<![CDATA[Kotaku: Silicon Knights]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Silicon Knights]]> http://kotaku.com/tag/silicon knights http://kotaku.com/tag/silicon knights <![CDATA[ What's Working for Denis Dyack Like ]]> Right before you go to sleep, ever wonder what it's like to work for Too Human creator Denis Dyack? Neither do we. But let's say, hypothetically, that you did wonder that. Read what some Too Human employees say about Dyack:

Carman Dix, Art director of Too Human:
Underneath, Denis is still that boy that genuinely loves video games with a passion.

Henry Sterchi, Director of design of Too Human:
Denis is sincerely passionate about the quality of everything Silicon Knights does, and with that passion comes some of his outspokenness and desire to interact with the community.

Steve Henifin, Audio director of Too Human:
One of the things I like about Denis is that he is a tenacious person and he takes risks. I respect him for that, because I’m the same way.

That's nice and all... What do you really think?

‘Too Human’ Developers Share Impressions Of Denis Dyack [Multiplayer] [Pic]

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Thu, 28 Aug 2008 02:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5042799&view=rss&microfeed=true
<![CDATA[ Oh, So Too Human Didn't Take Ten Years To Make ]]> Too Human was first announced as a PS1 game back in 1999, but does that really mean it's been ten years in development? Nope, no, no way, no dice says Silicon Knights boss Dennis Dyack, who says development on the title only begun in earnest once they'd finished with their Metal Gear Solid port for the GameCube. So not ten years in development, then, but four. Course, that gives them even less of an excuse for some of the game's more outdated elements, but hey, if Dennis wanted that cleared up, he's cleared it up!

X3F Presents: Silicon Knights studio tour [X3F]

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Mon, 25 Aug 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5041732&view=rss&microfeed=true
<![CDATA[ No, Famitsu Does Not Hate Too Human ]]> Adding to our Too Human Frankenreview, Famitsu has given the game a score of 7, 7, 7 and 7 — 28 out of 40. Not amazing, but not terrible. The publication liked the game's online and co-op play features. One Famitsu editor even slated the game as a "Pick of the Week". Stay tuned for our review later in the week.

[2chan]

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Wed, 20 Aug 2008 06:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5039259&view=rss&microfeed=true
<![CDATA[ Microsoft Compares Too Human To Star Wars And Lord of The Rings ]]> Once again that Microsoft has "Never Say Die!" tattooed in neon green across its corporate chest, the company has announced it is sticking by Denis Dyack and Too Human. While the reviews have been mixed at best, Microsoft states:

Microsoft Game Studios and Silicon Knights are committed to finishing the first instalment, but Too Human is an overarching epic with a rich and vast game universe that cannot be told in one instalment.

This game will begin the saga of the god Baldur in the narrative tradition of classic trilogies, such as Star Wars and Lord Of The Rings. We will talk about the full trilogy and we are very excited about its potential.

Star Wars, Lord of the Rings, Too Human? All in the same Microsoft breath.

Too Human trilogy ‘very exciting’, says Microsoft [MCVUK]

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Tue, 19 Aug 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5039174&view=rss&microfeed=true
<![CDATA[ Next Silicon Knights Game Nothing Like The Last Silicon Knights Game ]]> Too Human's actually coming out. And good for it, it's been long enough. But what are Silicon Knights doing next? According to boss Dennis Dyack, it's going to be something completely different:

We've been lucky enough to make Legacy of Kain, Eternal Darkness, Too Human and if you look at all of those they're all really different. The next game that we're going to announce, not including the sequels to the trilogy, it's nothing like anything else we've ever made before...We want to continue to do that to keep fresh. That's really what's important, and making sure that we continue to make new IPs but also continue to innovate in the genres that we try to... create content in, I suppose is the best way to describe it.

He still thinks a second and third Too Human are going to be made? Bless him. As for this mystery project, it'll be with Sega, and if he's teasing us like this a more formal announcement can't be too far off.

Silicon Knights' next game "nothing like" Too Human [CVG]

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Mon, 18 Aug 2008 22:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5038649&view=rss&microfeed=true
<![CDATA[ Epic Has "Defrauded Us, And Major Portion of Industry" ]]> Once again proving that legal metabolism is slow, the Silicon Knights vs. Epic court battle slogs on. It's been a year since developer Silicon Knights filed suit against Epic, claiming that Epic had "failed to provide a working game engine." Silicon Knights went on to ditch the Unreal Engine 3 that it had licensed from Epic and finished Too Human with its own engine. Says Dyack:

Well the trial is proceeding, we feel really good about our claims, and we’re hopeful that justice will be done. We all feel really strongly that they have defrauded us, and a major portion of the industry.

The Unreal Engine is still the industry's most popular third party engine.

SK v Epic: 'Justice will be done' says Dyack [Develop]

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Mon, 18 Aug 2008 06:40:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5038161&view=rss&microfeed=true
<![CDATA[ It Finally Happened. Too Human Went Gold. ]]> Almost a decade and a couple platforms later, Microsoft has announced that, yes, Too Human's gone gold. There's even a demo of Denis Dyack's game up on LIVE to prove it. It's apparently been downloaded more than another action demo on LIVE Marketplace in its first week. That's what Microsoft says! Feel free to download it. Or not. It's your choice.

Hit the jump for the full press release with pre-order info:

Now is the Time to Become a god Amongst Men; Xbox 360 Exclusive Too Human has Gone Gold

Xbox LIVE Marketplace demo downloads surpass 900,000

Microsoft Game Studios and Silicon Knights announced today that the blockbuster action RPG “Too Human” has gone gold and will be shipping to retailers throughout North America on August 19. In anticipation of the title’s release, gamers can jump into the first level of “Too Human” with a demo now available on Xbox LIVE. The Too Human demo has already been downloaded more than any other action demo on Xbox LIVE Marketplace in its first week of availability and has been one of the top played titles on Xbox LIVE overall. In addition, gamers that pre-order will get access to five exclusive armor sets, one for each class in the game.

