THE PA TOO HUMAN THREAD OF BURLY MEN WITH SWORDS AND GUNS
LIVE Gamertags, News, Characters, Denis Dyack's shoe size (maybe) and other such Too Human related stuff below
What the fuck?
Ok, let me explain. Too Human is a 3rd Person Action RPG, think Diablo
meets Devil May Cry
and Dungeon Seige
. You play as Baldur, a cybernetically enhanced
Norse God asked to destroy a menace of flesh consuming robots, along the way he will need to collect armor,
and new abilities to slash, shoot and bludgeon the horde
and protect humanity from extinction
Baldur is joined by his fellow gods to fight back the menace, but is under scrutiny from the other higher gods for being Too Human to fill the role. Baldur will need to seek the aide of the Norns and force the threat back.
Wait didd'nt I see this 10 years ago?
Yep, originally the game was going to be on the Playstation and then Nintendo threw money at Silicon Knights to make games for Gamecube which saw a very breif showing and then disappeared off the radar
for other projects such as Eternal Darkness
and Metal Gear:Twin Snakes.
Too Human on the PS1
In 2005 more cashbags were placed on desks
and SK announced they will be joining up with Microsoft game studios, which once again revived Too Human and the game was worked on from scratch. Originally on Unreal Engine 3.0
, Silicon Knights found that the engine was limited to what they had in mind and took Epic Games to court
over support for the engine and it's tools.
Now on SK's own internal Engine
, the game is finally seeing the light of day and releasing in August 2008, 9years after it was originally shown at E3 for the first time.
So how does it play?
Essentially you will be relying on the right stick for most of your moves ( Swinging your swords, directing attacks and launching your enemies into the air ). Tapping the stick towards your enemy lunges, rotating the stick causes you to swing left right and all about and holding down your ranged weapons buttons and pointing towards the enemy allows you to shoot. Simple.
THERE IS A DEMO ON XBOX LIVE.
The Demo features part of the first level and 5 classes to choose from, you may need some help getting all of them though
Unlock more chars in the demo
Lets get Classy ( and possibly oily)
So you just got the demo and screamed "FUCK THERES ONLY ONE CHARACTER". No... no there is not.
There is a glitch and trick to getting around this, but it's up to you on how you wish to do it.
You can listen to this guy! He sounds like a fucking drunk though.
Or alternitavely -
Follow these steps:
1- Shut down the Xbox360 (if it isnt already)
2- Unplug your internet cable
3- Start up the 360 and go to the date setting
4- Change the year to 2009
5- Play demo with Berserker or Commando
Shit just got more awesome. If you have not at least played with a few chars, send your bitching elsewhere.
The Berserker delights in the fury of close combat, forgoing defensive strategy in order to adopt all-out offense. Adopting a twin-blade fighting style and infused with the spirit of the bear, a Berserker will wade into battle for the glory of ODIN.
+Master of melee damage.
+Can reach an extra Combo Level.
+Can dual wield melee weapons.
A master of cybernetics as well as mundane combat, the Bio Engineer repairs damage sustained on the battlefield, increasing health bonuses of himself and his allies, enabling them to take the fight directly into the heart of the enemy.
+Can heal self and allies.
+Diminished melee and missile damage.
The Champion represents ODIN's divine force of retribution. A strong warrior able to deal out a wide variety of caustic force field and anti-gravity based effects, increasing the combat effectiveness of his allies. One-handed weapons are the Champion's chosen tools of combat.
+A well-rounded fighter.
+Best at air combat.
+Best at critical strikes.
Favoring technological gadgetry and standoff methods of warfare, the Commando specializes in the use of mines, countermeasures, demolitions and rifles. Able to support his allies through long range, harrying tactics, the Commando is truly a force to be reckoned with.
+Master of ranged weapons.
+Explosive effect and ammunition capacity increased.
-Diminished melee damage.
With the blessings of ODIN and runes of protection, the Defender is the backbone of the Aesir's defense. Heavy armor enables the Defender to absorb a tremendous amount of damage, leaving his allies to take the battle to the enemy unharried.
+Increased armor and health.
+May use shields.
+Resistant to knockdown.
-Slower and diminished missile damage/range.
Human or Cybernetic?
Amongst the choices of class are also two more skill trees that Baldur can Follow the path of the cybernetic for more damage and tech or retain his human side in favor of better healing and more focused combat.
