Omnihilum
09-23-2008, 04:29 PM
Introduction
As many know, Too Human can be a frustrating and difficult game to play. The steep learning curve can sometimes break the resolve of the most gifted gamer and almost always break the novice into frustration and hatred for the game. Whether you love, hate, or have yet to play the game, one thing is for sure, Silicon Knights has constructed an original and epic story based in Norse mythology and has translated this idea into an action/RPG that has unbound potential and superior replay value.
Review: Positive Aspects
Among the positive and impressive aspects of the game lie its ability to tell a story while still maintaining a game-play structure which keeps the player involved and active. The multiple cinematic camera options produce an experience which is story-driven while maintaining the player's ability to focus on the fight and not on correcting the camera angle. Another impressive aspect of the game is its innovative and highly efficient control scheme. Supporting the action genre, Silicon Knights has paved a new road in a player's ability to direct the character's attack using the right analog stick. Not only is this an improvement to the action genre's control scheme but it also visually represents the god-like abilities of the character, Baldr.
Supporting the RPG genre, Silicon Knights has included elements which allow for multiple character paths, extended customization, statistical records, and the classic "level-up" experience among other things. Although none of these seem innovative or original, these RPG aspects of the game also enhance its epic story by allowing for the player's own desire to control the character's destiny, abilities, style, and uniqueness.
Additionally, Silicon Knights has taken an example from one of the most played and replayed PC game franchises to date, the Diablo series. The inclusion of "randomly" generated items that vary in type, ability, and rarity, in which the most rare items are the most coveted, exploits the deeply rooted mental desire to horde and covet valued possessions; albeit it does so in a harmless way. It also exploits the reward a person feels when one discovers a new and yet undiscovered item. Simply put, the myriad weapons, armor, runes, and charms one "values" and can "discover" keep the player interested and extend the replay value of the game.
Although just a few, these positive and impressive aspects of the game set a strong and durable foundation for the Too Human franchise to build upon. Yet with such a strong foundation, it is not without its impurities, cracks, and faults.
Review: Negative Aspects
Among the negative and weak aspects of the game lie its steep learning curve, poorly constructed in-game menu, lack of definitions and explanations of terms and items, and its software failures. Many of these negative or weak aspects are not fundamental issues rooted within the game. Many of these are actually issues which are correctable or can be improved with further installments or perhaps updates to the game.
The steep learning curve is by far the most serious issue if Silicon Knights is worried about making revenue, which is an issue that would give any business a reason to worry. If the average gamer determines that Too Human is too difficult to even begin let alone get through, Silicon Knights will not be maximizing their profit. Unfortunately, it may be too late for Too Human when it comes to this issue. However, there is hope in this fight. The steep learning curve can be easily overcome by releasing a tutorial about the action based aspect of the game; a sort of "How to Stay Alive and Enjoy the Game" instruction. Whether an official one will be released or not, I will have a sort post about how to enjoy playing Too Human and minimize dying.
The in-game menu, although unique, is inefficient, clunky, and slow to load. As with any game but especially with an action game, the "flow" that the player experiences should not be broken. Breaking this flow even for a short time suspends the players experience and breaks the players focus on the game. A slow and clunky in-game menu is a struggle to use and depletes the entertainment value of the game. A more efficient in-game menu, one which is better organized, faster, and more "graceful" would surely be a benefit to the player as well as the game.
The lack of adequate definitions and explanations of items is unfortunate at the very least. It's not an issue that affects the action aspect of the game-play by any means but it is an issue and wholly affects the RPG aspect. For example, without knowing what "ablate" means, which many people do not unless one is in the medical field, how likely is it that a gamer will understand what is the effect of an "ablative shield"? For those who don't know, ablate means "to remove or destroy the function of." Thus, an ablative shield will likely remove or decrease the effect of polarized enemies and such. Well, that's what one could assume from knowing what the word ablate means. Whether that's what the effect does in the game is reduced to trial and error for a new user, which is not an RPG gamer's idea of a good time. The point here is that in order to maintain a superior RPG aspect, definitions and explanations of terms and effects need to be included within the game. It doesn't need to be extensive but it needs to be clear and concise.
