All you haters take note: Too Human is a blast!
- September 04, 2008 00:31 AM PST
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Death Penalties
It's just too bad Too Human's difficulty is so uneven. I got through the first mission just fine but a few minutes into the second mission, there was a sudden spike in difficulty and the game suddenly stopped offering me helpful guidance. The next thing I know, I'm being pummeled by rockets that rained down on me from afar while elemental enemies exploded in my face and froze me in place. Oh, and my enemies were suddenly invulnerable to particular kinds of damage.
You can buy special color runes to customize the look of your armor, but you're usually better off using that slot for a proper upgrade.
Sure, learning to tailor your strategy to each enemy type is part of what gives Too Human a sense of staying power, but the game's insistence on suddenly raising the difficulty is sort of like letting someone test drive a Lamborgini and then throwing huge chunks of cement in their path every few miles. This was made even more frustrating by the absurd 20-second animation of a Valkyrie taking you to Valhalla every single time you die. And no, you can't skip it; you have to suffer through it after every single death.
Certain combat situations are also poorly weighted toward one class over another as well, and thus brutally punish solo players who customized their characters along a set path. For instance, my gun-crazed level 30 Commando could blast and carve his way through most hostile forces, but then he ran across four named Troll bosses who were all impervious to bullets. Of course, I'd invested heavily in my ballistics skills and ignored melee training, which rendered me completely helpless against the bulletproof baddies.
Divine Intervention
I know I've painted a less than rosy picture of the game and you're probably going to be surprised to hear that I kept playing through the teeth-grinding bouts of frustration. Want to know why? For one simple reason: the incredibly rich customization system. This stuff will appeal more to MMO addicts than straight-up action fans, but the possibilities are deep, and they actively encourage players to pair up online.
Five classes range from hardcore specialists like the melee-obsessed Berserker to the well-rounded Champion. Each time you level, you get points to spend on branching class and alignment skills. Then there are the runes you can jam into an enormous library of beautifully designed weapons and armor, or plug into a hierarchy of charms that bestow yet more special abilities if you complete simple exploration, kill, and collect quests. You'll even find blueprints that allow you to craft the most powerful equipment in the game, including epic sets that fit together for still more bonuses.
All these layers carry over into actual combat in wonderfully concrete ways, from the Defender's damage absorption and redirection to the Bio Engineer's healing. Online co-op only supports two players, while the classes seem designed with twice that in mind, but it nevertheless enables an astonishing variety of skill-set permutations.
The environments boast secrets and forking paths, and random ambushes strive to make your umpteenth time through an area fresh, but it's ultimately the inspired intermingling of the disparate abilities bestowed on partnered players that makes Too Human worth playing. After logging more than two dozen hours on these battlefields, the long resurrection sequences and flakey targeting still drove me up the wall, but the unpredictable online alliances, the varied loot, and rewarding combat kept me going back for more. No, it's not perfect but it's still pretty damn fun.
Every enemy and piece of armor is blessed with remarkable detail, and you'll only see slow-down very occasionally.
You start out look pretty cool, but the equipment you get access to in later levels is positively beastly.
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- Aug 18 2008 at 06:12:16:PM PST
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The demo really turned me away from this game. But I might have to rent it now.
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Oh Yeah, tell that to all the C- and 6.75/10 scores floating around out there. No thanks Gamepro, you already shafted us with a loft score for Halo3. Fool me once shame on you, fool me twice shame on me. This game is a RENTAL. I will still play it, but giving the barometer of the webtraffic coming in about this game, there is more disappointing news than reassuring news. Nice try though. Flame on.
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denveraic Posted at: 08/18/08 at 6:12 PM PST First. Love this game's demo.FAIL. You are 3RD!!!!!! *gasp*
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Well, either way, I can say I will certainly be getting this tomorrow. I really enjoyed the demo, I breezed through it. I'm surprised Gamepro came down on the controls, I kinda liked the scheme, it was refreshing. I will say though, controls nowadays can really turn away what we call "Casual" gamers. Like Madden for instance, it's like being a QB in the NFL, you need to learn a lot to really be good at that game.
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Oh Yeah, tell that to all the C- and 6.75/10 scores floating around out there. No thanks Gamepro, you already shafted us with a loft score for Halo3. Fool me once shame on you, fool me twice shame on me. This game is a RENTAL. I will still play it, but giving the barometer of the webtraffic coming in about this game, there is more disappointing news than reassuring news. Nice try though. Flame on.Don't forget the 7.8/10 on IGN.[p] And btw, SCREW YOU DENVERIAC I'm FIRST![p] Ha just kiddin[p] Eh, if GamePro says its good I'll try it out.
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Artsaber has no idea of what a great game is. If you hated Halo 3 you should sell your system and your tv and take up Go Fish.
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Saber IGN did give it a 78 of 100 or is that 7.8 of 10? Either way about on par with Gamepro's review. Sounds like a good game that is over ambitious. But thanks Artsaber, we all enjoy your shitty attitude anyway.
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