Xbox360 Too Human

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  • Erstellungsdatum Erstellungsdatum
Zusätzlich zu den 2 neuen Bildern gibt es einen neuen Blogeintrag zum Spiel (es werden 2 Fragen von Fans des Spiels beantwortet) :):

http://blogs.ign.com/silicon-knights/


SILICON KNIGHTS ANSWERS YOUR QUESTIONS
In our March blog, we asked you, the reader, to post your questions regarding Too Human on TooHuman.net. We would then choose the top two questions posed to us each month and answer those questions. Below are March’s winner questions with our answers:

QUESTION #1:

I’ve thoroughly enjoyed your truly inspired and inspiring thoughts on incorporating the language of cinema in Too Human, but one of the things that you haven’t really touched upon, as far as I know, is the language of, and the evolution of sound and music in cinema, and how this relates to the use of sound and music in games. The use of music in games seems to be stuck in the traditional cinematic mode of underlining the unfolding events and enhancing the emotions that the gameplay and/or story are trying to convey. But in cinema, some directors have experimented with a different strategy where the soundtrack provides a much more individual counterpoint to the cinematography. This approach has in some cases been taken to the point where there is an almost violent ‘tug-o-war’ between what the cinematography is telling us and what the soundtrack is telling us. P.T. Anderson has been exploring this dynamic to great effect in both ‘Punch Drunk Love’ and ‘There Will Be Blood’, where the soundtrack is actually providing distinctly different narrative and emotional information, thus not enhancing what’s already there, but actually telling us something new and changing our understanding and perception of the cinematography. So what I want to ask is:

what is your general approach to the role of music in both ‘Too Human’ and in the architecture of games as a medium?

Answered by Silicon Knights’ Director of Audio, Steve Henifin

The medium isn’t as important as the content and the mood you are trying to create through music. When creating a soundtrack for a game, I do not set out to “make music for a game”. Instead I make music that fits the content of the project’s overall look and feel. The music has an identity and stands on its own, while still fitting with the visual content. To that point, I don’t see writing music for games as any different than writing music for films; you are creating a soundtrack that reinforces the mood of the scene -- whether that is coming off a film reel in a movie theater, or streaming off a gaming console shouldn’t matter.

With “Too Human”, I began by sitting down with the concept art and looking through all of the various environments, characters, and storyboards to get an idea of the art direction. I wanted to create themes that felt like these places in that exact moment in time, so I started by writing music sketches of each environment. As the project developed, battle tracks for combat, boss tracks for boss fights, and ambient tracks for exploration were then created to match the action on screen. All of these tracks would later be used as reference when recording the final tracks during the orchestra sessions.

I also like using minimalism and sound design to give the pacing a chance to breathe, bringing in stronger arrangements where they are needed so that these musical parts have more impact. If everything is constantly playing at the same pace, there is no balance or contrast with the rest of the material.

The music in ‘Too Human” , like the gameplay, is non-linear -- each track map is set up so that each area has its own theme for each state of combat. The trick was to break it all apart, play it back as separate pieces, but still have it sound like one piece so as not to break the mood.

So whether it is non-linear music in a game soundtrack, or linear music in film, the idea is to make it all work together to create one solid entertainment experience.


QUESTION # 2:

Silicon Knights has managed to develop an impressive system of skill and item progression for Too Human. We've also heard that players will obtain multiple "Ruiners" over the course of the game and that they will vary depending on a character's alignment. How is this system implemented in Too Human?

Answered by Silicon Knights’ Director of Game Design, Henry Sterchi

The choice between Human and Cybernetic alignments deeply affects your character and the game play in “Too Human.” Each alignment has a wide variety of weapons, armor and skill sets that are unique to that alignment. In addition, each alignment offers many different Ruiners to the player. Ruiners not only differ in look, but also differ by how they are acquired, function, and are powered up.

