Xbox360 Too Human

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nö - war nur spass. :-D
ich hasse das ende von halo2!!!!!!!!!!!!!!!!!!!!!!!! :dbz2:

SO ist's besser :D

Ich dachte schon ;)

EDIT:

Kotaku lässt kein gutes Haar an TH ....

Too Human Hands-On: Six Hours In And Half-Way Home

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It's puzzling to think that Silicon Knights has been plugging away at Too Human for well over a decade now. Sure, it's been planned as epic stuff from the get go, back when it was a PlayStation title and boasted of a scope that would require four game discs over 80 hours of gameplay. It later became a GameCube title, a transition that obviously required much of its previous iteration to be scrapped.
But as I hacked my way through the Xbox 360 game's first six hours of the single player campaign — putting me at about half-way through, according to the game's own Stats ticker — I began to mostly puzzled by what it was the team was doing with its time. Too Human seems surprisingly unpolished for a game that's been in some form of development for a decade, delayed multiple times, one due to be released in less than two months. Granted, the letter that accompanied our preview copy of Too Human did warn that our pre-release build was not "final retail code" and may have gameplay bugs that "will be addressed in the final retail game."
That was certainly taken into consideration as I completed Too Human's first two chapters, but some of the core issues I had with the game aren't the kinds of things that will likely be ironed out in the final thrust of development.
After going hands-on with Too Human for the first time at GDC, I was primarily concerned about the game's combat mechanics. They certainly take some getting used to. The player will use the right analog stick for melee attacks, simply pointing in the direction of the enemy to target it. While that may sound straightforward enough, being trained to use the right stick for aiming or camera control by previous action games may lead to some initial awkwardness.
You can spice up your attacks by lobbing robotic foes into the air with a double tap of the stick, keeping them aloft with gunfire, but that tactic felt largely pointless. As a Champion class character, bullets and laser-fire are no match for my hammer or sword, so I found myself doing it only out of obligation, occasionally an attempt to break the monotony.
It seemed more appropriate for me, as a Champion, to limit myself to melee combo chains and air attacks only, in an effort to raise my experience bonus and build up a cache of Ruiner moves — those screen clearing attacks that are accompanied by a light show and, later, a spirit animal (mine's a raven!). This leads to same rather repetitive gameplay. Adding to that repetition was a limited bestiary, some rather mundane puzzle solving and long stretches of slogging through wave after wave of enemies.
Too Human isn't just about swordplay and shooting, it's also about the hunt for loot. One of the more addictive aspects of titles like Diablo, World of Warcraft or Phantasy Star Online is the finding of something precious. Silicon Knights looks to have added loot in spades. There are swords, staves, pistols, rifles, leggings, helms and much, much more, all with various attributes and upgrades to collect. You'll regularly find, buy and build stuff that's better than what you're currently equipped with.
The interface for dealing with your massive amounts of loot is handy. Items that have better stats than your current equipment are shown in yellow. Less favorable stats are listed in red. You'll be able to salvage your unwanted goods from any point, no trekking back to a retailer to resell your outdated chest piece. Just hit the "Y" button. There's a hitch there, though, there's no going back to "town" until you're done with the quest at hand. That means item repairs will have to wait. There's also no way to stock up on health potions or green herbs or whatever one needs to heal their wounds. You'll have to settle for random Health Orb drops.
That means, unless you're of the self-healing BioEngineer class, you might die. You might die a lot. My character, Shin, has died 23 times in six hours. That's 23 times I've had to watch the rather long, unskippable scene of a gleaming white Valkyrie descend from the heavens and revive me. Good thing there is almost no tangible penalty to death... or is that a bad thing?
You might consider your in-game deaths bad if you expire because of Too Human's frustrating camera system. There are something like seven camera styles to choose from — like standard, near, far, iso and strategic — but all have their share of quirks. It wasn't uncommon for the camera to be pointing just slightly in the wrong direction, with something important out of sight. There's no free look while in motion either, you must pause the action to look around. One can reset the camera behind Baldur's back with the left bumper, but at times the game will override your chosen camera angle or simply refuse to reset it to your liking.
There are plenty of rough edges in Too Human, from questionable interface choices to the oddly placed voiceover to some very unattractive graphics. Some of the game's visuals are strong, others are just plain ugly. Too Human's mechanical beings look fine, but its flesh and blood humanoid characters can look downright ugly. Animation is stiff, lip synching is clumsy and never is the uncanny valley more prevalent than in some of the game's cut scenes. Character models have obviously been given a great deal of detail, but even in the game's major players, faces have sharp angles and poorly rendered hair, visual blights that do a disservice to the games cinematic portions.
There's much more to be explored in Too Human. Obviously, there's the second half of the game's core campaign, the cooperative multiplayer mode, and the game's five character classes. And we have yet to touch on the game's storyline. We'll have more hands-on impressions of these aspects of the game throughout the week.
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Ich bleibe dabei: Die Demo ist entscheidend :)
 
