[Eurogamer]]'' however felt the game's biggest problem was its relatively short length for its genre.<ref name="eurogamer">{{cite web | url = http://www.eurogamer.net/article.php?article_id=217371 | title = Eurogamer Too Human Review (Xbox 360) | date = 2008-08-19 | author = Dan Whitehead | publisher = [[Eurogamer]] | accessdate = 2008-11-23}}</ref> As with other critics,<ref name="oxmuk"/><ref name="gamerevolution"/><ref name="oxm"/> ''[[1UP.com|1UP]]'' found the addition of cooperative multiplayer made the game more entertaining.<ref name="1up">{{cite web | url = http://www.1up.com/do/reviewPage?cId=3169393&p=4 | title = 1UP Too Human Review (Xbox 360) | author = Giancarlo Varanini | publisher = 1UP.com | date = 2008-08-18 | accessdate = 2008-11-23}}</ref> While agreeing, ''[[Edge Magazine]]'' concluded "The irony is that many of Too Human's problems wouldn't exist if another pair of human players were allowed to enter the fold (as was originally intended)", referencing the previous feature of four player multiplayer being absent in the finished product. ''[[GameDaily]]'' called ''Too Human'' the "Underperformer of the Year" saying, "we expected the years of development time to turn out something better than this."<ref>{{cite web|url=http://www.gamedaily.com/articles/features/chart-toppers-year-in-review-2008/?biz=1&page=2|title= Chart Toppers: Year in Review 2008|last=Radd|first=David|date=2009-01-07|publisher=[[GameDaily]]|accessdate=2009-01-08}}</ref> [[NPD Group]] reports that the game sold approximately 168,200 copies during the month of August 2008 in North America; it was the 8th best-selling game in the region during that time.<ref>{{cite web | author=Remo, Chris | date=September 12, 2008 | title=NPD: Industry Growth Slows As Madden Dominates Charts | url=http://gamasutra.com/php-bin/news_index.php?story=20203 | work=Gamasutra.com | accessdate=2009-07-28}}</ref> Too Human "sold around 700,000 units" quoted from Denis Dyack in a Joystiq interview.<ref>{{cite web | author=Gilbert, Ben | date=May 4, 2011 | title=Silicon Knights' Dyack on Too Human: 'we do plan on finishing the trilogy'| url=http://www.joystiq.com/2011/05/03/silicon-knights-dyack-on-too-human-we-do-plan-on-finishing-th/ | work=joystiq.com | accessdate=2011-05-04}}</ref> [[Ben "Yahtzee" Croshaw|Ben Croshaw]], notable game critic, called Too Human "the worst game he has ever reviewed" and [http://www.escapistmagazine.com/videos/view/zero-punctuation/213-Too-Human gave a very poor review], citing bad controls, unskippable death cutscenes, lack of manual camera and deviating heavily from Norse Mythology. He jokingly speculated that the game only existed so that if anyone defended it they were put on a government hitlist to be "purged" as their minds were "deviant". ==References== {{Reflist|2}} ==External links== * [http://www.xbox.com/en-US/games/splash/t/toohuman/ Official Too Human Website] [[Category:2008 video games]] [[Category:Action role-playing video games]] [[Category:Cancelled Nintendo GameCube games]] [[Category:Cancelled PlayStation games]] [[Category:Cooperative video games]] [[Category:Microsoft games]] [[Category:Mythology-based video games]] [[Category:Norse mythology in popular culture]] [[Category:Silicon Knights games]] [[Category:Video game controversies]] [[Category:Xbox 360 games]] [[Category:Xbox 360-only games]] [[Category:Action-adventure games]] [[es:Too Human]] [[fr[[ru:Too Human]]'
New page wikitext, after the edit (new_wikitext)
'{{About|Too Human, the video game|the book by Friedrich Nietzsche|Human, All Too Human}} {{Infobox VG |title = Too Human |image = [[Image:Too Human.jpg]] ||developer = [[Silicon Knights]] |publisher = [[Microsoft Game Studios]] |distributor = |designer = [[Denis Dyack]] |composer = [[Steve Henifin]] |resolution = [[720p]] |engine = ''Silicon Knights Engine'', [[Havok (software)|Havok Physics]]<ref>{{cite web| title=Too Human powered by Havok: | publisher=Havok | url=http://www.havok.com/content/blogcategory/29/73/| date=| accessdate=2008-06-30}}</ref> |version = |released = {{vgrelease|NA=August 19, 2008<ref