If a player decides to rely on his Human abilities to deal with the machine forces, a new node opens up in their class skill tree. This node opens up new, more powerful Ruiners based on Baldur’s combo level when the Ruiner is activated. At higher combo levels, Baldur unleashes a Spirit Character that damages all nearby enemies. Each Combo Level has its own unique damage type as well: Radial, Cone and/or Beam. Spirit Characters change based on the class that you chose, making the Human Ruiners not only different from the Cyber Ruiners but also different from each other. Each point invested in the node also increases the Spirit Character’s range of devastation.

If a player decides to use the gifts of ODIN and chooses the Cybernetic path to help him on his quest, the Ruiners that are available to them are infused on the weapons they find throughout the game, giving them a choice between using either their melee or ranged-weapon based Ruiners. Each weapon type has unique Elemental based attacks (Fire, Ice Lightning, Wind, Earth and Meteor). In addition to the damage dealt, the Cyber Ruiners trigger status effects on all affected enemies. Cyber Ruiners also have the option for Radial, Cone or Beam area damage, but each weapon only has one of the three, whereas human can build up to encompass and stack all 3 types. Finding higher-level Weapons not only increases the range of the Cyber Ruiner, but also the damage and type of Ruiner as well.
 
Oh man, das Spiel MUSS einfach geil werden. Ich hoffe die verbocken es nicht :oops:
Bin allerdings mehr als zuversichtlich...
Die Antworten auf die beiden Fragen sind schon so geil. Das wird einfach ein richtiger Kracher..freue mich schon wahnsinnig auf die Demo und dann hoffentlich noch mehr auf das fertige Spiel :)
 
In this, the first installment of four monthly exclusive looks at the gods of Too Human, we take a closer look at Thor, the god of thunder.

http://features.teamxbox.com/xbox/2193/The-Gods-of-Too-Human-Thor/p1

Hmmm ... man sollte sich wohl langsam an den Gedanken gewöhnen, dass Too Human wohl wirklich "erst" irgendwann im August/September kommen wird.
 
oh junge... das is ja alte news von vor-vor-gestern ^^

ich hab net mit nem release vor Okt gerechnet, von daher passts :D
 
Langsam fang ich auch an mich für das Game zu intressiern.
Die arbeiten seit ´04 dran? LOL

Nja hoffentlich wird da was draus, lang genug Zeit hatten sie ja. Nur der Stil sagt mir eher weniger zu... :-?
 
Ich war ja jetzt vier Wochen abwesend. Gibt es nun schon was neues zum Releasetermin ?

nein noch immer kein termin.

ausser ein kleiner hinweis von krateroz:

In this, the first installment of four monthly exclusive looks at the gods of Too Human, we take a closer look at Thor, the god of thunder.

http://features.teamxbox.com/xbox/21...-Human-Thor/p1

Hmmm ... man sollte sich wohl langsam an den Gedanken gewöhnen, dass Too Human wohl wirklich "erst" irgendwann im August/September kommen wird.
 
also das neue Interview hat mich einfach mal wieder davon überzeugt, wieviel alleine schon an Story, Mythologie und Philosophie in dem Game steckt :) ich bin hell auf begeistert und will es endlich zocken :D naja jetzt wird erstmal BSG weiter geschaut
 
Weitere Infos zu Too Human (Bilder in Spoiler gepackt - alleine das Schwert auf dem 2. Bild = goil! :D):

Baldur is Too Human

Sorting through the past of a god amongst men.
by Erik Brudvig

US, April 30, 2008 - Silicon Knights has made efforts at every corner to ensure that Too Human is as cinematic of an experience as possible, infusing the game with a unique take on Norse mythology. That experience begins with Baldur, the new god on the block that has been described as a bit "too human" by the rest of the Aesir. IGN went in search of the story behind the god and came back with new details on the character direct from Ken McCulloch, Content Director at Silicon Knights.

Baldur's life began over 200 years before the first sequences of Too Human, but that hardly makes him the wizened old soul you or I would imagine. Most of Baldur's 200+ years has been spent in gestation and conditioning and he is still somewhat of a novice on the battlefield. The war with Hel, daughter of Loki, is still in its initial stages though there is no love between them and the Aesir.