Lastly, the software failures in Too Human can be a frustrating issue when one is dealing with a live or die fight and the player's character gets "stuck" on an "invisible object." Clipping errors are also apparent but usually do not affect the game-play. There are additional bugs and weeds that do not necessarily plague the game but are surely apparent to gamers who play it day after day (i.e. disappearing enemies, falling through floors, missing textures, etc.). Software issues like these are surely correctable and at the very least improvable to within some degree of the engine's capabilities. Silicon Knights must be well aware of these issues and are likely making attempts to deal with such things.
Summary
So in summary I'd like to state that my overall experience with the game started with frustration, grew to tolerance, and proceeded to enjoyment. And although the negative aspects seem to dwarf the positive aspects when comparing the number of words within this review, in actuality, it is the positive aspects which reign superior. With all the problematic issues mentioned, the positive and impressive aspects of the game greatly outweigh the negative and weak aspects. In my objective and honest observation, Too Human is an original, action-packed game-play experience loaded with a selection of RPG undertones that exploit "replay-ability" and enhance an epic and technologically modern interpretation of Norse mythology.
Additional "Standard" Numerical Review
To define art by a single number is to reduce beauty into a single form. As many of us know, reviewing a game to a number scale is highly subjective. I for one would like to refrain from doing so as I know others would likely decide on a different value based on their experience. But since I have adequately described and explained my opinion above I do not feel that refraining from such a "scaled" and subjective review number would hinder the review in any way. If anything it would provide a relation for the reader between my objective opinion and subjective experience. So without further ado, here is my subjective review.
Each field is based on a fraction from 0 to 1 and multiplied by a weight which relates the influence of the field to the total score (out of 10). Game-play is ranked highest at a weight of 3, presentation, graphics and sound are all weighted at 2 and replay value is rated at 1. This weight system describes the game-play as most influential, presentation, graphics, and sound are next and replay value is least influential. The total score is then added up.
Game-play (0.75)*3
Presentation (0.85)*2
Graphics (0.80)*2
Sound (0.95)*2
Replay Value (0.90)*1
Total Score 8.4
I hope my review is worth the read and please remember this is just an opinion given by a avid player. Please read responsibly and look for my future posting on how to maximize enjoyment playing Too Human while minimizing the number of deaths. Also check out Legitimate Improvements/Complaints (http://www.toohuman.net/forums/showthread.php?t=4707) and voice your opinion on what would make the game more enjoyable. Who knows, the team at Silicon Knights might just stumble across the post and get some ideas.
As many know, Too Human can be a frustrating and difficult game to play. The steep learning curve can sometimes break the resolve of the most gifted gamer and almost always break the novice into frustration and hatred for the game. Whether you love, hate, or have yet to play the game, one thing is for sure, Silicon Knights has constructed an original and epic story based in Norse mythology and has translated this idea into an action/RPG that has unbound potential and superior replay value.
Review: Positive Aspects
Among the positive and impressive aspects of the game lie its ability to tell a story while still maintaining a game-play structure which keeps the player involved and active. The multiple cinematic camera options produce an experience which is story-driven while maintaining the player's ability to focus on the fight and not on correcting the camera angle. Another impressive aspect of the game is its innovative and highly efficient control scheme. Supporting the action genre, Silicon Knights has paved a new road in a player's ability to direct the character's attack using the right analog stick. Not only is this an improvement to the action genre's control scheme but it also visually represents the god-like abilities of the character, Baldr.
Supporting the RPG genre, Silicon Knights has included elements which allow for multiple character paths, extended customization, statistical records, and the classic "level-up" experience among other things. Although none of these seem innovative or original, these RPG aspects of the game also enhance its epic story by allowing for the player's own desire to control the character's destiny, abilities, style, and uniqueness.
Additionally, Silicon Knights has taken an example from one of the most played and replayed PC game franchises to date, the Diablo series. The inclusion of "randomly" generated items that vary in type, ability, and rarity, in which the most rare items are the most coveted, exploits the deeply rooted mental desire to horde and covet valued possessions; albeit it does so in a harmless way. It also exploits the reward a person feels when one discovers a new and yet undiscovered item. Simply put, the myriad weapons, armor, runes, and charms one "values" and can "discover" keep the player interested and extend the replay value of the game.
Although just a few, these positive and impressive aspects of the game set a strong and durable foundation for the Too Human franchise to build upon. Yet with such a strong foundation, it is not without its impurities, cracks, and faults.
Review: Negative Aspects
Among the negative and weak aspects of the game lie its steep learning curve, poorly constructed in-game menu, lack of definitions and explanations of terms and items, and its software failures. Many of these negative or weak aspects are not fundamental issues rooted within the game. Many of these are actually issues which are correctable or can be improved with further installments or perhaps updates to the game.
