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XBox (Games) Entertainment Games

Too Human Meets Mediocre Reviews 195

Earlier this week, the long anticipated action-adventure game, Too Human, was finally released for the Xbox 360. After being in various stages of development for about a decade, the game made its US debut to overall lackluster marks. Gamespot weighed in with a 5.5/10, while IGN gave it a slightly more favorable 7.8. Developer Denis Dyack from Silicon Knights defended the game, saying players didn't yet "get it," and that it was "so innovative that we have put some people off." The game's reception in Japan has been similar.
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Too Human Meets Mediocre Reviews

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  • by blahplusplus ( 757119 ) on Sunday August 24, 2008 @12:34PM (#24726879)

    Just because you have the skills to develop a game, does not mean you know how to develop a gaming experience.

    There are developers that know how to develop entertaining gaming experience, and their are dev's that just know how to make games without a decent ability to judge whether or not what they are developing is exciting, interesting and entertaining and doesn't suck.

    This is a big problem in the industry as far as I'm concerned, there is just too many clueless people (pub's and developers) about how to build entertainment. I think the biggest problem is still the technology. There is so much time and money consuming technical engineering that it overtakes the money and time needed to develop the entertainment aspect. Too much on art and engines, not enough on developing interesting things and connecting them with skill.

    Striking a balance is hard, I agree, but that's the business you're really in: Entertainment. Game developers have to be good at knowing entertainment as well as engineering. It's hard, no doubt... and sometimes you just want to keep trying just doing your own thing (which is also valid) but if you want to do your own thing, you got to go back to small time games and understand what aspects of both the art, and the interaction of the objects, makes the game. Some indie game developers know this, they know what is wrong with the industry.

    • Re: (Score:3, Insightful)

      by Have Blue ( 616 )
      What's entertaining is subjective. Even if Too Human had been executed absolutely perfectly in every respect there would still be a lot of people who just don't like games where your objective is mainly to collect a ton of incrementally improving loot, or who'd rather be more strategic than wade into a crowd of monsters and start bashing heads. And there are still going to be a few people for which everything about this game just clicks and they have a blast with it despite the review scores.

      What you're
      • Re: (Score:2, Interesting)

        "What's entertaining is subjective."

        I'd dispute that, I bet if we did statistical studies, evidence would emerge of a consensus of a baseline of what is considered fun vs what is not. Politics ("subjectivity") is now becoming a science in and of itself:

        http://www.linktv.org/video/2142 [linktv.org]

        I'm sure we'll soon have a science of fun, the studies are not there yet, but I'm certain we'd find statistical consensus of what fun is, and what isn't interesting if we had many decades to do serious research.

        • Re: (Score:3, Insightful)

          by TuringTest ( 533084 )

          But when we normalize it and build it by consensus, it won't be fun anymore. And we'll have to find a different kind of fun, a new baseline.

        • I'm sure we'll soon have a science of fun, the studies are not there yet, but I'm certain we'd find statistical consensus of what fun is, and what isn't interesting if we had many decades to do serious research.

          It's called "ludology", and there already is decades of research and tons of papers and books written about it. Jesper Juul's "Half Real" is a good starting point, which largely looks at previous research in the field and relates it specifically to video games.

          I should note that I disagree with him on some points, and some of that is due to the fact that you're just dead wrong about entertainment/fun not being subjective. For example, I find chess and baseball both incredibly dull, and would happily never p

      • by BoberFett ( 127537 ) on Sunday August 24, 2008 @06:20PM (#24730293)

        Between World of Warcraft and the Diablo series, Blizzard has proven that there are tens of millions of gamers who game SOLELY for the objective of collecting incrementally improving loot.

        If Too Human fails, it means it's just a bad game.

        • Re: (Score:2, Interesting)

          by loutr ( 626763 )

          I love WoW, and played more than my share of Diablo (both of them), and I don't think you're being fair by saying that we play "SOLELY" for the loot.

          I'm in a guild with very nice and interesting people, some of whom have become good friends, and I like to play with them just for the sake of messing around. When we down a raid boss for the first time, the thrill of watching the last few % of his life bar go down, hoping that it will get to 0 faster than my mana bar (I'm a healer) is much more enticing than t

        • Re: (Score:3, Interesting)

          by Weedlekin ( 836313 )

          "Blizzard has proven that there are tens of millions of gamers who game SOLELY for the objective of collecting incrementally improving loot."