That is one badass sword.
As a novice who hasn't seen much wartime action, Baldur's combat experience has been limited to light enemies such as goblins. Interestingly, more of his time has been spent with the humans of Midgard. "He truly feels a connection to them and fights for the betterment of their future," says McCulloch. Yet, some of the other Aesir are skeptical of his involvement. Though that is one of the cornerstones of the Aesir belief structure, progress has been almost non-existent for thousands of years.

Despite still being the new kid on the block (200 is spry for a god), Baldur has had his fair share of bumps in the road with hardly setting a foot on the battlefield. As the youngest, Baldur receives special attention from Odin as his favorite son which has brought with it envy and jealousy. He represents the future of the Aesir; something that could be either good or bad. "Perhaps it is the gods like him that will change the future of the war," says McCulloch, "or perhaps even bring an end to it. With any kind of change, there is wariness." This is likely made worse by the fact that Baldur is new to the Aesir hierarchy and his placement within it has yet to be fully decided. To be fair, there are those amongst the gods and humans who look at Baldur as a beacon of hope.

Being new isn't all high expectations and sideways glances. There's also the question of what makes him too human. Baldur hasn't yet seen a compelling reason to embrace the technology that separates the Aesir gods from the humans. The blue etchings on his face are trace implants used by Odin to monitor Baldur's performance and his suitability for future implants. In his current state, Baldur is the least cybernetically enhanced of all of the gods. "He is a blank slate with the potential to evolve in many different ways." To us that sounds pretty open for some RPG elements in the gameplay.

Says McCulloch, "There was a time when Thor was "Too Human" as well." The implants and replacements he has seen through years make him very different from his starting point. With a planned trilogy of Too Human games that follows Baldur from his starting point to who knows where, perhaps this is telling of how we'll find our hero at the end of the line.

Though he has few technical enhancements Baldur isn't alone on the battlefield, even when all of his comrades have fallen. He takes with him the sentient weapon Fenrir. The Aesir fight with weapons that contain aritifical intelligences held against their will. Prior to being forced to fight for the Aesir, Fenrir actually fought against them and as such is an unlikely asset to Baldur. Many such artificial intelligences will fight with their masters whenever they can and it is only those with a strong will that can control them. "There is a deep respect between Mjolnir and Thor, says McCulloch, "but it is tough to say there is a friendship or loyalty. With Fenrir and Baldur, it is too early to tell." Still, their relationship has already been described as "adversarial."

Fenrir is shaped like a Bastard Sword but can be reshaped to a wide variety of weapons with the proper nanoforge equipment (found in loot drops and stores in the game) and skill (as determined by your level and class). Fenrir isn't Baldur's only tool of destruction. He also carries "Malice" and "Havoc," two guns that were a gift from Odin that fire armor piercing nanopolymer bullets. Sounds painful.

Though he may be green on the battlefield, we all know Baldur can handle whatever Hel throws at him. But what about when he's off duty and a more delicate touch is required? You know what I'm talking about, right? Of course you do. According to McCulloch, "Being a god, Baldur has no problems with the ladies and attracts attention from goddesses and mortals both. The humans of Midgard look to the Aesir as we do superstars and celebrities, so it is not surprising that they fall in love or lust after the gods and goddesses from time to time." Only two such women have touched Baldur's heart -- Nyanna and Freya. Nyanna wound up marrying Baldur, but that doesn't mean Freya is entirely out of the picture.


Perhaps he is human after all, even with his Klene-flow immuno-boosted, Synthetic type XNA blood.



http://uk.xbox360.ign.com/articles/870/870386p1.html

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EINFACH NUR GEIL! 8)
 
Zuletzt bearbeitet:
Too Human ist echt aus zwei Gründen etwas besonderes:

1. Das Spiel an sich ist die Wucht in Tüten. Ich freu mich immer wenn ich neue Bilder oder Videos sehe oder neue Informationen zu dem Spiel bekomme. Einfach klasse. Das Spiel hat echt Suchtpotential. :)

2. Ich habe KrateroZ selten so gehyped gesehen. Das ist ja schon nicht mehr feierlich. Einfach genial :goodwork: :ugly:
 
Wäre der 28. bzw. 29. August ein realistisches Releasedatum?
 
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