A modern take on classical Norse mythology, the Xbox 360 exclusive “Too Human” chronicles the epic story of cybernetic god, Baldur, and his quest to save humanity at the potential price of sacrificing his own humanity. By combining elements of both action and RPG genres – along with the ability to fully customize Baldur’s weaponry, armor, and combat techniques – Too Human creates a truly unique gameplay experience. Players can also invite a friend to join the explosive combat via advanced, online two-player co-op gameplay on Xbox LIVE *.

“Too Human” will have an estimated retail price of $59.99 and is rated “T” for Teen. For more information, visit www.xbox.com/toohuman.

*Online co-op play requires Xbox LIVE Gold Membership.

Too Human Gold [Gamerscore Blog]

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Thu, 31 Jul 2008 23:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5031838&view=rss&microfeed=true
<![CDATA[ Denis Dyack Explains Too Human (In Bed) ]]> Watch as Silicon Knights' Denis Dyack exercises Herculean strength of willpower, describing the concept behind his Xbox 360 game Too Human to women in underthings, maintaining constant eye contact. Penthouse Pets Heather Vandeven and Jaime Lynn are wooed and wowed by the concept of cybernetic Norse mythology, a story told in two parts.

You're not still reading, obviously, but keep an eye peeled for our similar line of interviews coming soon. They'll feature myself and Mike Fahey in Craftmatic adjustable beds interviewing industry luminaries in our PJs. As soon as someone agrees, we'll start filming. Any day now...

Denis Dyack Explains Too Human To Our Penthouse Pets, Part 1 [Das Gamer]

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Tue, 29 Jul 2008 13:40:08 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5030609&view=rss&microfeed=true
<![CDATA[ Dyack Promises "Dynamic, Intelligent Camera" For Too Human ]]> Look who's writing a column in the recently-revamped Edge Online! It's Silicon Knights' Denis Dyack, and he's talking about cut scenes. That's been sort of a hot-button issue lately, hasn't it? On one hand, it's difficult to tell a story without cut scenes. On the other hand, they fly in the face of a video game's ultimate goal: interactivity.

Dyack recognizes this dichotomy, and says that cut scenes in themselves are not a problem, but rather his fellow designers have implemented them poorly:

Over the last five to ten years, so many games have been released where cut scenes are absolutely meaningless. They don’t contribute to the content and don’t contribute to the characters. They’re almost like some kind of reward for completing the level, and that makes absolutely no sense.

As game designers we have to go beyond that. Cut scenes have to contribute to the game. That’s a really good rule for people to follow. And it shows you that the classics, well, we still have a lot to learn from the classics.

So what will he do about cut scenes in his Too Human?

Too Human will have cut scenes, but I think that we've managed to blur the line between what people would consider a cut scene and what people consider in-game. See, part of the reason we as designers want to use cut scenes is because it allows us to be cinematographers, and that's fine. But in-game, Too Human will use a dynamic, intelligent camera system that presents the in-game in a more cinematic light, at the same time being conducive to good gameplay.

Seems to me that's the logical goal, given both the advantages and disadvantages of cut scenes. And I'd guess that most of the games we've got these days that use cut scenes badly were actually an attempt to do them well. Easy to say, hard to do?

Denis Dyack Writes for Edge
[Edge Online]

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Mon, 28 Jul 2008 15:20:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5030088&view=rss&microfeed=true
<![CDATA[ Too Human Gets Euro Release Date ]]> Silicon Knights' Too Human is coming to our shores on August 19th, and we now know our neighbors in Europe will get the Xbox 360 exclusive precisely ten days thereafter, on the 29th.

The demo was unveiled on Xbox Live last week — were you too caught up in E3 craziness, or did you catch it? We had a lengthy discussion on it here at Kotaku last week, in case you missed it. What do you think, Europe? Looking forward?

And on the off chance you have no idea what we're even talking about, Microsoft has helpfully offered full details in the announcement after the jump.

The Epic World of Too Human is Available Across Europe this August, exclusively on Xbox 360

Microsoft today announced the European release date of “Too Human”, the epic third person action game from renowned Canadian developer Silicon Knights. Exclusive to Xbox 360™,“Too Human” will be available across Europe from 29th August 2008.

In this modern take on classical Norse mythology, players are thrust into the midst of an apocalyptic battle that threatens the very existence of mankind. Playing as the divine cybernetic son of Odin, Baldur, you are one of the Aesir, humanity’s protectors charged with defending mankind from the onslaught of ancient machine armies.

As“Too Human” chronicles this epic story, the game breaks the genre barrier by combining elements of both the action and RPG genres. Players are treated to a non-stop barrage of action, powered by the seamless integration of melee and firearms combat, with the deep role-playing game elements fuelled by breathtaking visuals. Battles unfold on awesome scale as players engage with vast numbers of enemies, and gamers can also take this to the next level playing cooperatively on Xbox LIVE.

“Too Human” is produced by Canadian-based Silicon Knights, bringing a wealth of knowledge, story-based design and gameplay expertise to the next generation of video gaming, and committed to elevating games to the prime form of entertainment.

For more information, please visit the official Too Human website at www.xbox.com/toohuman.

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Fri, 25 Jul 2008 16:00:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5029172&view=rss&microfeed=true
<![CDATA[ Too Human Demo - There's a demo for Silicon ... ]]> Too Human Demo - There's a demo for Silicon Knights' upcoming giant bear sim Too Human up on Xbox Live. Go see if you can make out what all the fuss is about.

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Mon, 14 Jul 2008 07:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5024818&view=rss&microfeed=true
<![CDATA[ Too Human Demo Coming To LIVE Next Week ]]> As part of its "Bringing It Home" E3 campaign, Microsoft will finally let loose the public demo of Too Human via Xbox Live, reports IGN. Anticipation for the demo is likely at an all-time high, as Silicon Knights' bossman Denis Dyack has been teasing a demo since August of '07. We expect a flurry of varying opinions upon its release.

The polarizing Xbox 360 hack and shoot adventure will join the festival of downloadable delights at some point next week, as Microsoft attempts to distract you from coverage of its competitors by offering up free trailers, demos, news from the E3 show floor and other shiny objects. Look forward to it, won't you?