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So ich bin mal pessimistisch aber es scheint doch so das nicht nur M$ das Marketing zum Spiel vergeigt und das seit Jahren sondern SK auch das Spiel vergeigt hat. Damit sind aus 2 Action RPG's (Too Human und Sacred 2) für den Herbst keines geworden. Aber ich schätze Too Human wird dann schnell im Preis fallen wie bei M$ üblich und dann geholt. :scan:

Schon durch den völlig gegimpten Coop hat SK es einem schwer gemacht vom Spiel weiterhin so begeistert zu sein. :cry:
 
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Die Vorfreude nimmt einem doch SK und MS mit Massen an Videos die im Prinzip alle das gleiche zeigen und nicht eingehaltenen Versprechungen. Alle Previews die momentan auftauchen sagen das das Spiel den Ansprüchen und Aussagen nicht gerecht wird. Aber Dyack hat mit seiner großen Klappe das ja auch provoziert. Man kann das ganze ein wenig mit Eggebrecht und Lair vergleichen.
 
Die Vorfreude nimmt einem doch SK und MS mit Massen an Videos die im Prinzip alle das gleiche zeigen und nicht eingehaltenen Versprechungen. Alle Previews die momentan auftauchen sagen das das Spiel den Ansprüchen und Aussagen nicht gerecht wird. Aber Dyack hat mit seiner großen Klappe das ja auch provoziert. Man kann das ganze ein wenig mit Eggebrecht und Lair vergleichen.

deswegen schaue ich mir auch kaum videos zu too human an.
die würden alles nur zerstören.

ich freue mich auf das game und werde es zum release kaufen (selbst wenn es ein 60% titel werden sollte). :)
 
deswegen schaue ich mir auch kaum videos zu too human an.
die würden alles nur zerstören.

ich freue mich auf das game und werde es zum release kaufen (selbst wenn es ein 60% titel werden sollte). :)

Tja sieht wohl so aus das es vielleicht gearde mal so ein 60er wird. Könnte ähnlich abgehen wie bei Lair.

This has to be the worst game I've played in the last 5 years, the NDA is against my human rights after the amount of mental anguish having to play this pos has caused me so I'm going to speak out and warn you all to cancel pre-orders while you still can.

Seriously, finished it in two sittings, two sittings of repetitive combat, painful story and graphics which wouldn't of looked out of place on a last gen machine. And don't get me started on the animations which I can only describe as being done by somebody reading a copy of 'keyframe for dummies!'

Silicon Knights.. what happened?!?

I really don't have the words to describe how bad this game is in almost every area.

http://www.eurogamer.net/forum_thread_posts.php?thread_id=53993&category_id=39
 
ich dachte eigentlich dass das ein 80-85% titel wird, aber das wird es wohl doch nicht.
cliffhanger kann ich auch nicht leiden, die cliffhanger bei hl2, ep1, ep2 finde ich auch recht nervig.
 
mal was positives:

Too Human: Neue Eindrücke / Video Download
01.07.08 - Gametrailers zeigt neue Videos zu Too Human von Silicon Knights, das am 12.08.08 in den USA erscheint.

Gamespy hat derweil nach dem Anspielen seine Eindrücke bekanntgegeben.