The steep learning curve is by far the most serious issue if Silicon Knights is worried about making revenue, which is an issue that would give any business a reason to worry. If the average gamer determines that Too Human is too difficult to even begin let alone get through, Silicon Knights will not be maximizing their profit. Unfortunately, it may be too late for Too Human when it comes to this issue. However, there is hope in this fight. The steep learning curve can be easily overcome by releasing a tutorial about the action based aspect of the game; a sort of "How to Stay Alive and Enjoy the Game" instruction. Whether an official one will be released or not, I will have a sort post about how to enjoy playing Too Human and minimize dying.
The in-game menu, although unique, is inefficient, clunky, and slow to load. As with any game but especially with an action game, the "flow" that the player experiences should not be broken. Breaking this flow even for a short time suspends the players experience and breaks the players focus on the game. A slow and clunky in-game menu is a struggle to use and depletes the entertainment value of the game. A more efficient in-game menu, one which is better organized, faster, and more "graceful" would surely be a benefit to the player as well as the game.
The lack of adequate definitions and explanations of items is unfortunate at the very least. It's not an issue that affects the action aspect of the game-play by any means but it is an issue and wholly affects the RPG aspect. For example, without knowing what "ablate" means, which many people do not unless one is in the medical field, how likely is it that a gamer will understand what is the effect of an "ablative shield"? For those who don't know, ablate means "to remove or destroy the function of." Thus, an ablative shield will likely remove or decrease the effect of polarized enemies and such. Well, that's what one could assume from knowing what the word ablate means. Whether that's what the effect does in the game is reduced to trial and error for a new user, which is not an RPG gamer's idea of a good time. The point here is that in order to maintain a superior RPG aspect, definitions and explanations of terms and effects need to be included within the game. It doesn't need to be extensive but it needs to be clear and concise.
Lastly, the software failures in Too Human can be a frustrating issue when one is dealing with a live or die fight and the player's character gets "stuck" on an "invisible object." Clipping errors are also apparent but usually do not affect the game-play. There are additional bugs and weeds that do not necessarily plague the game but are surely apparent to gamers who play it day after day (i.e. disappearing enemies, falling through floors, missing textures, etc.). Software issues like these are surely correctable and at the very least improvable to within some degree of the engine's capabilities. Silicon Knights must be well aware of these issues and are likely making attempts to deal with such things.
Summary
So in summary I'd like to state that my overall experience with the game started with frustration, grew to tolerance, and proceeded to enjoyment. And although the negative aspects seem to dwarf the positive aspects when comparing the number of words within this review, in actuality, it is the positive aspects which reign superior. With all the problematic issues mentioned, the positive and impressive aspects of the game greatly outweigh the negative and weak aspects. In my objective and honest observation, Too Human is an original, action-packed game-play experience loaded with a selection of RPG undertones that exploit "replay-ability" and enhance an epic and technologically modern interpretation of Norse mythology.
Additional "Standard" Numerical Review
To define art by a single number is to reduce beauty into a single form. As many of us know, reviewing a game to a number scale is highly subjective. I for one would like to refrain from doing so as I know others would likely decide on a different value based on their experience. But since I have adequately described and explained my opinion above I do not feel that refraining from such a "scaled" and subjective review number would hinder the review in any way. If anything it would provide a relation for the reader between my objective opinion and subjective experience. So without further ado, here is my subjective review.
Each field is based on a fraction from 0 to 1 and multiplied by a weight which relates the influence of the field to the total score (out of 10). Game-play is ranked highest at a weight of 3, presentation, graphics and sound are all weighted at 2 and replay value is rated at 1. This weight system describes the game-play as most influential, presentation, graphics, and sound are next and replay value is least influential. The total score is then added up.
Game-play (0.75)*3
Presentation (0.85)*2
Graphics (0.80)*2
Sound (0.95)*2
Replay Value (0.90)*1
Total Score 8.4
I hope my review is worth the read and please remember this is just an opinion given by a avid player. Please read responsibly and look for my future posting on how to maximize enjoyment playing Too Human while minimizing the number of deaths. Also check out Legitimate Improvements/Complaints (http://www.toohuman.net/forums/showthread.php?t=4707) and voice your opinion on what would make the game more enjoyable. Who knows, the team at Silicon Knights might just stumble across the post and get some ideas.