Too Human Scribblings

I recently played and reviewed Silicon Knights’ long-in-development Too Human, and the review process ended up being one of the more laborious examinations in recent memory. A great deal of consideration went into my assessment of the title, and along with that came a fairly large text file of notes about the game.

A la Kyle Stallock (from whom I shamelessly stole this idea), I give you my pre-review scribblings about Too Human. Enjoy.


like a moovie. some of the best direction and cinematography i’ve seen in a while.

the graphics are not amazing in a technical sense, but the cinematography, artistic direction, and environment design make up for that

miss the whole backstory unless you let the title screen play out. maybe a bad choice

camera shows you what the devs want. crafted experience. wonderful angles make this an epic experience. a static-yet-mobile camera similar to eternal darkness

controls are good. take some orientation. shooting is like smash tv or…uh…commando. also somewhat like eternal darkness

the game doesn’t tutor the player much. help available if sought.

spend lots of time in inventory, changing weapons/armor as you get new. auto-salvage can prevent this to a degree

weapon sets give bonus bonuses

dying is a momentary lapse in the action. consequences=weapon degradation

a vast amount of equipment customization. charms, runes, colors, sets,

there is no way to heal oneself, aside from picking up random health drops (or playing as a bioengineer). class distinctions

catching bits of conversation as you explore helps explain the belief structure of the society and the political situation in too human

the game is divided up into missions that baldr embarks on as the story unfolds. each is introduced via a healthy dose of cinematic narrative and backstory. retrospective flash-back segments and explanations reveal…

past missions can be re-played outside of the main storyline of the campaign mode

5 classes, each with differents strengths/weaknesses, skills, proficiencies, equipment, etc

some enemies must be dealt with in specific ways. i.e. explosive enemies must be attacked from afar to avoid getting caught in their explosive death throw. alternatively, a player can use a melee juggle to launch them into the air and have them explode far away. gun-resistant, etc

bosses are visually diverse, but some employ similar attack strategies

party is sorta useless, or at least invisible. you hear them more than you see them. always seem to show up at the path to the next area.

pacing is up and down. the game is abnormally death-inducing……for a no-defense berserker.

the excellent dual-world setup should be taken advantage of more. it tapers off




niestzche – human, all too human…hunting monsters



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Author: Eddie Inzauto View all posts by
Eddie has been writing about games on the interwebz for over ten years. You can find him Editor-in-Chiefing around these parts, or talking nonsense on Twitter @eddieinzauto.

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