Pre-E3 2008: Too Human Demo Finally Coming [IGN]

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Thu, 10 Jul 2008 16:40:07 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5023985&view=rss&microfeed=true
<![CDATA[ Dyack vs. NeoGAF, Part II ]]> Oh, the drama. In the latest 1Up Yours podcast, Too Human creator Denis Dyack explains just why he went after the NeoGAF Too Human haters. In his own words, Denis Dyack:

I was basically calling out people who had no way of assessing the game... All I wanted to point out to people is that this is so ridiculous... I went through all of this for two reasons.... If you're going to look at the NeoGAF forum as a non-profit organization, if it does not reform itself, it's eventually going to crumble. There's going to be a point where they step over the line where someone's going to shut them down. That would be a loss for everyone.... The question I have to ask the moderators of GAF: Are you going to follow your own rules? With people making GIFs of myself that are, I would say, attacking me.... Why haven't 180 people been banned now? If I wanted to move in and shut that place down, do I have grounds under their own forum policy?

There's more. Oh, yes. More. Hit the jump for more excitement!

NeoGAF and other forums like this that don't have good management are not only hurting society and hurting the videogame industry, they're in decline, and they need to reform quickly before people stop listening to them... If the moderators and people who run the site think they aren't doing any damage, they are sorely mistaken, and it's only a matter of time before something bad happens.

This all has basis in philosophy, science fiction, and social theories that Dyack has been reading and pondering. No, really. Those interested in learning more about NeoGAF, its influence and who owns it, 1Up has a insightful feature.

Dyack Talking Gaf [1Up]

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Fri, 04 Jul 2008 00:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=5022188&view=rss&microfeed=true
<![CDATA[ Too Human Online Co-op Hands On: Does Double The Baldur Mean Double The Fun? ]]> Stephen Totilo from MTV Multiplayer and I tag-teamed a Troll today. Multiple Trolls, actually, and dozens of Goblins, as we tackled Too Human's online multiplayer co-op mode. Having completed the core single player campaign last night — it took me about 11 hours and change, for the record — and whipping through the first chapter again with my Champion class Baldur, I was a pretty good candidate for a Totilo power-leveler.

We met up in an Aesir lobby this morning, my level 28 veteran named Shin rubbing elbows with his freshly created level 1 Berserker known as TotiloTheBold. After a few minutes of finagling — his main character, a Berzerker, couldn't join my game because of some DLC downloading snafu — we got into a game of my creation.

Setting up a Too Human co-op match was rather straightforward, choosing a chapter, a looting type and the number of private slots. I threw Stephen in the deep end, perhaps a bit unfairly, as we tackled the game's third chapter "The World Serpent." Looting was set to "Round Robin" so we each got our fair share, but greedy loot hoarders can set their games to "Free For All." The third Loot Distribution type, Random, should be self-explanatory.

We set off...

Our first task, before setting off to battle, was attempting to trade some of our items. Being the generous guy I am, I pored through my inventory in a vain attempt to find something for TotiloTheBold. Not much luck, as most of my stuff had level requirements in the 20s, but we found a couple of ludicrously named items that worked.

Trading was initially a bit awkward as the game won't display the HUD icon that permits a trade unless two Baldurs are in just the right proximity. You can't just drop items for others to pick up in Too Human, you have to agree to trade and use the Trade menu interface. I assume that's due to the game's magnetic loot that floats toward Baldur after it drops and to prevent the stealing or duplication of items.

To get Totilo up to a point where he could use some of this stuff, we had to slay some of Too Human's beasts.

Turns out the third chapter isn't the best place to start. Devoid of any story, narration or cut scenes, the beginning of that particular level can be a bit confusing. There's an anomalous Cyberspace transition here, something that was unsettling to both of us. It's designed that way single-player, but in co-op and for the uninitiated, it doesn't quite work. We soldiered on, whacking away at dozens of spawning robo-Goblins, robo-Trolls and robo-Elves, chatting about the game's quirks and our complaints.

Since we were both offensively geared classes, there wasn't much talk of strategy. Just lots of juggling, hacking and shooting. It wasn't long before TotiloTheBold was leveling up. That meant plenty of pausing, then waiting for my partner to spec out his skill tree, combing through his newly acquired armor and weapon drops while the menu screen was up. After some brief character management we'd head into the next room, dispatch a few more Goblins, rinse and repeat. All the way to level 8 for Totilo, up to 30 for me.

Two-player co-op can bog down during these moments, as one waits for the other to futz with the menu screen. The implementation of dealing with all these things isn't the speediest or most elegant, making me think it might not have been a bad idea to whittle down four player co-op to two. Add to that common frame rate chug and the lack of a radar, map or compass that would indicate where your teammate is, and we might sign a petition against four-player co-op in the inevitable sequel.

That absence of a mini-map or radar on your HUD can lead to some confusion about the location of your co-op buddy. It doesn't help that the environments are both somehow lackluster and overly busy. And that the camera ranges from awful to sometimes serviceable. After a handful of deaths and the following trip to Valhalla (read: the previous room), we had a hard time reconnecting. We had to talk it out.

Which wasn't the worst thing in the world, as Totilo pointed out in his impressions. It's "better than a phone call" he wrote, offering some mindless grinding fun and the chance to chat. Probably not a good pull quote for the box art, but it's a positive.

I think that Totilo enjoyed the reaping of loot more so than I did. I had already gone through dozens of pieces of armor, many more weapons and runes, salvaging all manner of sword, staff and shoulderpad. But the core concept of loot gathering and level grinding may just be enough for Xbox 360 gamers looking for such a thrill.

My particular issue with all that grinding, all that collecting is that little of it feels like it has any real impact on Baldur's performance. That may be due to this being the first in a planned trilogy and that the real good stuff is coming down the line. But Baldur doesn't start his Too Human adventure with anything simple or even identifiable. Equipment names are ridiculously flowery, resulting in everything sounding like a showpiece item. Are Proficient Shockplate Blast Shields of Reinforcement more covetable than Gallant Gunslinger's Blastshield of Urd? There might be just too much in the way of variety here, because I'm not sure if my Imperial Deathguard of Hypnosis with a +6 Annulment bonus is any good or not.