name="eurogrelease">{{cite web|url=http://www.eurogamer.net/article.php?article_id=140006|title=Too Human finally given a date|work=Eurogamer.net|accessdate=2008-08-25}}</ref>}}{{vgrelease|EU=August 29, 2008<ref name="eurogrelease" />}} |genre = [[Action role-playing game|Action RPG]]<br />[[Action-adventure game|Action-adventure]] |modes = [[Single-player]], [[Online Multiplayer]], [[Cooperative gameplay|Online co-op]] |ratings = {{vgratings|ESRB=T|PEGI=16+|OFLC=M|}} |platforms = [[Xbox 360]] |media = [[DVD-DL]] |input = [[Gamepad]] }} '''''Too Human''''' is an [[action-RPG]] [[video game]] developed by [[Canadian]] developer [[Silicon Knights]] and published by [[Microsoft Game Studios]] for the [[Xbox 360]] console. The game was released in [[North America]] on August 19, 2008 and later in [[Europe]] on August 29, 2008. The game is noted for remaining in [[development hell]] for almost ten years, originally planned as a four-disc [[action-adventure game]] for the [[PlayStation]] in 1999. Development later went into the [[Nintendo GameCube]] in 2000 before eventually selling the rights to [[Microsoft]] in 2005. It was scheduled for release for the Xbox 360 where it eventually became a finished product. It is to be noted that although the name is the same each of these parts of the game's evolution is a completely separate game. As part of a planned game trilogy, the story is a science-fictional futuristic retelling of [[Norse mythology]] that portrays the [[Æsir]] (Norse Gods) as cybernetic-enhanced humans, tasked with protecting mankind from the onslaught of [[Loki]]'s army of machines. The player takes the role of the Norse God [[Baldur]], who is less cybernetic than the other Gods, thus being "too human". The game incorporates elements of [[hack and slash]] and action-adventure with heavy emphasis on [[role-playing]] gameplay elements such as gathering items, upgrading equipment and choosing character classes and alignments. ==Gameplay== [[Image:Too Human screen.jpg|thumb|left|Baldur "juggling" a foe in the air with a laser cannon.]] ''Too Human'' is an [[action game|action]]/[[adventure game|adventure]] [[role playing game]], incorporating various gameplay elements from both genres, along with aspects of [[dungeon crawler]] and [[third-person shooters]]. The player takes control of the lead character Baldur in a third-person perspective with the camera distance being adjustable, even controllable during some in-game cinematics to involve the player in the story further.<ref name="pages10-11">{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|pages=10–11|publisher=Microsoft Corporation}}</ref> Camera control is limited to player, with the choice to re-adjust the camera back to its default third-person view being the primary following the player and swinging when the player does the same, similar to an auto targeting system.<ref name="pages10-11"/> This is because the right analog stick is used for melee combat, instead of traditional camera control, with certain attacks and combos being executed by pushing the stick in the direction of the target with follow-up stick movements applying further attacks with projectile attacks only using an auto lock-on system.<ref name="pages10-11"/> Attacks can be combined to execute attacks such as performing combos on enemies in mid-air, attack slides, and juggling foes in the air with projectile weapon attacks.<ref>{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=14}}</ref> Another aspect of combat are "Ruiner" attacks, powerful abilities that can indirectly affect surrounding enemies and can be mixed with other attacks to perform finishing strikes.<ref>{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=15}}</ref> The RPG elements of the game come in the form of advanced character customization. At the beginning of the game, the player is given the choice between five different classes; Berserker, Champion, Defender, Commando, and Bio Engineer, with each having an advantage over another. The Berserker is focused on melee combat while the Commando is oriented on ranged combat. The Bio Engineer has advanced healing abilities and the Defender has a strong armor defense. Finally the Champion is a balanced all rounder with multiple air strike attacks.