Why Too Human is the most underrated title of this generation

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Friday, June 29, 2012
EDITOR'S NOTEfrom Sam Barsanti

I never thought I'd see someone defending Too Human, but maybe it really does deserve a second look. Even the worst games can still have a few redeeming qualities....

Baldur from Too Human

Silicon Knights' role-playing game received a lot of grief when it was released back in 2008. With low review scores and a terrible marketing campaign, the game didn't sell very well. Too Human was originally planned as a trilogy...now it is a bargain-bin staple.

For those who may not remember, here’s a quick rundown of what the game is all about: It is an action-RPG loot-hoarding experience that took Norse mythology and gave it a sci-fi twist. The protagonist is Baldur, son of Odin, and the story revolves around "Ragnarok" (the final and greatest battle for the Norse gods). While the story is delivered well in most instances, it is the mechanics that received the majority of the criticism.

While the title isn't perfect, it still deserves a lot more credit than it has received from both critics and gamers. Allow me to take a look at some of the controversial aspects of it and explain why they weren’t as bad as people thought.

 

The controls 

Silicon Knights wanted to try something new with the combat by limiting the amount of times the player had to press a button to attack. If you remember playing the Devil May Cry series, then you know the pain that can come from pressing buttons for a long period of time. To remedy this fatigue, the developers of Too Human used the right joystick instead. All you have to do is point it in the direction of an enemy and your character will slide towards the target and attack.

Now, this mechanic has received mixed acclaim. Some believed it wasn’t responsive enough, or that it was just too strange to be able to enjoy. To be fair, it is strange. In almost all of the games we play these days the right joystick is used to control the camera, so to use it for attacking takes some getting use to. As for it not being responsive enough, that depends on the player. In Too Human the goal is not to take out one enemy at a time, the goal is to slide through large groups while chaining attacks together. If you understand the philosophy of the combat system and have patience with the controls, Too Human will shine bright. You truly do feel like a Norse god in the middle of a huge battle.

However, there is one piece of combat that did feel lacking: ranged attacks. When you are dual-wielding pistols, it can be difficult to lock on to specific targets. With that being said, ranged combat isn't as important as melee. Fighting enemies up close is not only more powerful, but more fun as well.

The Valkyrie

Dying in Too Human is not a question of if, but when. The game has a steep difficulty curve early on, and new players will die many times, so anyone who has played this title knows the death sequence all too well. Unfortunately, many players thought it was too time-consuming.

When your character dies, a Valkyrie hovers down to lift him up to heaven. After this long sequence, your character returns alive and battle-ready. So why all the petty complaints? While I don't have a definitive answer, I can speculate that it is because of the fast-paced combat. When the player is used to everything occurring at a high speed and is then forced to watch a 15 second or so sequence, it can feel like an eternity.

It always irritated me when players would complain about having to wait...especially when the majority of video games these days have you waiting during loading screens anyway.

Multiplayer and enemy spawns

The multiplayer in Too Human was, in fact, amazing. You and one other player were able to play through the four single-player maps. While the overall layout of each level was the same as in the campaign, the enemies were more difficult and attacked in larger numbers.

However, one issue with the multiplayer is that the enemies in each room only have two different patterns of spawning. So once you've played these maps for several hours, you can memorize where the enemies will spawn which gives you and your partner a major advantage.

The second issue is the maps themselves. If Silicon Knights could have had each map randomly generated, the game would have received a major boost in terms of keeping the experience fresh for longer. Wanting to collect a legendary armor set can only keep you playing the same exact maps for so long.

What are you waiting for?

Too Human deserves better. When it is so easy to pick out flaws in games, it can also be easy to forget about the good things that a title can offer. This title truly does make you feel like a god. Flying though combat, tossing goblins around, and taking down trolls makes you feel powerful. The game is a lot more exciting than people think.

It breaks my heart to see a game that I cherished so much be considered a failure. So, what are you waiting for? Go to Gamestop now and buy Too Human. You can always find a copy in the bargain bin. 

Be patient, let the game soak in, and you will see what I see: an amazing experience. 

 
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Comments (12)
Robsavillo
June 26, 2012

I read about Too Human using the right analog stick for attacks way after the fact, and I instantly thought of Monster Hunter. The PS2 games use that setup and so does Monster Hunter Tri for Wii (it's one of the two control-scheme options for the Classic Controller).

In the case of Monster Hunter, I do prefer to use the right stick instead of the face buttons because it's the only way I can use "the claw" holding position (which lets me move my character, rotate the camera, and attack all at once). And chaining combos with the right stick feels much more natural than using the face buttons.

Too bad Too Human is an Xbox exclusive...otherwise, I'd be willing to take a look based on the control scheme alone.

Jayhenningsen
June 28, 2012

Despite all the negative press, I actually enjoyed this game too. Unlike you, I played through the game using primarily ranged attacks, and I didn't have any issues with the controls.

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June 29, 2012

NOOOO,just NOOOOO!!!!.,Too Human was god awful.That 20 min wait after every death for the angel,levels all feel the same,story was horrible.

I like playing crappy games (bulletwitch,perfect dark zero) but too human was one of the worst games I've played this gen  (alone in the dark is the worst that I've played).After I finished too human I tried to get a friend to play..After 15 minutes,15 minutes of playing co-op, he took the game out and sold it.Yeah....The game is THAT bad.