SKILL TREE VIDEOS
CLASS SKILL TREE EXPLANATIONS (VERY LONG BRING POPCORN)
TALENT TREE CALCULATOR
With Thanks to VaLiantine -
Rightfully stolen from NeoGAF
which was taken from TooHuman.net
My Nord is bigger than your nord.
(more to follow)
Halls of the Aesir
These Halls are the seat of power in the eyes of Humanity. Here the Aesir can walk amidst the humans, so their presence is felt and provide assurance. It is here that the Aesir formulate battle plans and regale each other with the tall tales. The building itself is massive, rising many hundreds of stories above ground level and reaching deep into the earth as well. Amongst its many tiers lie armories, vehicle bays, loading docks, research labs, staging areas, barracks, training facilities, arboretums, hospitals and even prisons. The building is self-sufficient enough to maintain the war effort, but it is ultimately reliant upon the Orbital String for stability. Each of the gods has his own personal Hall within this building, to be used as a sort of office, in addition to their true homes that reside atop the Orbital String tower in Asgard.
Although Cyberspace is present in all parts of the planet, the height of activity is within the walls of Aesir territory. There are more wells within the Halls of the Aesir than anywhere else. This is primarily because its use has fallen only to the Aesir, who use it to gauge the future and enact their battle plans.
There are Wells scattered across the entire world, but most of them are disabled or shut down after centuries of disuse and warfare. Most areas of cyberspace can be traveled to directly from these Halls, so long as the requisite Wells across the globe have been activated.
The NORNs, three inseparable and mysterious beings, exercise dominion over the world of data and mystery we commonly call Cyberspace. Certain Aesir may visit this realm via active access points known as "wells". When close to a well, press A to enter Cyberspace.
Within Cyberspace, the [strike]whores[/strike] NORNs will grant you the following abilities to open locked doors or access treasure caches (although some puzzles may require you to return once a later power is attained):
Valhalla, Hall of the Slain, is the hall presided over by Odin. This vast hall has five hundred and forty doors. The rafters are spears, the hall is roofed with shields and breast-plates litter the benches. A wolf guards the western door and an eagle hovers over it. It is here that the Valkyries, Odin's messengers and spirits of war, bring half of the heroes that died on the battle fields (the rest go to Freya's hall Folkvang). These heroes, the Einherjar, are prepared in Valhalla for the oncoming battle of Ragnarok. When the battle commences, eight hundred warriors will march shoulder to shoulder out of each door.
SWEATY NORDIC MEN WITH SWORDS ON THE WIRE (AKA TOO HUMAN LIVE PLAYERS LIST)
/ Live name
Character and Level Locale( Time on )
NEWS AND OTHER INFO
With thanks to Castrum some Q&A stuff
Waka Laka / Tokyo Funk
GMT+8 Random times
Talonious_monk / Talonious Monk
Evenings or weekends. EST
kildy / kildy
early evenings PST
Local H Jay/ Local H Jay
NY/ Nights during week, Weekends.
(I plan to be a Beserker, but it may change)
European sex god... supposedly Random Times
(Big Burly German)
Central time (GMT-6)
SpikedFreak / LocoJaymz
Sparth / Sparth
Montreal EST evenings
evening and at night, generally between 11pm and 2am
BloodyRoarXX / PABloodyRoarXX
As far as you know
none (yet) Mid-West USA (-6 GMT)( evenings )
Time: (8:30 or later Central Time)
nonplussed / namplussed
TBD San Diego, CA Varies
Unknown - Random times
In the sun. ApparentlyHe'll be on when he feels like it
Threepio / Threepio
GMT +8, Evenings and Weekends
Preacher / JudasDubois
-7 gmt Usually on around 6:30 or 7 pm weekdays all day weekends Level 19 Defender
CarbonFire / Carb0nFire
Level 30 Defender
Accault / The Accualt
(Unknown)*Verbally challenged until his mic arrives in the post
Pacific (evenings and random times weekends)
Nitsua16/ Nitsua16 XFORCE
midnight EST to around 5 am EST
INV1KT05/INV1KT05 afternoons and evenings pacific time. Berserker 40, Champion 50
CheesecakeRecipe / Sergeant Shelby[/COLOR
USA East Coast ~4 PM EST until whenever
Cybernetic Commando (33)Human Defender (22)