<ref>{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=8}}</ref> During the game, players can collect various items that they can equip and use. There are fifteen variations of weapon classes such as pistols, heavy lasers, dual and two-handed combat weapons, armor for different body parts, and "charms" that allow players to use powerful Ruiner abilities.<ref name="pages16-17">{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|pages=16–17|publisher=Microsoft Corporation}}</ref> Many items can also be bought and customized by color and effectiveness—using collectable runes—in-between levels back at the Æsir’s base of [[Asgard]].<ref name="pages16-17"/> As players progress through the game, they can level up by slaying foes and achieving high combos, allowing access to more efficient items and skills; these items and skills can be used in the game’s Skill Tree mechanic, where points earned with every level up are applied to improve stats and unlock new abilities unique to each different character class.<ref name="page9">{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=9}}</ref> In the early stages of the game, the player can choose between two alignments; Cybernetic and Human. The Cybernetic alignment allows use of certain weapons like heavy lasers and further cybernetic upgrades, while the Human alignment emphasizes quick movement and improved combos.<ref name="page9"/> ===Online and multiplayer=== Along with the single player campaign, ''Too Human'' features a cooperative multiplayer component that can be played over [[Xbox Live]]. Hosts can support only a second player with a “drop-in, drop out” system. This allows players to join games hosted in levels they have yet to complete, as long as the host has, allowing high and low level players to join games suited for either.<ref name="page18">{{cite book|year=2008|editor=Silicon Knights|title=Too Human instruction manual (Xbox 360)|publisher=Microsoft Corporation|page=18}}</ref> Players can also use characters from their single player games and earn experience, levels, and items online that can later be used offline. Cooperative multiplayer also features the option to trade items with other human players regardless of their level.<ref name="page18"/> ==Story== ===Prologue=== Before the Dawn of the [[Aesir]], the great machines called the "Children of [[Ymir]]" stalked Earth, bent on destroying humanity. As the war escalated, man and machine exchanged [[nuclear]] and [[anti-matter]] weapons, leaving a once-lush world frozen in a thousand-year winter. Humanity now teeters on the brink of extinction. Earth's population is now only a few million sheltered in the walled enclave of [[Midgard]]. The great sentient machines have prospered in the eternal winter. Humanity, however, is not alone. They pray to the [[Aesir]] and faithfully worship the great [[Odin|Organically Distributed Intelligence Network]]. As protectors, it is the Aesir's duty to ensure humanity survives. Their cybernetically-enhanced bodies and minds make them far more powerful than mortals, and are properly revered as gods. ===Characters=== *'''[[Baldur]]''', the youngest Aesir and [[Odin|ODIN]]'s favorite son, and is the most beloved god amongst the humans. He is also the most seasoned warrior who understands the meaning of the Aesir, which makes him quite popular around [[Asgard]]. *'''[[Heimdall]]''', the “watchman” of the Aesir, whom no one would dare describe as "down to earth." Heimdall oversees all operations of the Aesir, making sure that each mission is planned and well-supplied. *'''[[Freya]]''', an adept of the ways of [[Yggdrasil]], the World Tree. She spends much of her time communing with the spirits of [[Cyberspace]]. *'''[[Thor]]''', the most revered warrior of the Aesir and Baldur's older brother. He is utterly fearless in battle. With his sentient hammer [[Mjolnir]], Thor has become such an unrelenting opponent of the machines that they have