Publisher: Microsoft
Developed by Silicon Knights
Genre: Adventure
Number of Players:1
Release Date: Expected: Q2 2007
US: TBD
Europe: TBD
Rated: Pending
Includes: 16:9 Support, 720p/1080i Support, Dolby Digital 5.1, Xbox Live, Memory Unit, Custom Soundtrack, Downloadable Content
Plot overview:
As the Cybernetic God Baldur, players are thrust into the midst of an ongoing battle that threatens the existence of mankind. An ancient machine presence has forced the God's hand. In the first of a three part trilogy, Baldur is charged with defending mankind from an onslaught of monstrous war machines bent on eradication of human life. Players are treated to a nonstop barrage of action powered by the seamless integration of melee and ranged firearms combat. Battles unfold in awesome scale as players engage in spectacular battles with vast numbers of enemies.
Features –
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Synergy of melee and firearms combat: It takes more than brawn and raw strength to supplant the machine hordes. Utilize a sophisticated blend of seamless melee and firearms combat to vanquish foes close and far. Feel each punishing blow through advanced visual effects.
Advanced cinematic presentation: Characters and environments come to life with unparalleled visual fidelity. Experience the full excitement of combat through a dynamically driven presentation system that portrays the combat with cinematic quality. A sweeping orchestral score sets the mood for heartbreak, anger and bloodlust as each tune encapsulates you within the immersive gaming environment.
Intuitive combat provides new level of accessibility: Perform Baldur’s elaborate and complex combat maneuvers through the press of a button and chain together rapid-fire combos with ease. Through the use of an intuitive combat system, Too Human provides game play that is easy to learn and rewarding to master and introduces combinations of weapons combat on a level that exceeds the bar previously set by some fighting games.
Modern take on a classic story: The story chronicles the ongoing struggle between Cybernetic gods, machine giants and mortal men on a massive scale never before seen. Play the role of a cybernetic god charged with protecting the human race against a relentless onslaught of machines.
Some FAQ’s
What engine does this run on?
Too human uses the Unreal 3.0 engine which is the best next-generation solution out there; with tools that allow developers to rapidly prototype and solutions that help keep teams a manageable size. You can learn more about it at http://www.unrealtechnology.com.
I heard about a CPU controlled Camera. Can you explain that?
Helping to create additional Hollywood-style moments in Too Human is a camera system that has been put solely in the hands of – surprise - the CPU. Bucking the trend of user-controlled cameras is a completely hands-off system that Silicon Knights claims helps keep the gamers focused on the task of enjoying the action. A CPU-controlled camera also allows for zoom settings that work to emphasize exciting combat moments. For example, we found the camera zooming extremely tight in dynamic situations, without affecting our ability to control the player character. We also noticed moments from the demo that harkens back to coin-op side-scrollers, with the PC being controlled from a wide-angle viewpoint.
What will the analog stick be used for then?
In place of one of the analog sticks controlling the camera, players will control Baldur's direction of movement and, strangely enough, attacks. By pressing forward, back, and to the sides on the right analog stick, different attacks can be performed that correspond to the direction. It was simple enough to control, but quickly became more complicated as Silicon Knights explained some of the combination maneuvers. For instance, double-tapping in a direction launches enemies into the air, combining attack directions with movement directions performs a wide variety of moves, and you can combine jumping and shooting your firearms into the mix.
What Type of Weapons?
You will be able to use dual pistol, staffs, mass driver guns, sticks, akimbo swords, maces, and shields and more.
The game is trying to keep a cinematic feel, will there be a HUD? If not, how will that affect game play?
On example of how they are avoiding it is the super attacks. After dispatching a certain number of foes, these moves will become available for use. When these moves become available, your weapon will glow a distinct color, either red, yellow, or blue, which corresponds to the Y, B, and X button colors. This feeds into Too Human's goal of letting gamers play without the interference of a HUD.