<![CDATA[Kotaku: Too Human]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: Too Human]]> http://kotaku.com/tag/too human http://kotaku.com/tag/too human <![CDATA[ Silicon Knights Lays Off 25 to 30 ]]> Silicon Knights laid off 25 to 30 employees today.

An anonymous reader contacted us this afternoon to let us know the Canadian-based developer behind Too Human has let us know that about 10:30 a .m. today 25 to 30 employees were brought into the lecture theater inside the office and told they were being laid off.

"It seemed as though most of those laid off were people who had been hired to work for the company within the last year or so, however many had been heavily involved in the production of Too Human."

Reached for comment Monday Silicon Knights officials had this to say:

After any big game ships, there is often some attrition. Teams are lean and mean in the beginning, grow toward the end of the project, and then whittle down once the project is finished. To that end, Silicon Knights temporarily laid-off 26 employees today while they ramp up on other projects. All the company’s directors and leads are still at Silicon Knights and working on its next projects.

The slight cutback comes after four years of unprecedented growth for the St. Catharines’, Ontario (Canada) company, during which its headcount had expanded to more than 180 employees.

Denis Dyack, President and founder of the company, stated, “Silicon Knights is currently working on several new and exciting games that will be announced to the public in the coming months. In addition to those projects, Silicon Knights continues to develop and promote other new and original ideas, which will become the innovative games of tomorrow. These 26 individuals are hard-working and valued team members that we hope to bring back as we ramp up on our future projects.”

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Mon, 06 Oct 2008 19:30:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5059789&view=rss&microfeed=true
<![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[ Too Human Review: Dyack's Human Too ]]> Too Human is neither as good nor as bad as many have made it out to be. The action role-playing game, nearly ten years in the making, built up quite a storm of controversy and expectations as it tumbled its way to completion and release. The game tackles a retelling of Norse mythology with a cyber twist and works to reinvent the way people play button mashers. In the game the most loved god in Norse mythos, Baldur must contend with enemies on all sides and balance his desire for revenge with thoughts of the greater good.

Too Human set out to be epic and it delivered on at least one level: Denis Dyack's painfully personal reaction to the previews and reviews made for a soap opera drama of epic proportions on gaming forums and websites international. But what about the game, did it deliver on the same epic level as Dyack's wounded ego?

Loved:
May I Have This Fray?: Too Human is a button masher free of button mashing. That's one of the things the action title does so well. Initially, playing with very few button pushes is strange, even unnerving. But as you master the art of double thumbstick combat, the rolling dungeon brawls become more about spacing, tactics, timing, then they do about tapping A over and over again. Combat becomes almost terpsichorean as you slip from attacker to attacker, unloading powerful blows that some times launch them through the air.
Bountiful Armor and Weapons : Too Human is packed to the gills with different weapons and armor, hundreds of thousands of them. While the Too Human naming convention can result in some pretty goofy titles, the sheer volume is a role-playing gamers fantasy. Throw into the mix that each looks quite unique, that you can collect sets, and the fact that you can augment almost everything with Runes and you turn equipping almost into a mini-game.
Unique World: Silicon Knights' blending of Norse mythology with cyberspace initially comes off as a bit hackneyed (especially when you're introduced to a seemingly random taste of Beowulf), but it grows on you. The concepts are all solid, and some are even sublime, like the body snatching Valkyries and robot goblins, trolls and dark elves. It's a peculiar take on a familiar world that doesn't try to take center stage to the game but still manages to slightly bewilder you in its delivery.
Diverse Skills and Alignment Trees:Running there right along side that mammoth, almost never-ending selection of weapons, armor and runes, are the ever branching skill and alignment trees. Each of the five classes in the game have more than a dozen skills to choose from and build up, running along different paths. Players are also asked to choose an alignment a bit into the game, giving them another nine skills to work on. It's all lends itself to a high level of customization in the way you want to play the game and plenty of tweaking, almost reminiscent of a pen and paper RPG.