begun to fear him. Over 95% of his body has been replaced by cybernetics. *'''[[Loki]]''', a heavily-enhanced Aesir using [[giant (mythology)#Norse mythology|Giant]]-based cybernetics. Although technically one of the Aesir, Loki’s blatant disobedience to ODIN and unnatural alliance with the machines make him much more enemy than ally. *'''[[Idunn]]''', the Aesir's expert cyberneticist. Her Golden Apples—[[nanotechnology]] and molecular enhancements—make the Aesir immortal and superhuman. Without Idunn, the gods would simply be “too human.” *'''[[Tyr]]''', the Aesir's master weapon and armorsmith. He maintains the Aesir's hundreds of thousands of variations of battle equipment and represents the “Old Guard” of the Aesir. He has an illustrious battle history spanning many centuries and is known for his exceptional bravery. *'''[[Odin|ODIN]]''' (Organically Distributed Intelligence Network), the most powerful of the Aesir. He created the Aesir from flesh and cybernetics and infused them with the power of the Runes, thus saving humanity from certain destruction. He employs two ravens, [[Hugin]] and [[Munin]], which serve as the All-Father’s eyes. Through them, he watches all. *'''[[Hel]]''', a gifted scientist and the daughter of Loki, She is the administrator of [[Helheim]], the smoke-filled [[necropolis]] where the dishonorable dead rot, and she is infected by both an incurable wasting disease and her father’s blasphemous nature. ==Development history== ''Too Human'' was first announced in 1999 to be released on the original PlayStation with a first teaser showings during [[E3 (Electronic Entertainment Expo)|E3]] that same year.<ref name="GameSpot E3">{{cite web | author=Sam Kennedy | date= May 5, 1999 | title=New Too Human Screens and Info | url=http://www.gamespot.com/news/2451246.html | accessdate=April 20, 2007}}</ref> Unlike its eventual format on the Xbox 360 as a single disc, the game was to be released across four [[CD-ROM]]s bundled together (a similar format to that of ''[[Final Fantasy VIII]]'' released in 1999). Also, unlike the finished product, the plot, while involving the theme of human cybernetic enhancements, was to be set in the distant future of 2450 AD instead of the alternate science fiction take on Norse Mythology.<ref name="GameSpot E3"/> Development halted when Nintendo announced an exclusive partnership with Silicon Knights, and the game was moved to the Nintendo GameCube in 2000. Prototyping for the game took place on the GameCube, but the staff at Silicon Knights soon devoted their efforts towards two other releases, ''[[Eternal Darkness: Sanity's Requiem]]'' and ''[[Metal Gear Solid: The Twin Snakes]]'', with further news of ''Too Human'' becoming mute, without any indication of future development being announced until five years later in 2005.<ref>{{cite web | author=Kohler, Chris | date=July 26, 2005 | title=Silicon Knights' Denis Dyack Goes 360 | url=http://www.gamasutra.com/features/20050726/kohler_01.shtml | work=Gamasutra.com | accessdate=2008-09-02}}</ref> ===Xbox 360 development=== Development once again shifted to the Xbox 360 when Silicon Knights announced a partnership with Microsoft in May 2005, which included plans to develop ''Too Human'' into a trilogy.<ref name=" first 360 news">{{cite web|author=Tor Thorsen, Tim Surette, Ricardo Torres|date= October 4, 2005|title= New 360 games unveiled at X05|url=http://uk.gamespot.com/xbox360/action/toohuman/news.html?sid=6134969&mode=all|accessdate=November 24, 2008}}</ref> Despite initial development on the console, the game did not meet its original planned release date for “a 2006 holiday,” with development continuing for an additional two years.<ref name=" first 360 news"/> As well as releasing many other promotional videos<ref>http://www.gametrailers.com/game/2207.html [[GameTrailers]]: Too Human</ref> Silicon Knights was also involved in the making of a [[mockumentary|fictional documentary]] titled, ''The Goblin Man of Norway''.