Baldur's skills don't pack much of a punch either, as my desire to allocate skill points to increasing my reload speed by 2.5% doesn't sound as thrilling as it might in print. Spider cool-down rates and higher juggle heights, similarly, just don't quite do it for me. This is where some of the game's urging to clear just one more room might sound a bit more muted.

That said, all of this stuff may just be right up your alley, if you're done with the game's somewhat brief single-player experience and are looking for more. If there's one thing Too Human definitely has, it's a well of depth. The well may be a bit too murky, perhaps a bit too deep, but it's there if you feel like diving in.

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Wed, 02 Jul 2008 22:20:53 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5021544&view=rss&microfeed=true
<![CDATA[ Too Human: "This Has To Be The Worst Game I've Played In The Last 5 Years" ]]> Poor Denis Dyack. Too Human's not even out yet, and already, the knives are out. None sharper than this one: over on the Eurogamer boards, one of the site's mods - a chap who claims to be a journo - says his Too Human review NDA is "against [his] human rights". He also says "this has to be the worst game I've played in the last 5 years", citing everything from the game's animation to its supposedly repetitive combat. This follows on from a few hands-on impressions hitting yesterday that range from the wary to the downbeat to the cautiously damning. None of which are the final word. But all of which will nevertheless be taken as final gospel/reviews by the impressionable and trollish (despite the potential that one is a complete fabrication), which should make a fascinating case study in the construction of internet preconceptions for some student, somewhere.

"Interview with Silicon Knights about Too Human" [Eurogamer, via VG247]

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Tue, 01 Jul 2008 05:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5020989&view=rss&microfeed=true
<![CDATA[ Too Human Hands-On: Six Hours In And Half-Way Home ]]> It's puzzling to think that Silicon Knights has been plugging away at Too Human for well over a decade now. Sure, it's been planned as epic stuff from the get go, back when it was a PlayStation title and boasted of a scope that would require four game discs over 80 hours of gameplay. It later became a GameCube title, a transition that obviously required much of its previous iteration to be scrapped.

But as I hacked my way through the Xbox 360 game's first six hours of the single player campaign — putting me at about half-way through, according to the game's own Stats ticker — I began to mostly puzzled by what it was the team was doing with its time. Too Human seems surprisingly unpolished for a game that's been in some form of development for a decade, delayed multiple times, one due to be released in less than two months. Granted, the letter that accompanied our preview copy of Too Human did warn that our pre-release build was not "final retail code" and may have gameplay bugs that "will be addressed in the final retail game."

That was certainly taken into consideration as I completed Too Human's first two chapters, but some of the core issues I had with the game aren't the kinds of things that will likely be ironed out in the final thrust of development.

After going hands-on with Too Human for the first time at GDC, I was primarily concerned about the game's combat mechanics. They certainly take some getting used to. The player will use the right analog stick for melee attacks, simply pointing in the direction of the enemy to target it. While that may sound straightforward enough, being trained to use the right stick for aiming or camera control by previous action games may lead to some initial awkwardness.

You can spice up your attacks by lobbing robotic foes into the air with a double tap of the stick, keeping them aloft with gunfire, but that tactic felt largely pointless. As a Champion class character, bullets and laser-fire are no match for my hammer or sword, so I found myself doing it only out of obligation, occasionally an attempt to break the monotony.

It seemed more appropriate for me, as a Champion, to limit myself to melee combo chains and air attacks only, in an effort to raise my experience bonus and build up a cache of Ruiner moves — those screen clearing attacks that are accompanied by a light show and, later, a spirit animal (mine's a raven!). This leads to same rather repetitive gameplay. Adding to that repetition was a limited bestiary, some rather mundane puzzle solving and long stretches of slogging through wave after wave of enemies.

Too Human isn't just about swordplay and shooting, it's also about the hunt for loot. One of the more addictive aspects of titles like Diablo, World of Warcraft or Phantasy Star Online is the finding of something precious. Silicon Knights looks to have added loot in spades. There are swords, staves, pistols, rifles, leggings, helms and much, much more, all with various attributes and upgrades to collect. You'll regularly find, buy and build stuff that's better than what you're currently equipped with.

The interface for dealing with your massive amounts of loot is handy. Items that have better stats than your current equipment are shown in yellow. Less favorable stats are listed in red. You'll be able to salvage your unwanted goods from any point, no trekking back to a retailer to resell your outdated chest piece. Just hit the "Y" button. There's a hitch there, though, there's no going back to "town" until you're done with the quest at hand. That means item repairs will have to wait. There's also no way to stock up on health potions or green herbs or whatever one needs to heal their wounds. You'll have to settle for random Health Orb drops.

That means, unless you're of the self-healing BioEngineer class, you might die. You might die a lot. My character, Shin, has died 23 times in six hours. That's 23 times I've had to watch the rather long, unskippable scene of a gleaming white Valkyrie descend from the heavens and revive me. Good thing there is almost no tangible penalty to death... or is that a bad thing?

You might consider your in-game deaths bad if you expire because of Too Human's frustrating camera system. There are something like seven camera styles to choose from — like standard, near, far, iso and strategic — but all have their share of quirks. It wasn't uncommon for the camera to be pointing just slightly in the wrong direction, with something important out of sight. There's no free look while in motion either, you must pause the action to look around. One can reset the camera behind Baldur's back with the left bumper, but at times the game will override your chosen camera angle or simply refuse to reset it to your liking.

There are plenty of rough edges in Too Human, from questionable interface choices to the oddly placed voiceover to some very unattractive graphics. Some of the game's visuals are strong, others are just plain ugly. Too Human's mechanical beings look fine, but its flesh and blood humanoid characters can look downright ugly. Animation is stiff, lip synching is clumsy and never is the uncanny valley more prevalent than in some of the game's cut scenes. Character models have obviously been given a great deal of detail, but even in the game's major players, faces have sharp angles and poorly rendered hair, visual blights that do a disservice to the games cinematic portions.

