bemoaned Too Human's "monotonous combat and dated approach to cooperative play," he was unknowingly shunted from the group of haves to the considerably less illustrious group of have nots -- as in have not a clue to comprehend Too Human's unyielding explosion of uniqueness and innovation. "I think we took for granted how innovative the game was," remarks the game's humble director, Denis Dyack.
Speaking to OXM at the game's UK launch, Dyack explains that a lot of the negative reaction to the game's demo (and presumably, the final version) has its roots in the provocative fear of the unknown. "But what we're also seeing is for the people who don't like it, generally just don't get it. And it's because we've created something so innovative and different," he says. "It's ironic, it just shows that human nature of if you don't understand something, you immediately attack it. It's pretty interesting in that regard."
Consider this a plea to game designers everywhere: Please tone down all that rampant innovation, lest we become embroiled in confusion and hostility and ultimately give your game a six out of ten.