<ref>[http://kotaku.com/tag/the-goblin-man-of-norway/ Too Human Development Diary, Silicon Knights Officially Goes Crazy Edition]</ref> The film was reported to be produced by the "Norwegian Film Committee," and is in three parts, with each part being released sequentially. The first part—''Excavation''—relates the discovery of a high technology mechanical man possibly tens of thousands of years old found encased in a glacier. The second part, titled ''Examination'', contains pictures of the discovery as well as a stone found nearby with a message of doom or curse runically inscribed. The third part, ''Exhibition'', shows the release of the find to the public and includes reactions from various people as to the impact the technology could have on society.<ref>[http://norwegianfilmcommittee.org/en/media.html NFC ,Media]</ref> The demo was released on [[Xbox Live]] on July 14, 2008 as part of the [[Microsoft]] "Bringing it Home" E3 Marketplace content. The demo includes the Champion class, and gameplay is restricted to part of a single level with cutscenes included, which is only playable in single player. The demo also featured an [[Easter egg (media)|easter egg]] where the Commando and Berserker classes become playable by setting the console date to 2009. Later, as of July 25, 2008 the Beserker became available for the demo without any clock modification, as did the Commando class later on August 11, 2008. On July 31, 2008 Microsoft announced that the ''Too Human'' demo exceeded 900,000 downloads. It said the demo has "been downloaded more than any other action demo on Xbox LIVE Marketplace in its first week of availability and [had] been one of the top played titles on Xbox LIVE overall."<ref>[http://gameplasma.com/index.php?do=viewarticle&id=996 Too Human Passes 900,000 Demo Downloads GamePlasma.com :: Gaming to the Next Level! :: GamePlasma Live BETA<!-- Bot generated title -->]</ref> ===Unreal Engine dispute=== In May 2005, [[Silicon Knights]] and [[Epic Games]] announced that Silicon Knights would be exclusively using Epic's [[Unreal Engine 3]] for all of their next-gen projects.<ref>[http://www.epicgames.com/press_releases/siliconknights_press_release.html Press Release: Silicon Knights Partners with Epic to Use the Unreal Engine 3 Exclusively for its Next Generation Games]</ref> Early development of the Xbox 360 incarnation of Too Human began on various incomplete versions of the engine, and their contract stated that Silicon Knights would receive a functional version of the engine no later than six months after the Xbox 360's development kits were finalized. In May 2006, two months after that deadline had passed, Too Human was presented by [[Denis Dyack]] at the [[Electronic Entertainment Expo]], and was widely mocked by game journalists. In that same month, undoubtedly influenced by the show's response, which Dyack blamed on technical issues, Silicon Knights concluded that many aspects of the game engine were inadequate and/or unexplained, and therefore the engine was not functional. Pressed to continue the game's development or lose funding from Microsoft, and no longer willing to use Unreal Engine 3, but contractually prohibited from using anything else, Dyack made the decision to start rewriting portions of the engine's code so it would behave and deliver results in ways that Silicon Knights was more familiar with and expected. Eventually, Dyack came to the idea that if they were to alter the last remaining portions of unmodified code, it would become an entirely new game engine, which he called the Silicon Knights Engine. Since the contract with Epic stated that Silicon Knights would keep and own the rights to any changes or "improvements" they made to the engine, Dyack felt that he would not be prohibited from using an engine that was composed entirely of improvements, and he also felt that he wasn't obligated to pay for an engine he considered non-functional. On July 19, 2007, Silicon Knights sued [[Epic Games]] due to "breach of contract", including "inadequacies" of Epic’s support, service, and cooperation with Silicon Knights concerning Unreal Engine 3.<ref>[http://biz.gamedaily.com/industry/feature/?id=16868 Video Game Features, PC Game Features<!