Hated:
I'm a God Not A...:Mountain climber, or hiker, or guy who likes to walk anywhere that isn't strictly defined in the game. Come on! Baldur is a God, why can't he walk the less traveled path? It's down right annoying that I can't make my way though a collection of shrubs in the middle of a map, but that each of this god's mighty leaps results in the sound of rolling thunder.
Graphic Glitches: When I played through the preview of Too Human I was struck by how beautiful the game can look at times, but I was more struck by how many graphic glitches and annoying little visual and audio bugs there were in the game. Then when I received the review code I saw much of the same issues, so I waited for the retail code. Guess what? Still there.
CyberWTF: I get what Silicon Knights is going for and in many ways I like it. The modernization of an ancient mythology is very tantalizing and gives gamers a lot of meat to chew on. But the element of cyberspace, however good it might look on paper, feels like a time-fluffing waste. Instead of opening a door I have to go to a well, walk twenty steps, push a button, walk back, leave the well and open a door. I'm sure the developers will better explore this concept in future games, but that's no reason to punish gamers now.
Epic Confusion: Too Human sets itself out to be an epic tale, one so vast it needs to be told in three games. I buy that and actually can't wait to dive into the second game. But the first felt like a plunge into the middle of a story that I wasn't even sure I wanted to care about yet. This sort of starting in the middle approach might work for some, but Silicon Knights just doesn't have the chops to pull it off. The result is a storyline so convoluted that a gamer's initial pass is likely to leave them more confused than caring.
Character Development: If you want to sell a game with its story you have to make characters people care about. In Too Human the main characters are so flat, so underdeveloped that it's hard to feel anything when they start dropping like flies. The same can be said for game lead Baldur, who with a complex back story and conflicting motives should be someone you easily empathize with. But that connection never seems to happen.
Multiplayer: When is multiplayer co-op not multiplayer co-op? When it's delivered in bite-sized chunks that strip out the cut-scenes and plot. Multiplayer gaming is supposed to be about the act of mutual discovery, experiencing something together. But the fact that characters of any level, no matter how disparate, can make their way through the game in any order they want turns the experience into more of a treasure hunt than voyage.

The most exciting part of Too Human is its ending. That's not meant to be a back-handed compliment. I'm not saying I relished not playing the game anymore. I'm talking about that final cut scene, one that delivers more hope, more possibility than almost all of Too Human managed to muster in its relatively short play through. The fact that it excited me, though, also means that over the course of the game I guess I grew to like Too Human and become a bit fond of its idiosyncrasies. I'd hate to suggest a game based on what it's sequel might deliver, but that's what I'm doing.

The absurdly diverse reaction Too Human is more a product of expectation than any major flaw in game design. Sure it could have used some more polish and this first game in a trilogy, perhaps, should have kicked off at a more interesting point in the overarching story, but it wasn't a bad game.

Too Human, developed by Silicon Knights, published by Micrsoft Game Studio and released Aug. 19 for the Xbox 360. Retails for $59.99. Played through single-player campaign using review code once and final, boxed retail code once. Played through more than two chapters in multplayer matches.

Confused by our reviews? Read our review FAQ.

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Fri, 22 Aug 2008 12:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5039667&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[ Frankenreview: Too Human ]]> Too Human has been in development for more than a decade by Denis Dyack and the crew at Silicon Knights. The kick-off for the Cybernorse trilogy was critically panned when previews hit and Dyack was quick to attack those who dug into the early code. But now the game is in stores and there's no more room for excuse making. We've gathered together a cross-section of critical analysis from across the web to try and find a bit of insight into whether the game is worth buying and playing.

Hit the jump for our Epic Frankenreview.

The Guardian
The Guardian did not provide a score or grade.
I've tried to love Too Human, I really have. For a start action role playing games - think Diablo 2 etc - are rarely found on the consoles. And those that are tend to emphasise the hack and slash action over the deeper character development stuff. Too Human has skill trees, levelling, looting, big guns, co-op - heck, this should be great, right? Sadly not. Repetitive action, bland graphics, iffy controls, technical glitches - for a game that has been in development for years this is unforgivable. Or maybe the protracted birth explains the game's flaws? The clumsy inventory and general lack of interface polish are possibly symptomatic of an overly inward looking development process. Or maybe I've been spoilt by the likes of WoW? But with the amount of inventory management that Too Human requires you'll wish there was a more elegant solution.