Svidrigailov / KwstzHdrchX
20 Berserker (I assume SP characters can be used in co-op?)
EST evenings, mostly between 8 and midnight[/QUOTE]
Norse Mythology in Video form for you armchair historians
Gamersyde Screenshot Gallery Update
Big stack of new previews from a handfull of sites
My question is a bit of a technical one: is SK aware of the "vanishing enemy" glitch present in the demo? It seems quite rare, I've personally only seen it happen 3 times in about 10 playthroughs, but some of the others I've talked to over XBL have seen it as well. Basically, during the middle of a fight, your enemy simply disappears. They seem to slowly vanish away rather than instantly disappear, but it's hard to tell, of course. For me this happened twice while fighting the first troll you see: the troll just disappears, and after a few seconds the cutscene starts as if I had defeated it normally. I also saw this happen with a missile goblin, standing on the edge of the large bridge you come across in the demo.
Yes, I believe we fixed most of these.
will sentient weapons follow you if there are no enemies in the current room for it to kill? or will it stay behing until it runs out of time?
They kill everything alive They will often fly ahead of you - they are limited by time.
Are percentages additive or multiplicative?
Would two items giving 5% x-effect produce a total of 10% x-effect?
additive i believe in most cases
will u be expanding both skill and alignment skill trees in the trilogy?
My second question pertains to something I read years ago, just after the release of Twin Snakes, in an EGM magazine. During an interview with SK, the interviewer from SK (can't remember if it was Mr.Dyack or somebody else) said that their most wanted remake would be a "mature, realistic take on Zelda."
Is Twilight Princess roughly similar to that concept, or would it be even darker, an M-rated game perhaps? To me the idea of a more violent and challenging Zelda is just pure awesome.
If we ever made that series it would be a complete restart (like the dark knight) . Hope that helps.
With the hammer & shield combo, it doesn't seem (on the surface) that there is any function for the shield itself. Is the main benefit of the hammer and shield dual-wield the added statistical armor bonus? Or does the shield serve a purpose that is not really explored in the demo?
It gives you a 40% overall armor bonus (which is huge) beyond a few cool shield bashes.
As for matchmaking, it's your standard Live fair for the most part.
You can search a quick match which I believe prioritizes best ping and closest level.
You can host a match a select your level/area, loot distribution type, and leave the slot open or make it private (so no one jumps in while you invite a buddy).
You can do a custom search and prioritize any level/area and loot type you want.
If you are the host, you can wait for someone in Aesir (and shop or whatever) or just go ahead and launch an area and people can just join in at any time.
You can join a friend in progress and you can invite anyone to your game at any time.
Hope this helps.
hey Denis I'm sure you have been asked a lot by this question but can we look forward to PvP in the future? and will you be able to use your character and if there will any PvP gear as an award for people who have achieved a certain rank?
also great job on TH. It has come a long way through consoles and lawsuits.
hehe it has come a long way .
As for PvP, we have ideas but probably different then you are thinking and in ways we will not be ready to talk about for some time to come.
A technical question about the menu: in the demo, the sound effects that play when you switch through the menu are very high pitched, and can hurt the ears. (they hurt my ears and my friend who played the demo claimed his dog started howling whenever the high pitched sound effects played, so he had to mute it )
Also about the menu, the couple of seconds "lag" in the demo that it takes to bring up, is that in the final game as well?
Final release runs faster then the demo - i am not sure if there is a noticeable difference in the menu or not. Cant remember. Sorry about the sound and your friends dog .
I have a query for you Denis. Given that Too Human is nearly out the gate as it were, can you give us roughly in percentages, how much of the story the first game contains overall? Something tells me that Too Human: Rise of the Giants (you can confirm or deny that, will have much more story than we've seen in the first game. Would that be an accurate presumption?
RotG has a lot more ground to cover story wise. I cannot really comment beyond that.
NOTE: Rise of the Giants (RotG) is TH2, for those who aren't aware.
Also, I don't think it has ever been actually stated if there will be an account stash where you can get items to your other characters without hassling your friends to trade online. I know there will be times when I will come across something and say that would be perfect for "X character" and having a place to dump it in the hub where your other characters could get to it would be really nice.
There is no vault Too Human currently.
(Poster's Note: let's hope they add it in later. I don't want to be muling my stuff around much).