Eindrücke (+/-)

+ Too Human spricht besonders Fans von rasant, schneller Action an, die sich auch gerne mit Gegenstandsverwaltung wie in einem RPG und Weiterentwicklung des Charakters befassen.

+ In den Kämpfen kommt's mehr darauf an, den richtigen Rhythmus und eine Strategie zu haben, anstatt einfach nur wild auf den Tasten rumzuhauen.

+ Der Spieler kann eine ganze Menge an seinen Spiel-Charakteren verändern.

- Die Kamera bereitet zeitweise Probleme.

- Das kooperative Spielen ist nicht so umfangreich, wie man es aus anderen Action RPGs kennt.

quelle:
gamefront.de
 
Man sieht: an diesem Spiel werden sich die Geister scheiden bzw. tun es bereits ;) - man kann es immer nur wiederholen:

Die Demo wird entscheidend sein - alles andere (wie Eindrücke, Tests usw.) ist im Endeffekt eh irrelevant :)
 
Neue Eindrücke:

‘Too Human’ Xbox 360 Preview, In The Shadow of ‘Metal Gear’
20 Comments | Posted by Stephen Totilo on 6/30/08 at 9:00 am.
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In previewing “Too Human,” the ambitious Xbox 360 game slated for August 19 release, I can’t help but think of the other game I spent a good chunk of my weekend playing: “Metal Gear Solid 4
Is that unfair? Not totally. “Too Human” is made by Silicon Knights, the studio that last did… a re-make of the first “Metal Gear Solid.” Silicon Knights’ new game, like “MGS4″ has been made to tell a significant story. I found “Too Human” to be superior to “MGS4″ in at least one key way. But aside from all that, I just find it impossible to repress comparisons. We don’t play games in a vacuum. The achievements in one affect our appreciation of the successes or failures in another.
“Too Human” nestles in between “MGS4″’s extreme tendencies, for good and bad.

It is both a story game and a gameplay game, neither aspect completely satisfying yet.

I received a preview build of “Too Human” early last week. It was accompanied with a letter that cautioned me that the game, though still set for its August date, is not yet complete. Yet I must state it for myself: the game, which has been preceded some exciting hype from its creators, still has rough edges. It is both a story game and a gameplay game, neither aspect completely satisfying yet. It’s story: distinct yet less ambitiously told than that of “Metal Gear” from what I’ve seen so far. It’s gameplay: more pure than that of “Metal Gear.”
“Too Human” is the tale of Baldur, a godlike being returned from some tragedy to sit again at the long table of a pantheon of higher-powered men and women. He and his ilk are each an amalgamation of Norse mythology and “Matrix”-tech. Baldur doesn’t just swing swords; he fires a laser-gun. Baldur had lost a wife and is seeking a fight against a machine-based enemy not clearly defined in the game’s first three hours.
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I have completed the game’s first chapter. I have yet to encounter the theme of technology-skepticism that the game’s lead creator, Denis Dyack, told me motivated him to nurture “Too Human” through stages of development for over a decade. The only hint was a choice given me during the end of my session, to allow Baldur to either gain cybernetic enhancements or to follow a more human path of development.
“Too Human” has been pitched by its creator as a grand tale. That grandeur is only hinted early on. Like “Metal Gear” the story is not spoon-fed. Mysteries exist, and to the game’s credit, I’m looking forward to seeing them solved. Compared to “MGS4,” “Too Human” has real-time cut-scenes that are not told with as dramatic a flair, but also don’t appear to be set-up for plot convolutions. As a theme or milieu, cyber-Norse intrigues. It doesn’t feel routine or over-played. It’s familiar enough. I remember some Thor and Loki tales. In a game, they feel fresh.
Gameplay is what will likely be “Too Human”’s most contentious aspect.