-- Bot generated title -->]</ref><ref>[http://www.gamasutra.com/php-bin/news_index.php?story=14759 Gamasutra - Breaking: Silicon Knights Files Lawsuit Against Epic<!-- Bot generated title -->]</ref> On August 9, 2007, Epic Games counter-sued Silicon Knights, claiming that it was using its engine as it pleased without any cost. If Epic wins the case, Silicon Knights will be forced to pay in excess of $650,000.<ref>[http://www.gamespot.com/news/6176435.html?sid=6176435&part=rss&subj=6176435 Gamespot: Epic Games countersues Silicon Knights<!-- Bot generated title -->]</ref> ==Reception== {{VG reviews |CVG = 6.8/10<ref>{{cite web | url = http://www.computerandvideogames.com/game.php?id=7678 | publisher = Computerandvideogames | title = CVG review | accessdate = 2009-06-07}}</ref> |1UP = C-<ref name="1up"/> |GI = 6.75/10<ref name="gameinformer"/> |IGN = 7.8/10<ref name="ign"/> |GSpot = 5.5/10<ref name="gamespot"/> |GamePro = {{Rating|4|5}}<ref name="gamepro"/> |XPlay = {{Rating|4|5}}<ref name="xplay"/> |GSpy = {{Rating|2.5|5}}<ref>{{cite web | url = http://xbox360.gamespy.com/xbox-360/too-human-part-1/899899p1.html | publisher = GameSpy | title = GameSpy review | first = Gabe | last = Graziani | accessdate = 2009-06-07}}</ref> |OXM = 6.5/10<ref>{{cite web | url = http://www.oxmonline.com/article/reviews/xbox-360/s-z/too-human | title = OXM Too Human Review (Xbox 360) | author = Andrew Hayward | publisher = Official Xbox Magazine | date = 2008-08-19 | accessdate = 2008-11-23}}</ref> |[[Official Xbox Magazine#UK Edition|Official Xbox Magazine UK]] = 7/10<ref name="oxmuk"/> |GT = 6.5/10<ref>{{cite web | url = http://www.gametrailers.com/game/too-human-/2207 | publisher = GameTrailers | title = Gametrailers review | accessdate = 2009-06-07}}</ref> |EuroG = 6/10<ref name="eurogamer"/> |Edge = 6/10<ref>{{cite web | url = http://www.next-gen.biz/reviews/review-too-human | publisher = Edge-Online | title = Review: Too Human | accessdate = 2011-08-25}}</ref> | |MC = 65/100<ref>{{cite web | url = http://www.metacritic.com/games/platforms/xbox360/toohuman?q=too%20Human | publisher = Metacritic | title = ''Too Human'' rankings | accessdate = 2009-06-07}}</ref> |- |Compilation = yes | GR = 68.24%<ref>{{cite web | url = http://www.gamerankings.com/xbox360/928546-too-human/index.html | publisher = GameRankings | title = ''Too Human'' rankings | accessdate = 2009-09-03}}</ref> |MG = 66/100<ref>{{cite web | url = http://www.mobygames.com/game/xbox360/too-human | publisher = MobyGames | title = ''Too Human'' rankings | accessdate = 2009-09-03}}</ref> }} Upon the game's release, ''Too Human'' received a mediocre to fair reception from critics with an average review score of 68.24% at ''[[Game Rankings]]'',<ref>{{cite web | title = Too Human Reviews | url = http://www.gamerankings.com/htmlpages2/928546.asp | date= 2008-08-25 | accessdate = 2008-08-25| publisher = GameRankings }}</ref> and 65 out of 100 at ''[[Metacritic]]''.<ref>{{cite web | title = Too Human | url = http://www.metacritic.com/games/platforms/xbox360/toohuman?q=Too%20Human | date= 2008-08-25 | accessdate = 2008-08-25| publisher = Metacritic }}</ref> The game's concept of mixing science fiction with Norse mythology was praised by critics with ''[[X-Play]]'' saying while it "sounds like a stretch", "on the whole, it works" where "the art direction manages to seamlessly blend the grandeur we think of with this mythology and make it come alive again with a healthy dose of futurism."<ref name="xplay">{{cite web | url = http://www.g4tv.com/xplay/reviews/1823/Too_Human.html | title = X-Play Too Human Review (Xbox 360) | author = Adam Sessler | publisher = G4 | date = 2008-08-24 | accessdate = 2008-11-23}}</ref> GamerNode called it "a highly captivating beginning to an epic and meaningful tale about the ills of transhumanism."<ref name="gamernode">{{cite web | url = http://www.gamernode.com/reviews/7365-too-human/index.html| title = GamerNode: Reviews&nbsp;— Too Human | publisher = Eddie Inzauto, GamerNode | date = 2008-09-02 | accessdate = 2009-03-06}}</ref> ''[[IGN]]'' found it to do "a great job of keeping you engrossed in the game". It found the game's audio to be its stronger part, calling the music and voice acting "top-notch".