          Those games are actually proof of the fact that Blizzard are good at making games which appeal to a wide range of people for all sorts of different reasons. It's the designers who think WOW or Diablo's success are "SOLELY" due to one or two factors that end up producing stuff which only appeals to a sub-set of people who play Blizzard games in a particular way, thereby

    • Re: (Score:3, Interesting)

      by azuredrake ( 1069906 )

      Striking a balance is hard, I agree, but that's the business you're really in: Entertainment. Game developers have to be good at knowing entertainment as well as engineering. It's hard, no doubt... and sometimes you just want to keep trying just doing your own thing (which is also valid) but if you want to do your own thing, you got to go back to small time games and understand what aspects of both the art, and the interaction of the objects, makes the game. Some indie game developers know this, they know what is wrong with the industry.

      These are actually different jobs in game development. The Game Designer needs a passing knowledge of something like Maya or Max in order to place objects into the gameworld, but for the most part, Designers are the ones in charge of the skillful creation of entertaining content you outlined above.

      The other positions which play into the technical knowledge vs. fun tug-of-war you mentioned are engineers and producers, for the most part. Engineers are in charge of maintaining and upgrading aspects of the en

      • These are actually different jobs in game development.

        Which is quite irrelevant the whole of a game is all connected in the end, if someone fucks up on the assembly line they can cause the whole thing to collapse, don't believe me? Go read some post mortems at gamasutra.

        The other positions which play into the technical knowledge vs. fun tug-of-war you mentioned are engineers and producers, for the most part.

        This is the whole point though, the tug-of-war, the technology is still a barrier. How many failed or bad games are pushed out or cancelled? A lot.

        My real point is just that your tirade is... slightly uninformed.

        My real point is that, you have no point you just don't understand what I said, and because some of what I said rubbed you the wrong way, you jus

        • You don't have to believe me or internalize any of what I said, of course. But your post's central thesis was that

          This is a big problem in the industry as far as I'm concerned, there is just too many clueless people (pub's and developers) about how to build entertainment. I think the biggest problem is still the technology.

          I actually work in game development, and I can assure you that that is not the case across the board. Perhaps it is at Silicon Knights - they had a bit of an engine fiasco with Too Human, after all - but that's not what you said.

          With Civility,
          -Drake

          • You don't have to believe me or internalize any of what I said, of course. But your post's central thesis was that...

            No my central thesis actually was:

            Just because you have the skills to develop a game, does not mean you know how to develop a gaming experience.

            I actually work in game development,

            Which doesn't mean a thing, what I mean is sure you work in game development (I respect you for that big time btw) but just because you work in game development doesn't mean you know the truth about everything in game development. Why would John Carmack be speaking about new engine technologies to enable artist to naturally do what they do best and abstract the tec

            • by gd2shoe ( 747932 )

              anyone can make accurate observations. Or would you like to deny that?

              I do. Granted, I'm feeling particularly pedantic right now.

              There are several reasons why not everyone can make accurate observations. I choose to name two of them. (1) Not everyone is in in the right physical or social situation to make an observation. (2) Not everyone has the proper foreknowledge to understand what they are seeing/experiencing.

              Sorry, couldn't help myself.

              • "I do. Granted, I'm feeling particularly pedantic right now.

                There are several reasons why not everyone can make accurate observations."

                But this is irrelevant to my claim, I was in a position to make such.

    • by Sta7ic ( 819090 )
      The whole bit about "entertaining experience" is the key to a lot of games. There are a LOT of Diablo knock offs on the shelves these days, and enough of them are there because they do the classic dungeon crawl in a sufficiently fun way. Compare Fate (or w/e it is) with Crysis, and you'll see that while Crysis has a lot of shiny tech, there was possibly a bit more thought going into the goals and quests in Fate. Fate sells more consistently accordingly.
      • by rtb61 ( 674572 )
        The reason most knock-offs fail, is because people have already experienced that gaming style and flavour, juts changing some of the scenery will not drive people to basically buy the same game. So good game play, a new experience and as it turns out reasonable graphics and sound. Level design often makes or breaks games.
        • "The reason most knock-offs fail, is because people have already experienced that gaming style and flavour, juts changing some of the scenery will not drive people to basically buy the same game."

