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GDC08: Hands-on with Too Human


As I violently disassembled insectile robots into their constituent sparks and parts, someone asked me which game Too Human reminded me of. Without pause, I pointed towards Devil May Cry, Capcom's over-the-top display of acrobatic swordsmanship and stylish oneupmanship. It made perfect sense -- the dual pistols, the melee mashing, the juggling of enemies and the utter disregard for the forces of gravity made it a close match, with the exception of whimpering demons having been replaced by spidery robots.


I don't think the comparison is inaccurate given Too Human's wonderfully chaotic encounters, but I've since come up with one that more closely conveys my somewhat conflicted opinion. Too Human is very much like Mass Effect, and not just in terms of technology, grand science fiction settings and heroic bald men, but in how it presents a role-playing game within the shell of an action game.

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Inside this shell you'll find more than enough statistics, classes and inventory items to justify the "RPG" side of developer Silicon Knight's "Action RPG" label. Baldur (who's the, ur, bald protagonist) can be outfitted head to toe with various armors, melee weapons and guns, all of which may affect his defensive capabilities, attack power and reach. Various runes and skills will modify attacks or inflict status effects on enemies, and a robust set of development paths are available to each of the game's five classes. Whether you play as a rampaging, dual-wielding Berserker or simply wish to dole out a healing touch as the BioEngineer, customization seems satisfyingly deep and immediately apparent in gameplay.

Coupled with Too Human's extensive and elegantly produced cutscenes (one exception: the obligatory and criminally unskippable "you have died" sequence), I suspect the game's main strength will lie in its RPG foundations. Still, like Mass Effect, it's encased in a genre that would have you value quick reflexes and a spirited offense in order to succeed. That certainly is the case with Too Human, but it diverges from Mass Effect in a several ways.



Despite the fact that your actions were deeply tied to all manner of statistics, equipment and abilities, Mass Effect's presentation and controls were implemented in such a way so as to make you feel like you were playing an action title. Pull the trigger, and the consequences come screaming out of the barrel of your gun. In Too Human, you're pulling the trigger of what feels like a leaky water pistol. There's an inescapable feeling of disconnection between your input and Baldur's spectacular actions, a problem that's rooted in the game's controls.


Baldur's melee attacks are directed by the right analog stick (the camera tries very hard to keep things in view without your help), with ranged weapons requiring the addition of the R-trigger. A double-tap of the stick to launch enemies into the air is a minor source of complexity in a system which rewards consistent pointing with a flurry of spectacular attacks. It should be satisfying -- I just chopped that cybernetic creature in half! -- but the gap between physical input and in-game results simply feels too large. Is Too Human really the name of the game where I'm gently guiding a robot running on autopilot?



It seems like a contradictory complaint, I know. Isn't this how many RPGs work? Aren't you supposed to customize characters to your heart's delight and then set them loose on the world with only indirect action as their guide? And yet, when a game is presented as an action title, when it hopes to evoke the excitement and emotion of that genre, shouldn't I feel more involved with my character? Do take note: I'm asking these questions not because I found my experience with the game unpleasant (far from it!), but because I'm trying to understand why I suddenly want an RPG to be an action game.

While viewing the row of demo kiosks at the event, I noticed that many players weren't even bothering to spend the skill points obtained from defeated enemies (a notice remains on the screen for as long as you have unspent points). I suspect this is also related to the game's pace and presentation -- it seems so much like an action game, the thought of leveling up and adding new abilities in the middle of a battle seems somewhat odd. The same could be said about a victory which hinges on pointing as opposed to button presses or timing. It's an awfully inactive way to be active, don't you think?

I now wonder if my initial mention of Devil May Cry was less of a comparison and more of a desire. For all its visually frantic battles, Too Human's edge feels dulled by player passiveness and a lack of immediacy. The game's depth is fully appreciated, make no mistake, but it seems largely confined to status menus and equipment screens. Perhaps more time is needed to truly grasp the game's essence, but for now, my concerns lie less with the gameplay itself than with how the game is played.

For another perspective on Too Human, check out X3F's hands-on impressions.