There's much more to be explored in Too Human. Obviously, there's the second half of the game's core campaign, the cooperative multiplayer mode, and the game's five character classes. And we have yet to touch on the game's storyline. We'll have more hands-on impressions of these aspects of the game throughout the week.

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Mon, 30 Jun 2008 20:00:46 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5020828&view=rss&microfeed=true
<![CDATA[ Denis Dyack Tells Too Human Trolls "Put Up Or Shut Up" ]]> Silicon Knights bossman Denis Dyack is sick and tired of the Too Human bashing at popular gaming board NeoGAF. From the lowly rank and file to the very folks running the GAF circus, there's nary a Too Human thread to be found without its share of detractors. Dyack has, rather unwisely we think, issued a challenge to the teeming masses at the board, an attempt to... fuck if I know, but something Denis says is intended "to draw the digital line" between the SK haters and the faithful.

Those on board with reinterpreted Norse mythology and cyber-gods and giant glowing bears? Say you're "For." If you think the whole thing stinks of puerile fantasy and bad art? Consider yourself an "Against."

Dyack writes "When the game is released and everyone plays game all the speculation will be over. If I am wrong and gamers in general think the game is 'crap' then I am comfortable with getting tagged 'Owned by the GAF'." Every single other person who thinks or hopes the game will be an epic failure gets their own tag — "Owned by Too Human."

Yes, it's that sound of an idea. Unquantifiable and as ill-conceived as nearly any industry figurehead attempting to interact with or counteract the bad publicity of the internet's anonymous trolls.

I don't think I'll be weighing in with my own GAF username — my awful tag is just awful enough, thank you, mods — but I can't say I'm not a fan of the drama. Not sure how big a fan I am of Too Human, yet, though. In fact, I think I'll go play some Too Human, right now and sort that out.

Too Human - Stand and be counted [NeoGAF]

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Wed, 25 Jun 2008 18:00:31 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5019604&view=rss&microfeed=true
<![CDATA[ Dyack: Hollywood-Like Publisher Consolidation To Continue ]]> Silicon Knights president Denis Dyack has often spoken about the so-called "one console future," where the hardware biz will consolidate sufficiently so that there are no more platform wars.

Speaking to GameDaily, though, Dyack also said he thinks we'll see continuing consolidation in the games industry itself, with the big publishers eating up the smaller ones until there are only a few major companies left for all products, Hollywood-style.

Of course, bigger publishers are less agile, and this future for the business is pretty bleak as far as risk and innovation goes. Dyack said that studios will be challenged in maintaining their independence and creativity:

"It is definitely more difficult to stay independent as time goes on. However, we really don't think about this very much, and instead turn our focus and attention toward what is best for moving the interactive entertainment medium forward. Making excellent games helps pave the way for the future of any developer, and any developer's mantra should be 'quality first.'"


Dyack: Future Will Only See Handful of Publishers
[GameDaily]

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Wed, 18 Jun 2008 18:40:00 MDT Leigh Alexander http://kotaku.com/index.php?op=postcommentfeed&postId=5017749&view=rss&microfeed=true
<![CDATA[ Sega Says Leaked "Crucible" Is Not Its Silicon Knights Game ]]> One of the many rumored games—that may or may not be actual games—that sneaked out of the Intellisponse leak this weekend was a title known as "Crucible." A trailer for the unannounced action game quickly made its way to YouTube, leading many to believe it was Sega's The Crucible: Evil Within, a title the publisher trademarked in April 2007.

The Crucible trailer also led some to draw the conclusion that it was the unnamed title that Silicon Knights was developing as a follow-up to Too Human. Sega has since denied that the trailer is that particular project, with a rep going on record saying "it’s definitely not the project that Silicon Knights and SEGA are producing." The carefully worded statement doesn't rule out that the game is ultimately Sega's, but it does tell us to expect something "soon."

Sega: Supposedly Leaked Silicon Knights Title Is Not Our Game [MTV Multiplayer]

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Tue, 17 Jun 2008 14:40:44 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5017297&view=rss&microfeed=true
<![CDATA[ Too Human Just Days Away From Completion ]]> Silicon Knights head Denis Dyack writes on his IGN blog that Too Human development is finally coming to an end and that the team expects to deliver a gold master of the Xbox 360 game after squashing a pair of bugs. A positive Dyack writes that "this is likely just days away." He calls Too Human's development "a very rough road" but talks of "staggering" depth and an "awesome experience," something we look forward to evaluating for ourselves when the game is finally complete.

In even better news, Denis writes that "there will be plenty of time for press to critique Too Human as they will receive evaluation copies well in advance of the release date." We're expecting to get a new preview build pretty soon and look forward to spending plenty of time with the game.

End Game Approaches [Silicon Knights Blog]

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Thu, 12 Jun 2008 18:30:04 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5016066&view=rss&microfeed=true
<![CDATA[ Too Human Screens Got Giant Bears ]]> It's easy to forget about Too Human. Not because it looks bad or anything, just because...it's one of those games that's been coming for so long that your brain just doesn't want any more to do with it. Know what I mean? Looks like Silicon Knights have found a way around this, though: giant ghost bears. And giant other stuff, too, like giant ghost wolves, but shit, Dennis, how'd you know the quickest way to my heart is with giant, angry bears?

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Tue, 03 Jun 2008 14:40:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=5012533&view=rss&microfeed=true
<![CDATA[ Dyack Stepping Down? ]]> Denis Dyack (right, wearing glasses) might be stepping down. The Silicon Knights president has led the developer through the lengthly Too Human development process, and it seems Dyack is thinking of calling it a day. Says Denis:


I've been involved in a lot of IP creation within Silicon Knights and as the company grows, I have to look at whether I want to continue to be president and director, and I'm leaning towards staying creative... I'll certainly lend a hand wherever I can but there's...going to [be] a director for every project. So, in the end as the company grows, for my role I'll probably hire someone to be my boss and help run the company, which is kind of a weird thing, and I actually won't run the company while I continue to work at what is the company's bread and butter, which is original IPs with great stories and game concepts that are provocative to gamers.