          If this was the case, it would be impossible to sell add-ons to existing games, most of which do little more than add some extra scenery and rules to the original while maintaining the same (successful, otherwise they wouldn't bother releasing an add-on) game play.

          The real reason most knock-offs fail is due to the

    • by 4D6963 ( 933028 )
      That's because there's really three aspects to making a game. Engineering, art, and design. That last one is overlooked, but that's the global vision that defines what makes the game and ultimately whether the game is good and fun or not depends on the designer and how well his vision has been executed. People just forget too often how essential a designer is, and don't know if they themselves are qualified for the role.
  • Innovative? (Score:5, Interesting)

    by RogueyWon ( 735973 ) * on Sunday August 24, 2008 @12:38PM (#24726905) Journal

    On the basis of 3 hours or so play, it's a pretty but generally uninspired 3d Diablo clone, at heart. Sure, it mixes Norse mythology with sci-fi, but that's hardly new. Just ask John Romero - I seem to remember him at least partly doing that in Daikatana (although if, like most people, you only played the demo, you won't have seen those bits). It's also really easy, the enemies seem to auto-scale (a la Oblivion), which is a feature that should be consigned to the dustbin of history, and the camera is annoying. Personally, I'd go for a 6 on 10. Maybe a 7 on the basis of the graphics.

    Is this just another case of Derek Smart thinking his IQ is at least twice what it really is?

    • Re: (Score:3, Interesting)

      What don't you like about the enemy autoscaling? I thought Oblivion was nice in how you can more finely define how hard the game is, even while you're playing it.

      • Re:Innovative? (Score:5, Interesting)

        by Feanturi ( 99866 ) on Sunday August 24, 2008 @01:10PM (#24727127)
        What I don't like about the auto-scaling in Oblivion is that the game tends to remain at the same relative difficulty at all times. For an open-ended game where you can access just about anywhere in the world from the beginning of the game, this is no fun. There should be all sorts of places that will get you destroyed until you've been around the block a few times, then you can come back to those areas later and *this time* clear them. That's an accomplishment for you as a player, winning against something that previously kicked your ass. With auto-scaling, this doesn't really happen, you just pick somewhere to go, clear it, go somewhere else, clear that, etc. Don't get me wrong, I loved Oblivion, but various bits of it needed work, and the level scaling thing was one of them.
        • Re:Innovative? (Score:4, Insightful)

          by Doctor_Jest ( 688315 ) on Sunday August 24, 2008 @04:24PM (#24729143)
          I'd rather have the ability to flesh out the story rather than be frustrated by a bloody insane enemy in a game that stops me from enjoying the story until I go to a few ruins and grind levels. That takes the fun out of the game _and_ the story. Kudos to Oblivion for having the foresight to realize the story was more important than hacking and slashing your way to higher levels and getting a cramp trying to kill a Liche or something similar.

          That sort of nonsense was why I gave up on Mass Effect. There may have been a great story in there, but awkward controls of the landing rover and VICIOUS enemies early on preventing the story from becoming entertaining. To each his own. Make it a toggle if you must, but getting rid of it means many people who don't spend 12 hours a day in front of a console will miss out on the story and the hard work developers put into the game.
          • by Feanturi ( 99866 )
            I guess you could grind if you were the sort of player that does that. But nobody is forcing you to stay in the same easier area for a whole day killing the same things over and over. But you're allowed to play it that way if you really want to, I'm not going to stop you. What I'm saying about level scaling does not have to force you to "grind". You can keep moving around the world doing things that are more appropriate to the abilities of your character, and part of the fun there is in finding out what th
            • Re: (Score:3, Interesting)

              by mdfst13 ( 664665 )

              I think that you are looking at two different things:

              Feanturi: being able to arbitrarily go to any place in the game and be competitive makes it hard to have a progressive and coherent story. This leads to boring games without good story lines.

              Doctor_Jest: having the difficulty for a place in the game be such that you need to be level X to play it forces you into meaningless activities purely to gain levels. This is boring.

