Xbox360 Too Human

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Ich wüsste jetzt nicht wofür ich mich da entscheiden würde. Jeder Wahl hat so ihre Vorteile.
 
Too Human Demo Coming at E3 (Microsoft Bringing It Home)

Too Human Demo Finally Coming
Microsoft announces its plans to bring E3 home.

July 10, 2008 - Microsoft has announced that its "Bringing it Home" E3 initiative will start up this year on July 14. Through Xbox Live, gamers will be able to download various content from E3, including game trailers, news from the show floor, interviews, gamerpics, themes and demos.

This will include the long awaited Too Human demo that Silicon Knights has promised would come out before the game's launch this August. Keep your Xbox 360 hooked up to a high-speed internet connection and be on the lookout for your first chance to try out Too Human.

http://xbox360.ign.com/articles/887/887773p1.html

Krater0Z am happy :blushed:
 
Wenn die Demo müll wird, dann wird KrateroZ zur Megatonbomb :ugly: Dann wird SK gehatet.. ich sollte mir schonmal Popcorn für den 14.07. holen xD
 
Schade, dass das Leben kein Ponyhof ist. :uglyhammer3:

Ne, aber mal im Ernst, ich gebe die Hoffnung nicht auf, dass mir Too Human Spaß machen wird. :) *mantrabet*
 
Ne, aber mal im Ernst, ich gebe die Hoffnung nicht auf, dass mir Too Human Spaß machen wird. :) *mantrabet*

Es muss schon sehr viel schiefgehen, dass ich Too Human (vom Gameplay usw.) schlecht finden muss - aber am Montag/Dienstag wird die Demo gezogen und dann weiß man endlich mehr 8)!

Ich bin guter Dinge - noch ;)
 
wer braucht schon ne demo? :-D

Ich und 99% der anderen Spieler ;)

Aber trotz meiner Skepsis: In Silicon Knights I trust! 8)

Freu mich auf die Demo.

EDIT:

Neuer Blogeintrag :):


TOOHUMAN.NET QUESTIONS ROUND 3

Question #1

I read two interesting notes in the February 19, 2008 article of Game|Life (Hands On: Too Human Technically Awesome). The first is Mr. Kohler's statement that "Armor does degrade, so eventually you'll want to put on something new because you won't have the protection anymore." He makes it sound like armor will not be repairable, but will degrade until it is destroyed and then lost; is this how armor and weapons will function in Too Human?

The Weapons and armor in “Too Human” do have a “State” number that does decrease upon death. When the state of a weapon reaches zero, the weapon no longer deals damage. The damage dealt at that point is only dealt from Baldur’s strength alone. When the state of an armor piece reaches zero, not only does your body piece become exposed and susceptible to more damage, but also you no longer receive that armor rating toward your total armor. Both your weapons and armor can be repaired, for a fee, in the shops in Aesir.

The second statement deals with the arena challenges. Mr. Kohler says that you will be able to enter the rooms and "If you succeed, you get to bash open a breakable object full of loot; if you fail, you're booted out and you can never try again." He words the statement as arenas being a permanent pass/fail. Either you win and get the loot or you lose and you are forever banished from the challenge. From the "Too Human Xbox 360 Behind the Scenes - RPG Systems, Gameplay, Arenas & More" video, I recall Denis' screaming of "Nooooooo!" when he lost his arena challenge because of a poison effect goblin. Is this how arenas will work in the game?

The arena’s work very closely to what you mentioned above, meaning, yes, when you are playing in an arena you must complete it without dying in order to get the loot. If you die, you are taken out of the arena and cannot play that arena again. Of course, we wouldn’t lock a player out of parts of the game forever, so the arenas become accessible again on subsequent playthroughs.




Question #2

First off, thank you for all the recent information about the skill trees. But it has raised other questions. Is what you have released the entire skill tree for those classes? Will more skills open up as you level up, maybe after you reach the weapon skill? Would you consider opening up the skill tree to more choice instead of the predetermined paths? You could still only allow players to pick only one skill per level starting with the spider skill but allow them to choose any skill on each level. Is there a dedicated spider tree? Are the spider skills split between the alignment tree and the skills tree?