The most underated game this gen is Enslaved IMO.An amazing game that people need to play.Maybe you should write an article about that game :P

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June 29, 2012

I'm all for an interesting feature, but I can't really say that you even came close to convincing me to play Too Human, which was the inherent goal of this piece (if I'm not mistaken by the closing paragraphs).

You mentioned the "philosophy of the combat system", but failed to go into detail on what that actually was. That is definitely something that could make your arguement (at least for the controls of the game) stronger.

You said that the multiplayer was "amazing", which, for me, is a big claim to make about anything, really. The three paragraphs on multiplayer didn't convince me that Too Human had much to offer in the multiplayer department as you described it as a cooperative, wave-based game type with predictable spawns.

I enjoy taking time to pay attention to games that aren't given the attention they deserve, but that's just it, they have to deserve it. Too Human may have been your favorite game, but I didn't get that feeling from reading this.

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June 29, 2012

Thanks for the good feedback Michael. First off, I should have been more clear about why the multiplayer is fun. Playing with a friend not only increases the difficulty but the teamwork makes the game more engaging, such as combos and boss fights. Even though each room has predictable enemy spawns, the combat kept it fun. If they could have copied Diablo and added unique monsters, it would have done a lot in that regard. The game is all about loot drops as well. And if you like collecting loot the mulitplayer can provide countless hours of gameplay.

Secondly the, "philosophy of the combat system." Originally I had a couple of paragraphs about the combat mechanics. To be frank the paragraphs were boring, so I deleted them. The main goal in Too Human is to slide from one enemy to another chaining attacks. Also, I did have a paragraph about how each class has different abilities and skill trees, but it was removed during the front-page edit (My guess is because it was a bit boring). 

But thank you for reminding me that I need to write for an audience.

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June 29, 2012

After envisioning a truly cooperative experience in which you and a buddy are truly bonding over the teamwork and comraderie that the game presents to you, I can agree that the multiplayer sounds more fun that I first expected.

When you originally mentioned the "philosophy of the combat system", I thought that you were referring to some design philosophy that the developers had gone over and that I was going to learn something genuinely interesting about Too Human's design, why it was made the way it was, and through that, come to appreciate it more.

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June 29, 2012

I loved that game, and the fact that the game ended right smack in the middle of the story-line leaves a techno-viking sized hole in my heart.

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June 30, 2012

Same here. I just wish they would have let us fight that Ice giant.

100media_imag0065
June 29, 2012

I loved Too Human and I'm so happy you wrote this article. I always thought it was a great game that deserved a lot more praise than it got. I had a blast playing coop with my friends. It's got its problems for sure, but like every game, you either learn to look past them to get to the great parts, or you simply can't stop dwelling on them and you move on.

As a matter of fact, some of my favorite games this generation are games that people have a lot of problems with. I have an article for Bitmob I wrote a few months ago, but haven't published yet, and much like this I was explaining that people should give a certain game a chance instead of just assuming it is junk. That game is Alone in the Dark for the Xbox 360 and PS3, which to me, is the best horror/action game ever made. Man do I love that game.

Wether or not you will enjoy it comes down to one simple thing. Much like Too Human, if you are the type of gamer that can easily look past a games faults in order to see what makes it great, you will love Alone in the Dark. If you are the type of gamer that demands perfection and won't settle for anything less than 100% polished AAA blockbusters, you won't.

Alone in the Dark for the Xbox 360 (that's the version I played, but the PS3 version is a much better version) is the most forward thinking, revolutionary game made this generation. I really mean that. The game tried so many new things. It combined so many new ideas into one game, that it makes all others feel lazy by comparison. In Alone in the Dark, you are always doing something cool. You are always experiencing something new.

One minute you are driving through a crumbling city, the next you are using light to solve a complicated puzzle. One minute you are in third person hitting bad guys over the head with a flaming baseball bat, the next you are in first person running around and shooting them with flaming bullets. One minute you are creeping through black goo that will swallow you whole if you don't keep shining your flashlight on it, the next you are climbing up a crumbling skyskraper.

I was never bored for the entire 15 hours of that game. Yet, to my complete shock, so many reviewers tore the game apart. They tore it a new one simple because it wasn't as polished as it could have been. They seemed to ignore how innovative the game was. How revolutionary it actually was. How it was moving the genre forward with a ton of variety, style, atmosphere and innovation. They ignored all of that simply because it wasn't a bug free, super polished experience.

So, like I said, if you can ignore a games faults, then you can't go wrong with Too Human or Alone in the Dark. Both are fantastic games, but Alone in the Dark is my pick for most underrated video game ever created. It's a phenomenal piece of gaming history that never got the respect it deserved.

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June 30, 2012

Alone in the Dark does have one of the best inventory interfaces. I thought it was cool how they had the menu in real-time and it was the inside of your coat.

100media_imag0065
June 30, 2012

Yeah I loved that as well. From what I hear they nerfed that in the PS3 version by pausing the game when you go into your inventory. That completely ruined the whole point of the inventory. It was supposed to be tense. When enemies are surrounding you and you desperately need to go into your inventory to pour some alchohol on your bullets, it made it all the more tense when it was all in real time. You had to work fast.

If the game pauses during that, like it does in the PS3 version, what the hell's the point? I wish more people would just give that game a chance.

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June 30, 2012

At least The Last of Us is implementing the real-time inventory system.

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