              It's at least conceivable that one could address both concerns in the same game.

              • by DerWulf ( 782458 )
                >> such that you need to be level X to play it forces you into meaningless activities

                does not follow. The main story trunk could easily be made so that you are sufficiently powerful to go some place once you need to for the story.
              • Re: (Score:3, Interesting)

                by Danse ( 1026 )

                Doctor_Jest: having the difficulty for a place in the game be such that you need to be level X to play it forces you into meaningless activities purely to gain levels. This is boring.

                If all of the areas that a low-level player could handle are somehow less meaningful than a more difficult area, then that's just bad design. There's absolutely no reason that low-level areas and quests should have to be "meaningless". There should be plenty for a low-level character to do without having to grind for levels to get to interesting content.

            • by Kneo24 ( 688412 )
              I think those that are disagreeing with you haven't played many good RPG's. You can have a linear, somewhat linear, and open ended RPG not scale with you and you can still progress through the game without any grinding. If there is "grinding" to be done, they handle it in a classy fashion ala side quests. As long as they keep the story of the side quest interesting, it only enables you to delve further into whatever role you've created for yourself.
              • And truly that is the point of the RPG, but something we've lost over the years and have substituted with "item hoarding" games like Diablo II (I love that game too, but not as an RPG). We didn't have deep RPGs in the days of 48K memory, but as games got larger, good companies (not the also-rans) did flesh out stories and make great games to play and explore. Oblivion was a glimpse at what we can do with a huge game world. It was what Lord British was trying to do with Ultima VII, and nearly pulled it off
                • Re: (Score:3, Informative)

                  by Danse ( 1026 )

                  because since I finished Oblivion, I've wanted something to continue that open-ended realistic world feel, but nothing's come close...

                  It's called Oblivion + lots of mods! There's a ton of mods out there that add huge amounts of content to Oblivion. They make it into an almost totally different game. Much deeper. Many more interesting quests and storylines. All-around better gameplay and a much prettier world to explore. It's just ridiculous how much new content has been created.

          • I'd rather have the ability to flesh out the story rather than be frustrated by a bloody insane enemy in a game that stops me from enjoying the story until I go to a few ruins and grind levels.

            There are two solutions I like better for that:

            One, have difficulty levels. Or cheats. Let you play on easy, the rest of us can enjoy the challenge of an insane boss.

            Two, watch a movie. Or a TV series. Or read a book. If all you want is to see a story fleshed out, there's a way to do that without any challenge at all.

          • Adjust the difficulty if Mass Effect is kicking your ass. Or do some other missions and come back later. The key to winning a fight is using Lift so the enemy can't hit back, so bring a biotic or two :)

            Mass Effect's scaling is harsher because most powers can be available starting at level 1. Some powers are just no fun to be hit with when all you have is a point in Pistols, Basic Armor and First Aid. The Benezia encounter was the worst thing I've ever encountered because I had no real hint of the danger. Fo

            • When you fight the controls no amount of adjustment helps. I didn't feel the controls helped me at all, and particularly with the rover, I was working against the controls to get anything done. My companions were the worst cannon-fodder this side of an FPS... the game was just overhyped and underdelivered (not unlike what most people think Too Human has done.)
          • Re: (Score:3, Interesting)

            by Gorath99 ( 746654 )

            That's interesting. In my experience the auto-scaling actually destroys much of the story.

            In Morrowind, I really liked how the world didn't revolve around me. The world just was. It didn't seem like it needed the player to justify its existence. That really increased my immersion in the game. I also really felt that my character was developing. Challenges (both in and out of combat) that I couldn't handle before eventually became doable, and later trivally easy. That really complemented the story in which y

      • The problem with autoscaling is that it can tend to people playing number tricks with levels and abilities to make sure they are as powerful as possible before they level up. I just prefer that an area of the map, or a specific mission be of a set difficulty, and you don't try it until you think you're ready. With autoscaling you really don't need to be 'careful' as you play ... the overall difficulty of a mission will be they same if you play it at level 5 or 50.

        Perhaps game devs should consider making i
        • Yes, your way forward would be great. One of the first 3rd party mobs for Oblivion removed the autoscaling. Just a pity I bought the 360 version, eh?

