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Review: Too Human
Posted by Daniel Gillman,
  Too Human
  Too Human Reviews | FAQ | Achievements | ScreenShots
| Video | Too Human Cheats | Boards | Too Human Buy Now
 Rating Preview
 Fun Factor
 7.0 
 Graphics
7.0
 Sound
8.0
 Multiplayer
8.0
 Single Player
7.0
 Controls
6.0

New items are constantly dropped throughout the game, which is Too Human’s crowning achievement. All equipment and weapons display differently on Baldur, showing the height of rare drops or the shame of wearing pink boots. Drops rates from enemies always seem to be consistently high enough to warrant fighting through another swarm simply for drops. While this can promote a feeling of trash items constantly dropping, especially in the first half of the game, the last two areas manage to find a good pace between constant, “meh” drops and worthwhile items.


The four levels of the game seem to continually borrow assets from each other, making them all blend together. The entire experience feels bland and, thanks to invisible walls placed over most things in the game, non-interactive. Characters repeatedly have feet slipping through the floor, something that is noticeable for every 30 second death scene, making the game’s overall look rather unpolished.

Melee attacking is done entirely through the right stick, making the game play strangely like a dual stick shooter. Skills learned through the small tech tree are mapped onto the face buttons on the controller, although none of the unique skills learned on any branch of the skill tree feel useful. The only useful skills the game gives seem to be the ones that the class gets regardless of the tree progression. Most skills seem to function like bombs in a dual stick shooter as they only have purpose when swamped by enemies. Shooting awkwardly requires holding down the triggers and aiming with the right analog stick while moving with the left. The entire control experience ends up feeling weird and wrong.


Attacking on the right stick also takes control of the camera totally away from the player. Baldur moves according to the position that the camera is in at any given time, and since the game randomly decides where the player should be looking at any given moment, Baldur has a tendency to seem willful and randomly do things he was never instructed to do. Most of the time the camera points the player to where they should be going or the enemy that they should be attacking, but it also gets stuck behind walls occasionally

Too Human isn’t a game for everyone. The sizeable, hard-to-ignore flaws that are littered throughout make it sad that this is the best successor to Phantasy Star Online that has come along so far. What Too Human does well it does very well, but it just doesn’t do enough of it. Four areas and a rather low level range mean that replaying the 10 short hours it takes to beat the game isn’t really worth it. Too Human is an above-average game held back by below-average design mistakes.

 Our Rating for Review: Too Human
7.0
Fun Factor
A constant drive to find one more piece of loot, or level up once more before the night is out breaks under the weight of frustrating waves of enemies.
7.0
Graphics
Most areas blend together due to poor design choices. There is a major problem with characters clipping through other things, or objects that are cannot be interacted with.
8.0
Sound
The voice acting is only hampered by the lines the actors deliver.
8.0
Multiplayer
The real fun of the game is playing through with another person, collecting super rare drops from enemies.
7.0
Single Player
Story and lack of other people playing are the only difference between the single and multiplayer game.
6.0
Controls
Holding the analog stick in one direction to continue a combo on an enemy, or tapping it a couple of times to launch them into the air takes too long to get used to.
7.0
Overall
A good experience that feels like there could just have been more added to make it balance out the slower bits of the game.
 


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