<ref name="ign">{{cite web | url = http://xbox360.ign.com/articles/899/899826p1.html | title = IGN Too Human Review (Xbox 360): Amidst impossible expectations, a decent experience. | author = Erik Brudvig | publisher = IGN | date = 2008-08-18 | accessdate = 2008-11-23}}</ref> Graphically, ''[[GameSpot]]'' was most impressed with the environments that "feature excellent detail and lighting, with towering statues lording over the proceedings and shafts of light spilling onto mounds of snow." However it did note "each setting seems much like the last", with "stiff combat and facial animations [that] become more and more noticeable",<ref name="gamespot">{{cite web | url = http://uk.gamespot.com/xbox360/action/toohuman/review.html | title = Too Human Review (Xbox 360): This action/role-playing hybrid is too unbalanced and too frustrating to recommend. | author = Kevin VanOrd | publisher = Gamespot | date = 2008-08-19 | accessdate = 2008-011-23}}</ref> a point ''[[Game Revolution]]'' echoed by stating "the game begins strongly with some stunning art design throughout the first level" before becoming too familiar.<ref name="gamerevolution">{{cite web | url = http://www.gamerevolution.com/review/xbox360/too_human| title = Game Revolution Too Human Review (Xbox 360): Hack-n-Slash-n-Loot-n-Hack-n-Slash-n-Loot... | publisher = Game Revolution | date = 2008-09-03 | accessdate = 2008-11-23}}</ref> GamerNode noted, "Too Human's graphical presentation is not jaw-dropping in a technical sense, but the cinematography, artistic direction, and environment design work together to present players with awe-inspiring scenes, conveying a sense of magnitude that ties directly into the game's plot."<ref name="gamernode"/> Response to the game's unconventional use of the right analog stick for combat was mixed, with some critics like ''[[GamePro]]'' finding it to make the game more "slick",<ref name="gamepro">{{cite web | url = http://www.gamepro.com/article/reviews/206650/all-you-haters-take-note-too-human-is-a-blast/ | title = GamePro Too Human Review (Xbox 360): All you haters take note: Too Human is a blast! | author = Cameron Lewis | publisher = GamePro | date = 2008-09-04 | accessdate = 2008-11-23}}</ref> while ''[[Game Trailers]]'' called it "broken", linking it to [[button mashing]].<ref name="gametrailers">{{cite web | url = http://www.gametrailers.com/gamereview.php?id=2207| title = Game Trailers Too Human Review (Xbox 360) | publisher = Game Trailers | date = 2008-08-21 | accessdate = 2008-11-23}}</ref> While ''[[Game Informer]]'' liked the idea, the change, it felt, made other aspects of the game worse, notably the camera control and lock-on system for projectile weaponry.<ref name="gameinformer">{{cite web | url = http://gameinformer.com/Games/Review/200809/R08.0819.1332.45613.htm | title = Game Informer Too Human Review (Xbox 360): WHAT COULD HAVE BEEN | author = Andrew Reiner | publisher = Game Informer | date = September 2008 | accessdate = 2008-11-23 |archiveurl = http://web.archive.org/web/20080822084438/http://www.gameinformer.com/Games/Review/200809/R08.0819.1332.45613.htm |archivedate = August 22, 2008}}</ref> A common criticism was directed at the death sequence where a Valkyrie collects the player's body as being too long. ''[[Official Xbox Magazine]]'' called it a “sheer annoyance”,<ref name="oxm">{{cite web | url = http://www.oxmonline.com/article/reviews/xbox-360/s-z/too-human | title = OXM Too Human Review (Xbox 360) | author = Andrew Hayward | publisher = Official Xbox Magazine | date = 2008-08-19 | accessdate = 2008-11-23}}</ref> with other critics like ''[[TeamXbox]]'' jokingly wondering the game's total play time if the sequence was skippable.<ref name="teamxbox">{{cite web | url = http://reviews.teamxbox.com/xbox-360/1551/Too-Human/p1/ | title = TeamXbox Too Human Review (Xbox 360) | author = Tom Price | publisher = TeamXbox | date = 2008-08-19 | accessdate = 2008-11-23}}</ref> ''[[Official Xbox Magazine#UK Edition|Official Xbox Magazine UK]]'' however, while finding it "frustrating" felt that it prevented players from abusing the respawn system as result.