      • Makes it bland (Score:3, Insightful)

        by eddy ( 18759 )

        Autoscaling is to games as loudness war is to music.

      • Re:Innovative? (Score:5, Insightful)

        by vadim_t ( 324782 ) on Sunday August 24, 2008 @05:30PM (#24729857) Homepage

        Autoscaling has MANY issues.

        Badly tuned autoscaling can result in the game progressing very strangely. You start good and kill enemies with a moderate challenge at the start. But the game believes that is too easy and ramps up the difficulty until you die a couple times, at which point it sets difficulty back to easy. You get a very strange cycle where difficulty progressively rises then abruply falls.

        In games like Oblivion it manifests in a different way: It's hard to judge the player's power. For instance in Morrowind (Oblivion's predecessor) you can make items that will continously heal yourself and by performing certain tricks make yourself absurdly powerful at low levels, sometimes without trying very hard. Or, you can follow a very suboptimal progression if what interests you is say, commerce and roleplay. As a result, you get a game that's either absurdly easy or absurdly hard.

        Another problem is that you get worlds where EVERYTHING gets harder. At level 1, a rat did moderate amount of damage. At level 20, it now also does moderate damage to a knight in shiny armor, and a keen vorpal longsword of burnination +5. The lowly thugs you had issues with at level 3 now level 15, wear shiny armor and have magical swords, and inexplicably demand your lunch money. It doesn't make any sense for a warrior in the top 1% of the world to hang around a crossroads and mug people. They could go hire themselves for a much better price.

        Even the scaling is done well, the result is still strange. The cave where low life robbers are hiding is still challenging at level 15. The citadel is possible to storm at level 5. If it wasn't for the requirement of having the right items you could probably go fight the big bad at level 3, as autoscaling would ensure he'd be possible for you to defeat.

        IMO, games like Oblivion should be planned differently. Instead of autoscaling there should be a progressive increase in difficulty as you get away from civilization. The rats in an inn's cellar should be doable at level 1. The bandits on the crossroads should be moderately challenging at level 5. The hideout in the woods far from the road should be pretty hard at level 10. And if you decide to storm a castle, you'd better be armed to the teeth.

        It should be perfectly possible to make a game where you can explore even at low levels. Cities should be generally safe. Roads less so. The further you get from civilized places, the less safe it should be. It doesn't have to be frustrating, if you find you're barely surviving you should be able to return to safer places.

  • I downloaded the demo on XBox Live a few weeks back. It was okay, I guess, but judged purely on the demo I'd say the 5/10 score was fair. It was a fairly mediocre third-person shooter with Viking Space Marines and cinematics so melodramatic that I was embarrassed to have them play when someone else was in the room.

    I heard so much buzz about this game in the months/years leading up to its publication. Can someone more knowledgeable about some of the history help me understand this? Was it simply based on

    • by Generic Guy ( 678542 ) on Sunday August 24, 2008 @02:08PM (#24727687)

      I heard so much buzz about this game in the months/years leading up to its publication. Can someone more knowledgeable about some of the history help me understand this?

      I think most of the "buzz" surrounding Too Human was mostly about how long the game has been in development and Silicon Knights' very public fallout with Epic. After spending a lot of money on Epic's Unreal Engine, SK then claim it was delivered unfinished and un-usable, and that promised enhancements were ignored while Epic used the time and money to finish their own competing game. Ultimately, Silicon Knights sued Epic and then say they rewrote the game and authored their own complete game engine. The whole lawsuit thing is a bit of a spectacle, especially since no other dev houses seem to have anything bad to say about Epic's Unreal Engine.

      I'd say this is less hype about Too Human itself and more about watching this train wreck unfold.

  • Got the demo from Live, played it and found it unremarkable, but the setting was interesting. But then, the whole review thing is silly most places. If a game gets less than 9/10 then it's a bad game. 8.5 is a bad score it seems. A game scoring 6-7 is still in the upper half of the quality scale, and taking into account how good a game would have to be to score above a clean 9, if things were done properly instead of based on money and hype, then 7 wouldn't be a bad score at all... A local game magazine des
    • Re: (Score:2, Interesting)

      by _xeno_ ( 155264 )

      But then, the whole review thing is silly most places. If a game gets less than 9/10 then it's a bad game. 8.5 is a bad score it seems. A game scoring 6-7 is still in the upper half of the quality scale

      Another poster below reveals the reason for the upper-half-only review thing [slashdot.org] you get with 10-point scales:

      Personally, I'd give te game an 8.2, or in letter grading terms, a B-.