Gameplay is what will likely be “Too Human”’s most contentious aspect. It is, essentially, a matter of Baldur swinging a melee weapon and shooting a gun through room after room of scampering enemies. The play itself is surprisingly reminiscent of the arcade. It’s about combos and chains that lead to more potent strikes. There’s no button-mashing in “Too Human.” Instead there’s a lot of thumbstick-leaning. When facing a crowd to combat, the proper technique is a push the right stick toward the first enemy — Baldur will rush toward it with a swing of his sword — and to swivel that stick and point it at a second enemy before that first strike even hits. Chaining that technique to deal with four, five, six enemies sends Baldur on a zigzag attack pattern that looks and feels like nothing else on consoles save, maybe, the twinstick shooters so popular on Xbox Live Arcade. If that particular mechanic doesn’t do it for you, the game isn’t for you. I was enjoying it, as it let me crunch through the action in that zen frame of mind a frenzied arcade game will let you achieve.
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“Too Human” has, at its roots, more classic gameplay than “Metal Gear”’s. Hideo Kojima’s game has gameplay that suits a particular scene, the rules and controls constantly changing. Dyack’s game appears to have a simple and consistent rule-set (there are a few more wrinkles than I’ve described, allowing enemy-juggles and special attacks, but not many). It is Dyack’s game that has the potential to win fans of pure play, only if the system isn’t easily broken but is instead interesting to master, like a “Robotron” or “Geometry Wars
It is a game that is meant to be paused — frequently

Dyack’s game will likely also be contentious because it is a game that is meant to be paused — frequently. It is a game about upgrading. Every enemy drops loot: health, bounty money, arms and armor. All of it can be armed, sold, or merged with other items to create something new. The game does little of this management for the player, so only those who won’t mind or who will in fact enjoy selecting the best helmet, shoulder-guards or dual-wield swords — and repeating the process within the next five minutes of play — are likely to enjoy “Too Human.” In three hours, my Baldur, a melee-favoring Berzeker class warrior, gained much power because of how I armed him. His increase was satisfying.
The components of “Too Human” are solid. It is the combination, then, that does not yet convince me Dyack and his team at Silicon Knights are birthing a classic, There are small things that will hopefully be addressed: Why does Baldur wear whatever combination of armor I give him in the game’s present in the flashback scenes that interrupt his missions? Why is the first boss battle so confusing? Why does resurrection from game-death take so long? And why does Dyack, like Kojima, not teach his players the controls through level design and experience — did they not both work with Miyamoto on “The Twin Snakes“?
“Too Human” has the setting, the promise, the play and maybe the story to succeed. But it is too soon to tell whether it’s occasional awkwardness and its less-than-broad-appeal will get in the way of many Xbox 360 owners enjoying it when it is released in August. I’d keep an eye on it.




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Spoiler:


Over the course of its nearly decade-long development, Too Human became obscured by a fog of cancellations, platform shifts, and even lawsuits. Our view of the game finally cleared up with the arrival of a nearly complete build. Now that we've seen and played Too Human extensively, we'll give an in-depth breakdown of each of the five character classes and our hands-on impressions of multiplayer co-op.
Berserker
The Berserker favors fast, close-quarters combat. They're the only class in the game that can dual-wield swords and staffs, and they back that melee power up with a devastating Rune attack that unleashes a crushing blow from a summoned spirit bear. Fighting a group of enemies plays out like in an ultraviolent version of connect the dots as you slide from foe to foe, dealing out crushing combos to anything in your path.

SCREENS: Click the image above to check out all Too Human screens.

The Berserker's skill tree begins with options that improve attack speed or your combo meter's growth rate. From there, the skill tree branches out, opening up three paths with unique skills, abilities, and bonuses. Once you start down one route, the others become unavailable, making it especially important to select the path best-suited to your play style. However, to allow room for experimentation and to keep you from worrying about making the wrong choice, you can reset all your earned experience points and respec the skill tree at any point in the game.
Some of our favorite Berserker skills include boosts to slide damage, explosive mines, and an extra level for your combo meter. Likewise, most of the options complement aggressive battle tactics; they focus on using your superior speed and power to quickly build combos and unleash ruin attacks to make quick work out of large groups. Because of its extremely offensive bent, the Berserker makes for a great class to play solo.
Defender
As the in-game A.I. advisers, the N.O.R.N.S. (that's Non-Organic Rational Nano Systems), perfectly describe, "The Defender is the backbone of the Aesir's defense." A damage sponge, the Defender's purpose is to take the brunt of an oncoming attack -- and with it, occupy the enemy's attention so that his partner can hack or shoot away unmolested. His skill tree offers a variety of paths to help you "take one for the team."