<ref name="oxmuk">{{cite web | url = http://www.oxm.co.uk/article.php?id=5783| title = OXM UK Too Human Review (Xbox 360): To err is human. To forgive divine. Sadly, a God wasn't available for the review. | publisher = Official Xbox Magazine UK | date = 2008-08-19 | accessdate = 2008-11-23}}</ref> ''[[Eurogamer]]'' however felt the game's biggest problem was its relatively short length for its genre.<ref name="eurogamer">{{cite web | url = http://www.eurogamer.net/article.php?article_id=217371 | title = Eurogamer Too Human Review (Xbox 360) | date = 2008-08-19 | author = Dan Whitehead | publisher = [[Eurogamer]] | accessdate = 2008-11-23}}</ref> As with other critics,<ref name="oxmuk"/><ref name="gamerevolution"/><ref name="oxm"/> ''[[1UP.com|1UP]]'' found the addition of cooperative multiplayer made the game more entertaining.<ref name="1up">{{cite web | url = http://www.1up.com/do/reviewPage?cId=3169393&p=4 | title = 1UP Too Human Review (Xbox 360) | author = Giancarlo Varanini | publisher = 1UP.com | date = 2008-08-18 | accessdate = 2008-11-23}}</ref> While agreeing, ''[[Edge Magazine]]'' concluded "The irony is that many of Too Human's problems wouldn't exist if another pair of human players were allowed to enter the fold (as was originally intended)", referencing the previous feature of four player multiplayer being absent in the finished product. ''[[GameDaily]]'' called ''Too Human'' the "Underperformer of the Year" saying, "we expected the years of development time to turn out something better than this."<ref>{{cite web|url=http://www.gamedaily.com/articles/features/chart-toppers-year-in-review-2008/?biz=1&page=2|title= Chart Toppers: Year in Review 2008|last=Radd|first=David|date=2009-01-07|publisher=[[GameDaily]]|accessdate=2009-01-08}}</ref> [[NPD Group]] reports that the game sold approximately 168,200 copies during the month of August 2008 in North America; it was the 8th best-selling game in the region during that time.<ref>{{cite web | author=Remo, Chris | date=September 12, 2008 | title=NPD: Industry Growth Slows As Madden Dominates Charts | url=http://gamasutra.com/php-bin/news_index.php?story=20203 | work=Gamasutra.com | accessdate=2009-07-28}}</ref> Too Human "sold around 700,000 units" quoted from Denis Dyack in a Joystiq interview.<ref>{{cite web | author=Gilbert, Ben | date=May 4, 2011 | title=Silicon Knights' Dyack on Too Human: 'we do plan on finishing the trilogy'| url=http://www.joystiq.com/2011/05/03/silicon-knights-dyack-on-too-human-we-do-plan-on-finishing-th/ | work=joystiq.com | accessdate=2011-05-04}}</ref> [[Ben "Yahtzee" Croshaw|Ben Croshaw]], notable game critic, called Too Human "the worst game he has ever reviewed" and [http://www.escapistmagazine.com/videos/view/zero-punctuation/213-Too-Human gave a very poor review], citing bad controls, unskippable death cutscenes, lack of manual camera and deviating heavily from Norse Mythology. He jokingly speculated that the game only existed so that if anyone defended it they were put on a government hitlist to be "purged" as their minds were "deviant". ==References== {{Reflist|2}} ==External links== * [http://www.xbox.com/en-US/games/splash/t/toohuman/ Official Too Human Website] [[Category:2008 video games]] [[Category:Action role-playing video games]] [[Category:Cancelled Nintendo GameCube games]] [[Category:Cancelled PlayStation games]] [[Category:Cooperative video games]] [[Category:Microsoft games]] [[Category:Mythology-based video games]] [[Category:Norse mythology in popular culture]] [[Category:Silicon Knights games]] [[Category:Video game controversies]] [[Category:Xbox 360 games]] [[Category:Xbox 360-only games]] [[Category:Action-adventure games]] [[es:Too Human]] [[fr[[ru:Too Human]]'
Whether or not the change was made through a Tor exit node (tor_exit_node)
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Unix timestamp of change (timestamp)
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