NZ Gamer
Presented in-engine, the cinematics are horrible. They are poorly scripted, poorly animated (for the most part) and just downright painful to watch. Much ado was made about the cinematic capabilities of Too Human, with Denis Dyack (the head cheese at Sillicon Knights, the studio behind Too Human) talking about how this was the next step in story telling and would really blow people away. One can only assume that the good stuff got left on the cutting room floor because what shipped in the title really is quite poor - garishly so compared to the likes of Heavenly Sword, but even old PS2 games like Tomb Raider would have beaten this presentation hands down. It's unfortunate but it's hardly a show stopper - you don't even see them at all in multiplayer, which is where most hardcore players will spend most of their time.

GamePro
Baldur maybe a little bland and walks around like he's got something pointy in his boots but put a crowd of enemies in front of him and he suddenly turns into an Olympic speed-skater. With simple rotations of the analog sticks, you can send Baldur flying across the screen like an angry hornet, doling out punishment with bright sparks and the satisfying clank of metal on metal. The combat system is pretty slick, letting you launch guys into the air and then juggle them with gunfire to rack up combo points for devastating "ruiner" attacks, or leap up to get out of the fray and bash them silly. I personally loved every minute of it. The targeting system is less helpful when using guns because it stubbornly "sticks" to one particular enemy when you're frantically trying to target another, but the action is intense and enjoyable nonetheless.

The HD Room
Is Too Human a dismissible "hack and slash" best eternally shelved with the likes of Kingdom Under Fire as reported from E3 2006? At times in the thick of battle it sure feels like it. But even when staleness creeps into combat and urges to "save and quit" grow, there’s the enticing payoff of leveling up one more time in the quest to reach level 50 or trigger the next extensive cut-scene unraveling a story on-par with, or better than, most of what airs on the Sci-Fi Channel. Diablo may continue to skirt around ever appearing on Xbox 360 or Playstation 3, but Too Human is finally here and has a legitimate shot at successfully picking up some of the big production action/RPG-on-consoles slack.

GameSpot
Too Human drops a juicy plot development at the most inopportune time: its very end. It's the obvious manner of setting up a sequel, the infamous "to be continued..." we've come to expect from television shows and, yes, even some modern video games. This isn't necessarily a bad thing, but it exemplifies the core experience of this action/role-playing hybrid. Too Human is a game of false starts and unrealized potential that infiltrate almost every aspect of the game, from story, to combat, to balance. Its elements feel stitched together, making for a patchwork quilt of a game that's fraying at the seams.

Our review won't run until later this week because we've decided not to review the review code which was sent out early but with several notes that it didn't represent the final and completely polished product. Instead I'm just finishing up the final, boxed retail code (my second full time through the game) and will be posting our review later this week.

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Tue, 19 Aug 2008 12:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5038654&view=rss&microfeed=true
<![CDATA[ Dyack: Canadian Town's Future Riding on Too Human ]]>

Too Human isn't just a science fiction reinterpretation of Norse mythology, nor is it just a philosophical look at humanity's growing reliance on technology, nor is it just a cautionary tale about the nature of war, nor is it just an action game. Definitely don't judge it as just an action game. No, Too Human is, among all of these other things, a chance at salvation for an entire city in Ontario, Canada. Or thus spake Dyack in a recent interview with his home town paper.

"If Too Human does what we expect it will (in the marketplace), then it can change the world for St. Catharines and Niagara," Dyack said Friday from his office at One St. Paul Street.

...

There is a great deal riding on the success of Too Human for Silicon Knights, which employs 160 people. If the game is a hit, it will not only allow the company to grow, but will fuel Dyack's larger agenda for the city and region.

"I've said this before. I want to see a campus here in Niagara dedicated to interactive information technology," he said.

Dyack sees Niagara as suffering from a kind of inferiority complex that keeps it from reaching its full potential. The problem is compounded by the steady decline of the manufacturing sector. Video-game development and its associated industries might help build a new knowledge-based economy for the region, Dyack said.

So not only will you make Dyack cry if you don't buy Too Human, you'll kill a town. See if you can sleep with yourself then!