Sounds like Dyack's definitely not going anywhere and would rather focus on making games than making bureaucratic decisions. Fair enough.
Dyack Stepping Down? [GameDaily via videogaming247] ]]>
Thu, 15 May 2008 02:00:00 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=390618&view=rss&microfeed=true
<![CDATA[ There's A "Strong Chance" Silicon Knights Will Return To Eternal Darkness ]]> EDcover.jpg Ah, Eternal Darkness. Never really got into it myself, but I can still see why people dig it, and I appreciate that. There weren't many games like it last generation, and there definitely weren't many games like it on the GameCube. So what do Silicon Knights think about returning to the series, should they ever actually get the Too Human "trilogy" out the door? Surprisingly, SK boss Dennis Dyack sounds keen as beans:
There is a chance; we love all the games we work on. We don't want to be pigeon-holed [into a genre], we want to be known for strong content...There's a strong chance we'll return to it, but there's no announcements yet.
No, no announcements, but the intent's there, and that's good enough for today. Thanks.

Dyack: Strong Chance Of Eternal Darkness Return News [TVG]

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Tue, 13 May 2008 23:30:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=390216&view=rss&microfeed=true
<![CDATA[ Too Human Co-op Scaled Back To Just Two Humans ]]> When Silicon Knights and Denis Dyack showed off the epic Too Human to IGN last year, the outlet was right to call its four-player cooperative multiplayer mode "ambitious." The feature has been scaled back, Microsoft revealed today, keeping Too Human's campaign buddy system limited to just two players.

While the multiplayer aspect may be more limited—at least for this entry in the planned trilogy—that doesn't mean looting droid corpses for an Angelic Skull Splitter Staff of Rising Bellow will be any less fun. Besides, this game has giant bear spirits. Who could complain when you can harness the power of ethereal bears?! New co-op trailer above, new screen shots after the jump. Absorb!

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Tue, 13 May 2008 11:40:51 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5008865&view=rss&microfeed=true
<![CDATA[ Too Human Arrives In August, Officially ]]> Silicon Knights' epically developed third person action game Too Human finally has an official date. A fact sheet released by Microsoft this morning pegs the Xbox 360 game, a "modern take on classical Norse mythology", for an August 19 release. We have new media, including video and screen shots of Too Human's co-op multiplayer mode, coming right up.

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Tue, 13 May 2008 10:00:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5008861&view=rss&microfeed=true
<![CDATA[ Dyack Affirms Too Human Is Trilogy Worthy ]]> What's with all the trilogies game developer people? Like, why not make one game, and if that doesn't suck, make another. And so on! If things go really well you can use the Square Enix playbook and go batty. Silicon Knights' years-in-the-making Too Human is no exception. The game has been announced as a trilogy. But why? Says game designer Denis Dyack:


Too Human, from when we started to work on the game for the 360, has been a trilogy. For the first game, the theme is discovery; the second game, the theme is revenge; the third game is enlightenment. We know exactly what's going to happen from beginning to end. It's planned out in such a way that there is without question a reason for the three parts. If there would have been a reason for four parts, we wouldn't call it a trilogy, we would call it a... canto, I guess.

Hey man, don't give other game devs ideas! We don't want to start bitching and moaning about cantos, Dyack.
We Ask Denis Dyack [MTV] [Pic]
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Fri, 04 Apr 2008 05:00:12 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=375962&view=rss&microfeed=true
<![CDATA[ Too Human Development Diary, Silicon Knights Officially Goes Crazy Edition ]]> Some of you will enjoy the gameplay footage in Silicon Knights' latest Too Human developer diary. But make sure that you fast forward to the middle before losing another battle of attention span against the internet. Because this diary features a strange short film called The Goblin Man of Norway. We think it's meant to be a mockumentary. Chronicling the excavation of a faceless mythical artifact, huge orchestration and high production values clash with touches like clearly satirical woolly mammoth maps. It's a gloriously awkward miss, really, like Silicon Knights take Too Human so seriously that they can't even joke about it, even when they try very, very hard.

So consider this post the equivalent of making a funny face after eating some food and saying, "This tastes funny. Try it."

The Goblin Man of Normandy [NFC]

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Fri, 28 Mar 2008 12:40:00 MDT Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=373456&view=rss&microfeed=true
<![CDATA[ Too Human Now Unofficially Dated For August ]]> True, Too Human for Xbox 360 hasn't yet been given an official release date by Silicon Knights or Microsoft Game Studios. However, when we last heard from the GameStop shipping department, May was said to be the month. But head Knight Denis Dyack isn't afraid of delays, so we wouldn't be surprised if it was pushed back a bit more.

In fact, that's what retailer GameStop just did, putting a new ETA on Too Human for August. It's yet another placeholder date, but generally these things are moved around for a reason, so the game may just need extra, extra polish. They're most likely just making sure that sound effect they used in the last level fits in here. *Pyew!* That one.

Too Human [GameStop - thanks, Travis]

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Tue, 18 Mar 2008 15:20:00 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=369390&view=rss&microfeed=true
<![CDATA[ Dyack Drones On About One Console Future ]]> Too Human creator Denis Dyack (right, wearing glasses) has talked about his desire for a one console before. Now, he's doing it again! This time, he's going on in greater depth about why one console just makes sense. Or something. He's like your uncle who drones on and on every Christmas about the time he met Frank Sinatra in Palm Springs. Sorry. We're being rude, we're all ears and Denis Dyack, the floor is yours:


Everyone needs to firmly understand that the console manufacturers have a closed model. If they win market dominance, it moves the market toward a monopoly, because it's not an open, competitive market. If Nintendo wins 95% of the market, it definitely becomes a monopoly, because if they control the hardware, they control everything else. The current parties who are involved in pushing forward closed systems will never want a single-console future, because it goes against the current business model that they're trying to apply.

What I'm saying is going to happen is that the economics of the industry will not continue to support multiple closed models. It's too difficult, it's becoming too expensive to create games, and eventually — it's really switched from back in the really early days of the NES, when people would do almost anything to get a Nintendo license to work on the hardware. Now look at Grand Theft Auto IV and how Microsoft is paying lots of money to get it as an exclusive or even just get it on their system.