      When you're using that scoring system, 1-5 is an F, 6 is a D, 7 is a C, 8 is a B, and 9-10 are an A. C is defined as "average," so anything less than a 7 is "below average" and 6/10 becomes a bad game.

      It seems kind of silly to me. The whole "percent to letter grade" thing makes some amount of sense in school, but when reviewing, it means that you limit yourself to the upper half of the scale, and make a

  • Maybe now they'll make a another Eternal Darkness for Nintendo. Sanity's Requiem was one of most favourite games for the game cube.
  • Don't get it. (Score:5, Insightful)

    by Merls the Sneaky ( 1031058 ) on Sunday August 24, 2008 @01:15PM (#24727179)

    If game players "just don't get it" then you have made a bad game.

    • Re:Don't get it. (Score:5, Insightful)

      by Das Modell ( 969371 ) on Sunday August 24, 2008 @02:22PM (#24727827)

      Well, not necessarily. If you released Grim Fandango or Fallout today, I bet there'd be a lot of Halo kiddies who wouldn't "get it."

      • Re: (Score:3, Insightful)

        Contrary to what it's become popular to spout, gamers today aren't a bunch of fuckin' morons. Nor, for that matter, is Halo a bad game. Ironically, I find the people that spout these opinions to be the unintellent ones, since they're almost always hating on the game just because it's popular, or the kids these days just because they can. Very seldom is there an actual, valid, reason to back these sentiments up.
        • Re: (Score:3, Interesting)

          by Doctor_Jest ( 688315 )
          Okay. Let's get valid. It's just another FPS. It has no discernible story (when it's not a paper-thin attempt to link the games with backstory no one seems to bother caring about), most of the time it's just the same old "shoot everything that moves, and if it doesn't move, pick it up and use it to shoot everything that moves." It doesn't break any technological ground (it's not even 720p on the 360), nor does it bag the cliche's for something fresh. It's not the be-all-end-all revolutionary game for co
        • Re:Don't get it. (Score:5, Insightful)

          by Das Modell ( 969371 ) on Sunday August 24, 2008 @04:17PM (#24729065)

          Contrary to what it's become popular to spout, gamers today aren't a bunch of fuckin' morons.

          Very seldom is there an actual, valid, reason to back these sentiments up.

          Clearly you have never visited forums populated by gamers, such as Steampowered. The average gamer is so stupid that no amount of science and philosophy can explain how they're able to even turn on a computer.

          Nor, for that matter, is Halo a bad game.

          No, but it's got a really shitty fanbase.

          • Re: (Score:3, Insightful)

            by brkello ( 642429 )
            To be fair, the average gamer != the average person who posts on game forums. If you go to any forum for any game, you can generally conclude that the game is filled solely with children that are the result of first cousin (or brother-sister) relationships.
        • Re: (Score:3, Interesting)

          Fine, I'll give you some valid reasons. Halo isn't a bad game, it really isn't. However, it's not a good game either, it's mediocre. I was excited as hell for Halo before Microsoft bought out Bungie. I remember seeing the original videos and pictures and though it was going to be an amazing game. Even after Microsoft bought Bungie I wasn't deterred, I bought an Xbox solely for Halo. When I played it I found it wasn't that good. It wasn't original, it wasn't unique, it was just there. Thanks to Microsofts hu
          • Re: (Score:2, Insightful)

            As I said a bit above, Halo's achievement is not in graphics, gameplay, or anything like that. It's solidly average in those areas (although Halo 3 doesn't have bad graphics, I guess). The real gem that Halo has is story. The story in Halo blew anything that I had experienced before that out of the water, there was no comparison. The story in the sequels has lived up to a similarly high level. There still is no comparison between Halo's story, and the story of other FPS games on the market. That's what make

          • Re: (Score:3, Insightful)

            by antime ( 739998 )

            It's not that we're hating on kids, but they are a new generation of gamers. One which I think are more concerned with pretty graphics than gameplay.