SCREENS: Click the image above to check out all Too Human screens.

For the Defender, the foundation of the skill tree starts with boosts to overall defense. Building on that, you can then develop ice-based attacks, damage-reflection abilities, or a taunt to enhance your ability to attract enemies. Because the Defender's equally weak in both long-range attacks and melee combat, a viable offensive tactic is to alternate between the two; thin the ranks at a distance, then clean up in close-quarters combat. But here's a better option: Play cooperatively with a strong offensive class like a Berserker or Commando, as the Defender's incredible ability to take a punch makes him the perfect teammate.
Commando
What the Berserker is to furious melee warfare, the Commando is to tactical, long-range combat. He specializes in explosives and spiders (small drones with a variety of attack and support functions) used in conjunction with a skill tree that improves reload time, range, and attack power. Digging deeper, there's plenty to get excited about, with everything from point-defense turrets that shoot down missiles to extended range for your rifle.
Whatever path you choose, the Commando's strength in ballistics ensures that you're most deadly from afar whether you unleash hell with rifles, lasers, plasma, or dual pistols. While all the shooting makes this class plenty enjoyable to play solo, the Commando does struggle with overwhelming groups on his own; his true potential is only realized in co-op.



Bioengineer
The Bioengineer specializes in healing; like the Defender, he can absorb a lot of damage. As with all of the classes, you can choose between a cybernetic or human path of development. The cybernetic path focuses on maximizing the damage per second you can deal out and allows access to bonus weapons and health. If, on the other hand, you decide to go along the human path, you can customize your items and tailor them to suit your style while also gaining an additional combo level.
The Bioengineer's skill tree offers several unique to ways to spec your character. One of his abilities, Skuld's Embrace, may charm enemies into changing sides so that they start attacking their allies. This comes in especially handy for battling your way out of a large mob of enemies. You also have the option of using your spider to send out an EMP blast to disable mechanical enemies, heal allies, or deploy a protective shield. The Bioengineer also receives a Battle Cry ability that can be developed in one of three ways: sending out a large healing wave, clearing negative effects, or enhancing offensive stats.

SCREENS: Click the image above to check out all Too Human screens.

With his combination of skills for achieving max DPS while protecting a friend, the Bioengineer makes a great partner for co-op play, especially when paired with either a Commando or a character equipped with leveled-up ranged weapons.
Champion
In contrast to the specialization of the other classes, the Champion offers a balance of offense and defense. While he doesn't excel at any one skill, he doesn't suffer from any deficiencies, either. Attack-minded players can develop the ability to deal out damage with either melee or ballistic attacks, depending on how you spec out your skill tree. For instance, if you max the Asgard's Fury ability (increasing your air melee attack damage), you can wade through scores of enemies while hardly touching the ground.
During our playtime, we concentrated on leveling up the Champion. It's sometimes shocking how much ground he's able to cover and how much damage he can dish out as the game goes on. With his versatility, the Champion makes for a stellar co-op partner no matter the other player's class.
SCREENS: Click the image above to check out all Too Human screens.


Co-op
Everything went smoothly in the sessions we played; only minutes after signing on, we were running around together in the game's first level, the Hall of Heroes. The experience is somewhat streamlined, in the anticipation that you'll be playing through multiple times. The additional bear and wolf squads that join you in the campaign are gone, as are the cut-scenes and tutorials. The first wave of enemies ambushed us within moments of the game starting, and we immediately noticed that not only was their location different than in the single-player game; but there were also a whole lot more of them. The enemies also scale to match up with the highest level member of the party. This keeps the competition coming, but it also made it hard to team our level 16 Defender with a level 32 Champion. Often, the Defender was forced to hang back and wait for the Champion to make a dent in the herd, as the Defender could only handle a few blows from the stronger, higher-level enemies.
Still, that takes nothing away from how much fun we had playing together with two characters of roughly the same level. And on the technical front, we had a positive online play experience, encountering little to no lag and voice-chat problems; no matter how frenetic the onscreen action got, no ugly, debilitating networking issues raised their head. Too Human appears to be right on track to satisfy everyone looking forward to late-night, rare-drop dungeon runs.
 