Those kind of market forces, the actual economics, are really going to change things. Not only are the third parties going to want a single console, I think eventually the first parties are going to start considering it. They're spending a tremendous amount of money on research and development, and if they can't win their closed market competition, then they might look at it and say, "Is this really worth it?" like Sega has in the past.

It's not a matter of console manufacturers wanting to change, it's a matter of whether the economy of the videogames industry can continue to support the current model. If you talk to developers and publishers, you see a lot of groups disappearing now, a lot of closures of developers, because the economy is so hard. If all the third parties go away, there's not going to be a games industry, so something's got to give somewhere.


You know what Dyack's been doing besides developing Too Human the last nine years? Thinking, that's what.
Dyack Interview [1Up via Go Nintendo] ]]>
Mon, 17 Mar 2008 02:00:24 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=368511&view=rss&microfeed=true
<![CDATA[ Dyack Wants Better Game Stories ]]> Denis Dyack is not happy about your run-of-the-mill video game plot line. Not at all! He wants better. He wants more. Says Dyack:


I think stories like [the ones in the books] Hyperion or Altered Carbon or very serious science fiction — we need to get stories to that level in the video game industry... Bubblegum stories are OK, but there's no reason we can't aspire to do more for those who want to do more. Certainly there's room for everything. If Too Human can say anything, it's that it can be done, and we should at least attempt to try.

We should also attempt to try and get games out in a timely manner.
"Not Acceptable" [Multiplayer]
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Wed, 12 Mar 2008 00:00:33 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=366706&view=rss&microfeed=true
<![CDATA[ No Sweat! All The Big Hits Are Delayed. ]]> Silicon Knights' Too Human has been a long haul. Too long. The game was first shown at E3 in 1999 for the original PlayStation. Eons ago! The development dragged on for donkey's yonks, and the game switched to the GameCube. Later, Microsoft stepped in and partnered up with Dyack and co. to publish the game exclusively on the Xbox 360. All that, and Silicon Knights' head knight Denis Dyack isn't worried! Heck, this huge delay is a good sign. Says Dyack:


And what I think — it's really interesting, that I didn't know that, that all the major hits had been significantly delayed... Hopefully that will bode well for Too Human. In the end, we could only make the type of games that we're proud of making, and we just, from Silicon Knights' perspective, we will not give in to anything else. We just won't let it happen.

By that logic Duke Nukem Forever will be GOTC (Game of the Century.) Let's say that this-way-overdue-game flops. What does that mean for Silicon Knights?
Bad things. You know, I've got a sort of samurai mentality on some level. Just sort of the Bushido code. One of the main tenants is: Prepare yourself for death. And if you don't fear death, then you don't have to worry about it, you don't concentrate on it.

So I think with this industry, that's pretty important. You know, if I worried about dying every day, I'd be all-consumed. Because there are so many things, and so many problems that could occur. And I don't want to concentrate on that goal. I don't want to be distracted by some negative possibility when I can focus on the positive. So, yeah, it would be really, really bad, and in some sense... Would it kill us? I don't know. We'd probably recover.


This man is pure, uncut confidence. He's not just a game developer, he's a samurai, a bushi, with the bushido code. Watch out! Denis Dyack will cut you.
Dyack Interview [Gamasutra via videogamer.com]
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Tue, 11 Mar 2008 06:40:36 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=366267&view=rss&microfeed=true
<![CDATA[ New Too Human Screens Make With The Pretty ]]> Microsoft and Silicon Knights lifted the lid on the epic and epically late Too Human to press at GDC tonight, giving us hands-on time with the game after an extended presentation by Denis Dyack. You want impressions? Well they're coming. In the meantime feast your eyeballs on sixteen fresh screens of the Xbox 360 exclusive in our gallery. Nitpickers may find one or two things to fuss over, but I suspect that these impressively anti-aliased shots will make Too Human followers only want it that much more.

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Tue, 19 Feb 2008 22:20:15 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=358435&view=rss&microfeed=true
<![CDATA[ Silicon Knights Gets Cash Infusion For Whatever's After Too Human ]]> Too Human and Eternal Darkness developer Silicon Knights got a little walking around money from the Video Game Prototype Initiative for an unannounced title. Numbers-wise, it's a cool half-million Canadian bucks that will go toward a multi-platform title scheduled for 2010. The game, which wasn't discussed by name, seems to be the third project in development at the studio, with Too Human (hopefully) wrapping up soon and a Sega-published product already over three years in development.

The mystery "third-person action/psychological thriller" may very well be published by Sega, however, as SK prez Denis Dyack has said the relationship with the label is a "long term opportunity." We trust that Denis knows exactly what a long term opportunity is and look forward to learning more about Eternal Darkness II. Oops, I mean, whatever "Project Number 3" is going to be.

Eternal Darkness 2? [TooHuman.net]

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Wed, 13 Feb 2008 17:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=355779&view=rss&microfeed=true
<![CDATA[ Too Human Playable At GDC ]]> Continuing our tease of next week's coverage of GDC, we wanted to lift our ankle-length skirt half and inch higher, almost up past our white athletic socks that are in the need of severe airing out.

After pulling Crecente from SFIV, we'll be scoring impressions of Silicon Knights' Too Human. Ahh, but we've all seen Too Human before, you say? True, but that was way back at E3 2006 when it was gliding along the show floor at a smooth 15fps. A lot has happened since 2006. Silicon Knights sued Epic, E3 died and we started wearing skirts. So be sure to tune in next week for our full impressions.

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Wed, 13 Feb 2008 13:20:12 MST Mark Wilson http://kotaku.com/index.php?op=postcommentfeed&postId=356136&view=rss&microfeed=true
<![CDATA[ Silicon Knights Expands, Hires 80 More Knights ]]> Silicon Knights has had it rough. Game Too Human years in development. A legal battle with developer Epic. Like we said, rough. But that can't be that bad — SK is expanding its Niagara, Ontario office. The dev is looking to add 80 new staffers to its team of 165 as part of a plan to rejuvinize Niagara's economy and keeping talented workers in Ontario.


Niagara has always been an industrial city and that's starting to change. We're going to start seeing things in this region that people are not used to.