            People have been using that argument for pretty much as long as videogames have existed, and it is just as dumb now as it was then. There never was a period when graphics didn't matter, or a period when crap shovelware games didn't exist. It's really all rose-colored glasses and extremely selective memories.

            • by grumbel ( 592662 )

              There never was a period when graphics didn't matter, or a period when crap shovelware games didn't exist.

              True, but there was a time when games had variety. The by far biggest annoyance of todays games is that they simply all play the same and even if a game comes up with a new idea, its instantly cloned in every other game, so that nothing stays unique for long. It simply doesn't matter if I play a Gears of War, a Uncharted or a GTAIV, its all the very same game mechanic and even a Metal Gear 4 isn't far away. And if that weren't enough, there are of course a ton of sequels, so you will already be quite famili

              • Re: (Score:3, Insightful)

                by antime ( 739998 )

                True, but there was a time when games had variety. The by far biggest annoyance of todays games is that they simply all play the same and even if a game comes up with a new idea, its instantly cloned in every other game, so that nothing stays unique for long.

                That's not true either. Today you can easily find just about any kind of game you can think of, and many more in genres you have never even heard of. Cloning has also been part of the industry for as long as it has existed. The main difference is that d

      • Re: (Score:3, Insightful)

        by Bodrius ( 191265 )

        Nonsense.

        For both of those titles, Halo kiddies would "get it", they'd just wouldn't like them - just like any other adventure / RPG games.

        "Sure, that's nice... but those types of games are slow and boring..."

        Those games were innovative in many ways (content, mostly) - but their gameplay mechanics were pretty conventional.

        "Sins of a Solar Empire" is probably a better example - the change is subtle enough that it can take you completely by surprise if you keep expecting an RTS, or an empire-building game lik

        • Re: (Score:3, Informative)

          by Das Modell ( 969371 )

          Nonsense.

          For both of those titles, Halo kiddies would "get it", they'd just wouldn't like them - just like any other adventure / RPG games.

          "Sure, that's nice... but those types of games are slow and boring..."

          Those games were innovative in many ways (content, mostly) - but their gameplay mechanics were pretty conventional.

          Halo kiddies couldn't play them because they lack the necessary intelligence and attention span. They can only understand pretty colors and shiny objects that blow up. I've seen players co

          • Re: (Score:2, Insightful)

            Halo kiddies couldn't play them because they lack the necessary intelligence and attention span. They can only understand pretty colors and shiny objects that blow up. I've seen players complain that the RPGs of the late 90s are unplayable because they are so "archaic," because you need to read an instruction manual to play them and because the graphics are so outdated.

            Today's Halo kiddies aren't that much different than the Street Fighter 2 or Tekken 3 players of the late 90's. Most of them just wanted to bash stuff and they didn't give a shit about games like Baldur's Gate or Fallout either. Why should they? Games to them are recreation, something you do with your friends to kill some time after school. American CRPGs on the other hand are an acquired taste for a narrow audience and I don't think less of anyone who doesn't enjoy them.

            As far as Halo players lacking

      • Don't say that about Fallout. It is still unmatched as a roleplaying game.

      • Re: (Score:3, Insightful)

        by grumbel ( 592662 )

        In the case of Fallout however you couldn't even blame them, since the game expects quite a bit of in-depth knowledge of role playing right before it even starts. One of the major annoyances for me with those RPGs is that the skill setting happens before the game even starts. How shall I know what good any of those dozens of attributes is when I haven't even set a single foot in the gaming world?

        I agree that todays games have tons of faults, but some old school games really require a lot of familiarity with

    • That, or you've done a really poor job of teaching players about your great game.

      Either way, it is, most likely, your own damned fault.

