So when the reviews scores started coming in for Too Human, my curiosity was once again piqued. For a game that had been so hyped for so long to turn out to be as bad as they were saying, there would have to be something massive there. In the end, I'm pretty sure I found that something.
It started when I first loaded up the game demo, and just jumped right in with whatever the default class was. I had heard, prior to that point, that the game controlled similarly to Geometry Wars, and I was very Curious how that could possibly transfer over to a 3D action title. The answer was not as well as the developers must have intended. From the get go I felt like I really needed a third thumbstick in order to properly play the game. I was running around with my left thumb, and melee attacking or aiming my guns with my right thumb, but all I could do to see what was around me (especially behind me) was to keep mashing the left bumper, and hope it would give me a glimpse of what I needed to see. Eventually I put the demo down, before completing it, and told myself that maybe the final product would be better. I did pick it up one more time after that, and got all the way through it, but it was an exercise in tedium that I completed more out of a sense of obligation than a sense of enjoyment. That last bit was the feeling I got about half way through each level in the final game, as well, but I'll get to that a little later.
So, even with the negative experience of the demo, I decided to give the final product a shot. After experimenting with a couple of classes I settled on the berserker, and made a go of it. Before giving up I reached about level 17 (give or take; I stopped paying attention at some point), put in almost 13 hours, and managed to complete the first two levels. I picked up 285 gamerscore points across 15 achievements. The entirety of my play-time was spent on single player, so it is possible that the co-op experience differs wildly from my own. There was a lot more that I could have done in the game, but as I had mentioned with the demo, I got to a point where I felt I was playing only out of obligation, and at that point I believe it just becomes a waste of time.
Beyond my initial "too few thumbs" issue with the game, I acquired a few others.
- There were invisible walls all of the place, in order to corral the player in the right direction. I understand that not every game can be free-roaming, but when a cybernetic Norse god is unable to step over a three inch curb, well, that just looks silly. One of the first things I tend to do in a game where I can jump is to try to jump on top of anything and everything (probably a throw-back to my Mario days.) In Too Human, there are countless items that are shorter than the height to which you can jump, but that some how you cannot jump on top of. I even found a couple of items which were decidedly not rectangular, but had a cube of space blocked out around them, meaning that if you jumped on top of it and walked forward, you are suddenly standing in mid-air.
- Item attributes were not self explanatory. I understand what the developers were going for in their attempt to set the mood through the language that they used, but if I have to go and look up the meaning of their terms every single time I get a new drop, it really defeats the purpose. Looking stuff up is not immersive. Games tend to have a common vernacular because it makes it easier for games it inherently understand what they are looking at.
- Melee attacks feel unpredictable. I am aware that there is indeed a system in place in the game, and I'm sure that if you take the time to really study it, and you are super precise in the way that you move your analog stick, then it is an incredible system. To be thrown right in to it, though, it feels like you are doing a lot of flailing your thumbstick around, and hoping that it connects. Not just on moving targets, even. Just trying to smash open containers can be frustrating as it may take three swings to even hit one, and then an extra swing to hit the other one right next to it.
- Half-a-dozen camera angles, and all of them stink. I spent fifteen seconds stuck in a spot, at one point, because the camera kept spinning arround me regardless of the direction I moved in. To make matters worse, no matter which angle I tried to use, my character was obstructed by a patch of trees, so I couldn't even see him. That's a full fifteen seconds spent in one particular spot.
- The puzzles, while interesting in conception, where incredibly simple, and randomly required a lot of extra running around. You come to a spot where you need to cross but there is no bridge. What do you do? If you're playing Too Human, you run all the way over to the nearest well. Jump in to cyberspace. Run across the cyberspace area to a tree. Push it over. Run all the way back to the well that is inside of cyberspace. Jump back in to the real world. Run back over to the spot you wanted to cross, and now there is a bridge there. The idea of affecting the world through making changes in cyberspace really appeals to me, so I hate t call this out as a negative, but the fact of the matter is that this "puzzle" requires absolutely zero problem solving, but a lot of extra running around. It is more akin to if the light switch for a room on one side of a building was located all the way on the other side of the floor. You have to do a lot of extra running around, just to easily flip a switch, and then run all the way back. for the recor, you CAN go to the wells before getting to the point where you need the bridge, or whatever, but you still have to run all the way to the switch and back once inside of the well. It just seems unnecessary.
On our five point scale I am going to have to give Too Human a 2, for being a potentially good game, but with some serious flaws.