Our pleasure
1.gif
. At any time after a player selects their class, they can go to the skill tree screen and view that class’ skills. All of the class’ skills are displayed at once. This is done so that a player will know what all the skills are before they commit to a particular branch of the skill tree. Each branch of the skill tree contains skills that are themed for a particular play style for that class. Once a player chooses their spider skill, they are committed to that path (of course players can always Re-spec their tree to experiment with the other branches).

Spider skills are exclusive to the class tree. Each class has a unique spider skill that further helps differentiate the classes. However, the alignment trees do have a skill that can enhance your spider. The Human Tree has a skill that will help your spider recharge faster, while the Cyber Tree has a skill that will allow the spider to stay out for longer periods of time.


 
Dito.
Silicon Knights und ihr Legacy of Kain, waren seiner Zeit immerhin der Grund, warum ich mir ne PSX gekauft habe. :)

Eternal Darkness nicht zu vergessen :D

Hier ein neues Preview von Too Human:

First Hands-on with Too Human
In 1999 Silicon Knights announced the development of an action adventure game called Too Human for the PlayStation. Since then the game has gone from a four disc action adventure title on Sony’s first console to a Gamecube title alongside Metal Gear Solid: The Twin Snakes and Eternal Darkness: Sanity’s Requiem to its current format - an Action RPG exclusive to the Xbox 360.

To say Too Human has “history” is putting it lightly. Nevertheless, I approached the title without expectations – nine years is a long time and anticipation can dull.

Walking in without expectations was probably very beneficial to how I received Too Human – a lot of Silicon Knights fans will expect something like Eternal Darkness, a deep and immersive story driven survival horror game which always kept you guessing. I expected… nothing.

Starting the game actually gave me a Mass Effect vibe – you choose your class between your prototypical RPG classes - healer, ranged combat, tanking class, melee combat and the all-rounder (with sci-fi names like Bio-Engineer) - and the space opera begins.

The story is strong, and I hope it remains untouched from preview to final copy – without spoiling too much you play Baldur, one of the Norse Gods fighting to stop an onslaught by machines. The title comes into play here, as you need to use cybernetics to enhance your body – you are too human to defeat the things you might become.

Too Human is definitely an Action RPG though, the type of game which doesn’t necessarily need story. The way the game attempts to overwhelm you at times with sheer numbers while simply pummelling you with massive enemies at others – this game could do away with the story altogether and punters would still get it.


th_screenshot06.jpg

They're everywhere!

The control system takes some getting used to, but the learning curve is fair. Melee attacks use your right thumbstick, while movement uses your left. Triggers are used to fire and you can lock onto targets with ease. The game keeps the camera in a nice, cinematic position most of the time, but you can centre it back on yourself with the press of the button whenever you please.

Killing things is just a matter of chaining up combos until things stop moving. The fast paced, frenetic action is the game’s high point, and unfortunately the inventory system will have you pausing the action constantly to change weapons, armour and runes - bringing it all crashing back to the ground.

Most of the monsters you kill will drop loot, and when they do you’ll find yourself pausing the action to check it out. This is preview code we’re playing here, but the menu system is very clunky and it accentuates the jolting stop/start nature of the action.

If the team at Silicon Knights can find a way to address the menu system and keep the pace running throughout the entire game, Too Human will be a masterpiece. We're keen to see how Co-op multiplayer shapes up when the full game comes out too.

It’s definitely a game to keep your eye on, but for now it’s basically how I would see Diablo working on a console – and that’s not necessarily a good thing.

http://www.gamearena.com.au/news/read.php/4738958
 
Jo, mit Eternal Darkness haben sie sich einen ganz besonderen Platz in meinem Gamerherzen gesichert.
Von daher geb ich ihnen den benefit of the doubt.
Möge die Demo rocken. :)
 
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