What, like a new SK game on store shelves? Zing!
New Economic nGen [Welland Tribune via Shack News] [Pic] ]]>
Wed, 30 Jan 2008 23:00:36 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=350830&view=rss&microfeed=true
<![CDATA[ Too Human Finally Arriving In May, Says GameStop ]]> too_human_boxart.jpgRetailer GameStop says that the extremely long in development Too Human from Silicon Knights is scheduled for a May 6 release—yes, that's in 2008—in its weekly e-mail update.

It writes refreshingly of Too Human: Part I, that "Claiming up front that your game is going to be a trilogy in the tradition of Star Wars and Lord of the Rings is a bold statement. After all, Weekend at Bernie's only made it to two movies. Too Human has an intriguing story-based plot that may very well live up to that claim. Play as a cybernetically enhanced Norse god as you defend humanity from evil machines."

You may remember project lead Denis Dyack writing that a "firm date with tons of new info is coming soon" back in August of last year. That means we're now doubly informed, possibly knowing Too Human's planned ship date and that "soon" means "within the next six months" to Dyack.

Thanks for the pointer, Mike!

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Tue, 29 Jan 2008 17:40:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=350343&view=rss&microfeed=true
<![CDATA[ Unreal Engine 3 Licensees Get Supoenas ]]> supoena.jpg Remember that Silicon Knights vs. Epic Games hissy fit? Sure ya do! To gear up for the upcoming court battle, multiple Unreal Engine 3 licensees have been issued supoenas to obtain confidential engine contracts. This is the first time that licensees have become involved in the law suit. Companies that have licensed the Unreal Engine 3 include companies like EA, 2K, Ubisoft and the United States Army. Last July, the dispute between Silicon Knights and Epic was brought to a head when SK filed suit, making allegations of Fraud, Negligent Misrepresentation and Breach of Contract. SK claims that Epic focused more on developing Gears of War than delivering key Unreal Engine 3 features and support for licensees. This failure of Epic's part is to blame for the half-baked version of Too Human shown at E3 2006 says Silicon Knights. Expect this court case, much like Too Human's development, to drag on for years.
Companies Get Subpoenas [Shack News] [Pic]

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Thu, 24 Jan 2008 01:00:33 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=348350&view=rss&microfeed=true
<![CDATA[ Dyack Worried About Quebec Brain Thieves ]]> dyack_225.jpgAre Canada's video game development subsidy priorities out of whack? Outspoken Silicon Knights head Denis Dyack thinks so, calling Quebec's financial ability to attract developers "insane." When not knee deep in development of Too Human for the Xbox 360, Dyack worries that money going to powerhouse like Ubisoft, EA, and Eidos, all of whom have developers in the region, is creating a brain vacuum elsewhere. Those hoping for an end to the tense relations between programmers in Canadian provinces Ontario and Quebec won't find any relief, but an inside look at Silicon Knights is worth the peek at Gamasutra.

Silicon Knights' Dyack: Quebec Game Company Subsidies 'Insane' [Gamasutra]

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Tue, 20 Nov 2007 19:20:47 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=325115&view=rss&microfeed=true
<![CDATA[ Microsoft on Epic vs. Silicon Knights FIGHT ]]> That Epic Games vs. Silicon Knights legal clusterfuck? One messy He Said, She Said. Too Human developer Silicon Knights is taking Gears of War maker Epic to court over Unreal Engine woes. Since both titles are from publisher Microsoft, surely Microsoft must have an opinion the squabble. Micrsoft Game Studios' General Manager Phil Spencer:


No, we're not involved in any of the actions between Silicon Knights and Epic - that's a relationship that they will figure out. But we are deeply involved with making sure that the future of Gears and the first iteration of Too Human are great games on our platform. At a technical level we've done work on both games to help further — in the case of Gears — squeeze out ever bit of power out of the 360, and — in the case of Too Human — set the foundation for a franchise... We're playing Too Human now at MGS and, as I say — while it's obviously not finished it's definitely showing the promise it showed a few years ago.

How many years ago, Phil?
Microsoft on Legal Fiasco [Advanced Media Network via Destructoid] [Image]

Eds Note: Pics of Microsoft's Phil Spencer are appreciated. We'd love to give him a GIANT FACE.

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Tue, 13 Nov 2007 21:00:09 MST Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=322352&view=rss&microfeed=true
<![CDATA[ One Console Future Is "Inevitable" ]]> Notice how so many games are going cross platform? What if you could run your PS3 games on your Xbox 360 and vice versa? That would end so many petty flame wars and futile discussions. Gamers could talk about games and not consoles. What's more, consumers could purchase hardware based on price and quality — like with DVD players. This is the monotone console future Silicon Knights' honcho Denis Dyack sees. In an article he penned for Official Xbox Magazine, Dyack lays out his vision:


Imagine a unified platform — one console for all gamers — that would bring a massive paradigm shift to the games industry, where games would become better in quality, cheaper, and more widely available. Sound good? It can happen. Better yet, it's inevitable. It will happen... A one-console future is a future I think we can't avoid - and thankfully, it's a future where everyone would win.

Why's that, Denis?
The market is also split in an unhealthy way between the major manufacturers. Nintendo, Microsoft, and Sony all may have equal marketshare this generation, making it extremely difficult for third-party publishers to choose what platform to focus on.

Not that it's easy for first-party manufacturers, either. Microsoft, Sony, and Nintendo have put tremendous resources into trying to make the best hardware, including spending significant amounts of money trying to get exclusive mega-titles like Grand Theft Auto on their system first.

Despite all this, it's still not enough. The economics of the proprietary models seem to point toward spending more money and receiving fewer returns with each generation, with no clear winner.


While I can see Microsoft's and Sony's consoles moving closer and closer together eventually, it's hard to imagine Nintendo buying into Dyack's paradigm. That, and I already thought we had a unified game machine — the PC. Consoles are for people who like pissing matches and heartache.
Dyack's Future [CVG] ]]>
Tue, 23 Oct 2007 05:00:57 MDT Brian Ashcraft http://kotaku.com/index.php?op=postcommentfeed&postId=313840&view=rss&microfeed=true