TGR: Can you tell us something about Too Human that nobody knows about, but probably would care about.
DD: I guess people need to understand the game Too Human a bit more. There is a reason there is not a DPS meter in the game. And when people start asking why and start understanding why that is the case, hopefully it will really show how Too Human is really different.

TGR: Can you tell us if there is a message that you would like to get out to the gamers about Too Human, such as what makes you passionate about the product and the game? What keeps you going every single day on the vision?
DD: We believe video games are the eighth art form. I did a talk recently at MIT where I referred to the fact that film theorists have tagged film as the seventh art. We think game play is the “new blue” that helps converge all these other previous medias together. I am really happy with how we have erased the seams, and put together some very deep game play together with some very deep story telling, audio, art work and technology. The game play really takes a good step towards elevating video games, so that people will accept it as an art form. That is why Too Human is special in our eyes, and why we are really happy with the achievement.
TGR: Do you feel the combat system is quite unique? It definitely does have that DMC4 type feel to it, but do you feel that it is going to be really well received?
DD: I think it has been.
TGR: That it is too easy?
DD: No, actually we have had complaints across the board that it is too hard. The demo has been very well received. We have been looking at the reception; it is way more positive than negative, which is really, really good.
TGR: So it is a lot different than what the press was saying, originally.
DD: Yes, it is. It is significantly more positive in the gamer’s hands, which is good. Some of the press has been extremely positive from the beginning. For some, it is a deep game and it just takes time.
Of course, the press in general, has a really tough go at it. How many games do you have to review and play through to the end? It is insane. It is shows like this that make it even harder, with a couple of hundred games. I think it is really challenging right now for you guys, so I think the fault is in the system, not with the people actually doing the work.
TGR: What are your personal thoughts on the camera?
DD: I really like it; we have a patent pending. I think from the perspective of when we move from 2D games to 3D games, with playing games like Pac-Man and Defender, we never had to worry about the camera. With Mario 64, and Fantastic, we are suddenly controlling the camera at the same time as we are manipulating the character 3D new combat. We added layers of complexity, and I think that actually lost a lot of people for a while.
I think the automated camera is something that is a really good thing for the future. I know there are some people wanting to control it all the time. To me, that is just like when automatic transmissions were introduced into cars. People wanted the power, to be able to feel the gears. With games, they want it exactly tuned to how they play. I get that there are some hard core players, but the average person playing should not have to worry about the camera while they are playing the game. That is the whole goal in Too Human. I think we are very happy with it. We love it.
TGR: Yes, the camera looks beautiful. Like for instance, in moving shots like when the guy walks out on to the bridge and it is going outwards, the camera panning feels like a movie. It has that depth and beauty to it. There are definitely certain times when I think the camera does not need to be there. For example, when you are inside, doing combat, you want to be able to turn and look.
DD: Yes, you want the standard transmission, I get it. When you start to play the game, you start to realize it is like a radar. If there are enemies behind and there is nothing in front, the camera will turn.
TGR: I saw that.
DD: Yes, and once you understand the threat level of the enemies and you play more, you will realize that the camera also works like a threat meter. If there is a missile guy behind you, it will turn and look at the missile guy, even though you are trying to kill the guy, because the missile guy is way more important.
TGR: That is what Justin was saying.
DD: It totally is. It is completely like that and it needs to be like that, because once you become an advanced player and understand how things work, you will like the camera a lot. But when you are first playing and it may seem totally random, it is not. It is just like an automatic transmission; you just have to get used to not doing everything all the time, because it is not in your best interest, until you know.
TGR: So it is all about “try the demo, play the demo, love Too Human.”
DD: That is right, and tell all of your friends to play the demo.