Just to clarify:
There are 6 slots for each save device.
So you can have 6 saves on the hard drive and 6 more on any additional memory units if you want.
We've gotten a lot of extremely positive feedback on the arenas and we are considering all kinds of future possibilities.
I've also found some info from the guide (posted on TH.net) that some may find interesting:
Combo Drain(Maroon)- When they hit you or explode, you lose combo meter.
Elite(Silver/Gold)- You've seen these in the demo, they're hard to kill and bigger than average.
Exploding(Orange/Red)- When they hit the player or they die, they explode, hurting the player. Seen in demo.
Ice(Light Blue)- Seen in demo, When they die, they explode and freeze you if you are too close. Getting hit will unfreeze you.
Ice Beam(Light Blue)- They shoot an ice beam at you, freezing you if hit.
Life Drain(Maroon)- They drain your life on successful attacks.
Lightning(Purple)- Successful attacks by the enemy hurt you with lightning, and they explode with lightning. They give you a lightning status effect, doing high damage over short time.
Napalm(Orange/Red)- Like Exploding, but they set you on fire. Fire does medium damage over medium time.
Nitrous(Light Blue)- Like Ice, but they can also freeze you with attacks
Poison/Poison Fire(Lime Green)- On attack/deathexplosion, they give a poison effect to the player, doing low damage over a long time.
Pole(Default unit color) Leader exclusive. Light pole leaders can only be hurt with ranged. Dark pole leaders are charged up with ranged attacks, can only be hurt with melee.
Slow Fire(Purple)- Slows your rate of fire on death explosion or successful enemy attack.
Snared(Purple)- Slows your movement speed and rate of melee attack on death explosion or successful enemy attack.
Softened(Yellow)- Double damage taken for duration of status effect for player on enemy death explosion or successful enemy attack.
Unbalanced(Yellow)- Player is knocked down on enemy death explosion or successful enemy attack.
Killing a light polarity enemy with a Fierce attack nets you a large combo meter bonus. And yeah, use finishers on dark polarities
Forgot one more thing... The guide tells all effects of human ruiners:
Berserker - bear - "Shreds all enemies in range"
Bio-Engineer - valkyrie - Siphon's enemy health to restore his own
Champion - raven - knocks enemies into the air
Commando - wolf - prevents enemies from moving for a time
Defender - valiant (einherjar) - causes enemies to be stunned
(One more quick edit 9_9)
Again, not sure if this is redundant information, but I've never seen it before, but as for cybernetic ruiners, you need to have a cybernetically-aligned weapon (that's what alignment does ^^ equipped. They're different for each weapon type, they are apparently based on the weps attack power, and which weapon's ruiner activates depends on which one you have out at the time - if you have your sword out, it will be the sword, if you have a cannon out, it will be the cannons (this way you can have two different ruiners equipped at once for a Cyber Baldur - too cool ^^)
Focus on accessibility; good storytelling; role-playing system depth; co-op; mapping of myth to technology.
Frame rate; inaccurate control scheme; need to see higher-level characters.
"...players have the wrong idea about Too Human -- how it's essentially "just" an action game, while they consider it a pretty much 50/50 split of the action and RPG genres."
"...you'll find a lot of Diablo/Hellgate-style upgrades, customizations and options"
"...controls very much straddle the line between Devil May Cry and Diablo, so if you head in expecting either you may be surprised."
"...the screenshots were not misleading and the game looks as good as most high end 360 and PS3 games, especially in the character faces and backgrounds."
"Another big criticism of Too Human at E3 2006 was that the camera angles failed to properly track the player. In our updated time with the game, we didn't experience this at all."
"Controlling any of the characters in Too Human isnâ€™t hard, but the scheme will feel a bit different than the normal third-person action game."
"Yeah, there are a lot of pick-ups in Too Human, and each one slightly changes that rock, paper scissors gameplay aspect that makes campaign progression so addictive. There appears to be a complex skill system tied into the RPG items as well, along with an â€œalignmentâ€ aspect that weâ€™ll surely reveal at a later date"
"Thereâ€™s a fairly steep learning curve to Too Human, but those willing to give up the camera control reins will adapt to the control scheme in a few minutes."
"The mixture of classic melee and modern ranged weapons is exciting when concentrating on the third-person action aspect of Too Human"