    • by antime ( 739998 )
      Indeed. See also Jeff Minter's meltdown over Space Giraffe's sales numbers.
  • Try it for yourself (Score:4, Interesting)

    by Admodieus ( 918728 ) <john@miLIONsczak.net minus cat> on Sunday August 24, 2008 @01:18PM (#24727229)
    There's a demo on Marketplace that allows you to play as every class (through an easter egg, intentionally left in by Silicon Knights). I think a lot of reviewers expected the world from this game. I expected a dungeon crawler/action RPG similar to Phantasy Star Online and Diablo. I'm very happy with the end product. Personally, I'd give te game an 8.2, or in letter grading terms, a B-. It has some problems - namely, the length, some camera issues, and a weak story - but the core gameplay is FUN. And that's what's important to me.
  • Didn't Eternal Darkness get pretty average reviews when it was released? It's pretty fondly looked at now, being the best example of Lovecraftian style horror on consoles (the gold factory and everything after in Call of C'thulhu stops that being the best)
    • The video review I saw of Too Human nitpicked over the death sequence (which is the loading sequence hidden by a cutscene... I thought it was clever), and it had trouble with the "story" because the reviewer wasn't familiar with Norse Mythology. Whatever... there is nothing in the story that requires you to have intimate knowledge of the Aesir/Vanir and the interpersonal relationships among the various stories in Norse Mythology. It makes the game much more interesting when you see how they molded a techn
    • Re: (Score:3, Insightful)

      by Stunn ( 1104841 )
      Eternal Darkness was well-liked for as long as I can remember. When it was released, I remember it being one of the best reviewed Gamecube games and it was getting all around praise from players. It just never had any commercial success, but it was always looked fondly upon.
  • It's a game that is not for gamers. Brilliant!!!! Game of the year!
  • If you're failing to get your clever ideas across to the audience in an enjoyable way, then that's a failure on your part. It's possible for games, or any other medium, to be daring and clever without turning audiences off (see House of Leaves for an example of something clever but enjoyable), and it's part of your job to do that if you want to be "smart".
  • How can this game have been in development for a decade, the Xbox 360 isn't even nearly that old (including the dev kits)?

  • Are reviewers on crack? Or is it just the readers?

    Gamespot weighed in with a 5.5/10, while IGN gave it a slightly more favorable 7.8.

    Why the hell is a 40% increase in score (5.5 * 1.4 = 7.7) only "slightly more"? I think if I were given a 40% raise I'd consider it more than just "a slight raise". What would it take to be "more" favorable? 60%? "Much more" would be 80% and "they downright liked it" would be a 100% increase?

    Whatever happened to the olden days of reviews when kids weren't on my lawn, 5.5 was a

    • That's in the words of the individual who wrote the summary, not in the words of those reviewing the game. Chances are good that they (along with myself) would say that 7.8 is significantly better than 5.5.

  • I'd call that a failure.

    If players don't get your game, maybe it's not them, maybe it's the game.

    and to say it's "so innovative that we have put some people off." Yes, I think that's it. Too Human must be too good. Way to toot your own horn Dyack.

    This thing stinks of robotic frogs all over. But I'm going to try the demo anyway. Maybe I'm wrong.

  • by Trojan35 ( 910785 ) on Monday August 25, 2008 @12:22PM (#24738299)

    The problem is it isn't finished.

    The Good:
    Most amazing armors I've ever seen.
    Great new combat controls. Yes, they did get it right for the most part.
    The levels are truly beautiful. The main city is ridiculously awesome.
    Norse mythology translates pretty damn well to a futuristic world. Great backdrop.
    The gameplays and levels are all very finished.

    Every single asset in this game is awesome... but why is it getting sub-par reviews?

    The Bad:
    Only 4 types of enemies. Seriously?
    Only 2 player co-op makes many class abilities lame.
    All that great gear, and the gear interface is slow and cludgy.
    Most of the classes play pretty much the same.
    Co-op strategy isn't really necessary, although it makes the game much more fun.
    Plays a lot like PSO. You walk into a room, the same bad guys spawn as the last room, repeat.
    Death is a major problem. The death mechanic in the game take all of the sense of accomplishment out of boss fights. Wasting my time is a very bad game mechanic as a "death" punishment.
    There isn't nearly enough story for an "epic trilogy". Seriously, I got that much story in one mission in Oblivion.

    So here's the thing. All the assets are there, they just need to work on making them more accessible and more inviting. Also, they need split screen or shared screen co-op. That would make this a killer game.

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