
For two years now, I have been hearing all about Silicon Knights upcoming release entitled 'Too Human'. I recall several key events along its tumultuous development that have triggered a proverbial
shitstorm of buzz and commentary from both enthusiast press and message board posters alike, all claiming the game was a disaster in the making. If you don't know, this has elicited an intense series of reactions from Silicon Knights CEO, Dennis
Dyack, who has essentially called out everyone who has made any sort of negative commentary about Too Human. Like a doting father,
Dyack has proven that he is willing to sacrifice his own image and credibility to support what he has called, 'the best game he has ever made'. With so much on the line, I was thrilled last week when I saw the release of the Too Human demo on
Xbox LIVE. I was excited to have the opportunity to
experience what must be the polished, slick,
Diablo inspired, loot packed space odyssey that I had been promised.
The first thing you notice upon starting the game is an
archaic presentation that is reminiscent of a bad PC role-playing game from 5 years ago. The menus are nothing to note, and the selection screens are what you would expect in a standard
RPG. The visuals are sub-par for the current cycle in this generation, the environments are strikingly bland and barren, and the only impressive graphical feature is the amount of enemies present on the screen at one time. The sound design is
serviceable, but again nothing to write about. The story itself is intriguing, I enjoyed the Norse-inspired mythology, but is nothing you have to pay too much attention to simply because it gets bogged down in long cut scenes that honestly aren't that impressive in terms of visuals or voice-acting (which is where cut-scenes should shine). Where this game
succeeds is in the armor customization and variety of acquirable weapons. Altering the armor pieces
noticeably changes the look and feel of your
character, making the micromanagement of the loot the central focus of the game. As far as
RPG elements are concerned, the menu system to control the customization is a bit
underwhelming, and the skill tree is on par with an average
RPG, nothing revolutionary. One of the biggest problems I had with Too Human is the HUD, it is huge and entirely over-complicated. Honestly, I had no idea what each bar, point, number, and word meant and I didn't really care.
After reflecting on my play-through of this demo, I came away utterly confused. Why would
Dyack put up such a fight for a game that is in NO way revolutionary, graphically underwhelming, and thoroughly flawed? While I am reserving judgement until the final product is released, I am no longer interested in purchasing Too Human and it will probably not make the top of my
gamerang cue for a while. Additionally, Dennis
Dyack has successfully reversed the very effect he was trying to elicit from undecided gamers everywhere: instead of discrediting the enthusiast press outlets that prematurely reviewed Too Human, he has discredited himself and his company. The next time
Dyack makes a fuss about a game that respected journalists (cheers Mark MacDonald) clearly have problems with, I will probably run in the opposite direction. So
here's a tip from me to you PR reps at Silicon Knights...get a handle on your man. Perhaps you should try to persuade him to utilize the energy he exerts defending his games on
internet message boards and invest it in refining the actual game he is defending. In the words of my favorite statutory
urinator, 'Don't talk about it, be about it' Dennis.