TH wird ein zweischneidiges schwert. Eine Demo muss einfach vorher veröffentlicht werden.

Was mich am meisten stört bzw. mir nicht gefällt sind die animationen in den cut scenes. Sie wirken etwas abgehakt, nicht alle, aber einige. Zwar sind mir die animationen im Spiel nicht so wichtig (bei einem rollenspiel) dafür aber in den cut scenes umso mehr.
 
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Auch bei mir wird der Kauf mit der Demo stehen oder fallen. Mich hat damals ja schon die Sache mit dem CoOp genervt, aber inzwischen ist der Hype bei mir so gut wie komplett verflogen..vielleicht kann die Demo da ja noch was retten :oops:
 
Auch bei mir wird der Kauf mit der Demo stehen oder fallen. Mich hat damals ja schon die Sache mit dem CoOp genervt, aber inzwischen ist der Hype bei mir so gut wie komplett verflogen..vielleicht kann die Demo da ja noch was retten :oops:

Ja, es läuft am Ende auf die Demo hinaus - daher bin ich mal gespannt, ob sie denn auch wirklich vorher kommt (wurde zwar immer wieder gesagt, aber wer weiß) und sie uns dann auch überzeugt.

Momentan bin ich aber noch immer guter Dinge :)
 
wenns wirklich so schlecht wäre, würd ichs mir trotzdem später dazu holen ^^
schließlich warte ich schon knapp 10 jahre darauf ;)

ansonsten wärs aber auch garnet schlimm, da ich eh geldnot habe :D
 
Ja, es läuft am Ende auf die Demo hinaus - daher bin ich mal gespannt, ob sie denn auch wirklich vorher kommt (wurde zwar immer wieder gesagt, aber wer weiß) und sie uns dann auch überzeugt.

Momentan bin ich aber noch immer guter Dinge :)

Naja bei mir hat es jetzt schon eine krasse Entwicklung gemacht in den letzten Wochen. Erst total begeistert und hätte auch ohne Demo zugeschlagen, dann mit der 2 Player CoOp Ankündigung ziemlich enttäuscht, aber trotzdem noch optimistisch. Jetzt sieht es ganz anders aus. Stehe dem Spiel momentan sehr skeptisch gegenüber und die Demo muss schon einiges bieten um mich zu überzeugen... Traurige Entwicklung... :oops: Naja vielleicht klappt es ja doch noch mit dem Spiel ;)
 
Naja bei mir hat es jetzt schon eine krasse Entwicklung gemacht in den letzten Wochen. Erst total begeistert und hätte auch ohne Demo zugeschlagen, dann mit der 2 Player CoOp Ankündigung ziemlich enttäuscht, aber trotzdem noch optimistisch. Jetzt sieht es ganz anders aus. Stehe dem Spiel momentan sehr skeptisch gegenüber und die Demo muss schon einiges bieten um mich zu überzeugen... Traurige Entwicklung... :oops: Naja vielleicht klappt es ja doch noch mit dem Spiel ;)

Eine gesunde Skepsis ist mehr als angebracht ;)

Warten wir einfach mal auf die Demo - alles andere bringt eh nichts :)
 
Habe gerade erst die News von den angeblichen 10 Stunden Spielzeit gelesen...wtf? :oops: Da soll ich 60€ für berappen? Klar gibt es auch kürzere Games, aber dann muss TH auch ein Feuerwerk wie CoD 4 oder ähnliche abfeuern..außerdem sind 10 Stunden für ein Hack`n Slay schon ein bisschen wenig. Imo jedenfalls. Bei 10 Stunden Spielzeit werde ich wohl bei einer überzeugenden Demo am Wochenende das Spiel aus der Videothek ausleihen und den SP durchzocken und den MP antesten. Kauf steht, bei überzeugender Demo natürlich, und fällt dann mit dem MP.

Oh man was machen die nur mit einem meiner Most Wanteds Nummero Uno :( :shakehead:
 
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