Long-awaited offering by Silicon Knights may represent the future of city's economy [The Standard]

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Mon, 18 Aug 2008 10:20:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5038265&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[ Molyneux Is Sorry For Denis Dyack ]]> VideoGamer.com sat down with Lionhead's Peter Molyneux at E3 last week, where he apologized for Denis Dyack not living up to his creative vision. "I feel sorry for Denis Dyack because you know, I think a few things were said wrong," he explained, responding to criticism that his original plans for a more dynamic, more interactive Dyack didn't come to fruition. Molyneux's original vision for Dyack was of game developer that matures with time, reacting to the environment and society in a natural way that would be appealing to all gamers. Players were promised a Dyack where you were fully free to explore, and were instead presented with a final product stubbornly set in its path.

Rumor has it that Molyneux is currently working on Denis Dyack II, which is said to feature more realistic gameplay, and possibly a dog.

Hold on a moment...I just actually read the full article instead of skimming it, and it turns out that Molyneux simply feels sorry for the flack that Denis Dyack is catching over Too Human.

"I feel sorry for Denis Dyack because you know, I think a few things were said wrong, there was that really unfortunate showing at E3 a few years ago. Everyone got on the bandwagon of saying things about Too Human. Now I've played it and, you know, it's a good game. It doesn't deserve a lot of that harsh criticism.

It all makes sense now! Molyneux of course caught a lot of flack himself when he released Fable on the original Xbox, a game that decidedly did not live up to his creative vision. You can see where I could get confused.

I kind of apologised at the end of Fable 1 about actually saying things that didn't end up in the game. I've tried to be really really careful about what I show and I think everything I've talked about in Fable 2 you can now play in there, so that was really important. But what I realise over time is that talking about a game before it's released is a dangerous game.

Sort of like writing out a news post before fully reading and understanding the source article, which I would never, ever do.

Peter Molyneux: 'I feel sorry for Denis Dyack' [Videogamer.Com]

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Wed, 23 Jul 2008 11:20:00 MDT Mike Fahey http://kotaku.com/index.php?op=postcommentfeed&postId=5028181&view=rss&microfeed=true
<![CDATA[ What Did You Think Of The Too Human Demo? ]]> Most of us at Kotaku were busy worker bees when Microsoft and Silicon Knights unleashed the Too Human demo on the Xbox 360 owning masses. Speaking to Microsoft Games Studios folk at E3 this week, we heard nothing but glowing reception to the game. Universal acclaim we did not expect, so I was personally curious about the Kotaku readership's opinion of the demo.

Looks like some of you have already weighed in with your opinion in the comments of the original post, but for those who've spent a bit more time with part one of the planned epic adventure, tell us (dammit) what you think of the Too Human demo.

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Fri, 18 Jul 2008 21:00:51 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5026915&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[ What Are You Playing This Weekend? ]]> While wrangling coverage of Blizzard's Worldwide Invitational will consume a portion of my weekend, spending more time hands-on with Silicon Knights' Too Human will swallow up quite a bit more of my Saturday and Sunday. Expect extended impressions on that game throughout next week. To wind down, I'll be devoting some personal time with Team Fortress 2, playing as one of the many Pyros clogging the ranks on the hunt for Steam Achievements and new weapons. Oh, and there's Soul Bubbles to finish. Lordy!

Other than that, it's time for serious Summer fun. We'll be bandying about shuttlecocks and grilling lots of meat in the greater Los Angeles area, working on our third sunburn. What have you got planned for this regular sized weekend? Any gaming gettin' done?

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Fri, 27 Jun 2008 13:40:53 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5020307&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[ 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[ Two Humans' Hands On with Too Human ]]> Denis Dyack kept things short and sweet at yesterday's Xbox 360 Spring Showcase event. He wanted to make sure we had plenty of time to play through some co-op on Too Human.

The game is releasing on August 19 in North America, but the once four-player co-op has been trimmed to two because, after play-testing it for awhile, he realized that there was too much going on with that many players.

Later, Dyack told me that the engine still supports four player co-op, but that things were getting too confusing on screen once you factored in the four players, their special attacks and spider-bots plus the army of creatures that would spawn to deal with them.

None of the game's maps are randomized, he told me, but the creatures that spawn in them are. The game will take a player about 15 hours to get to level 30 and 50 to 60 hours to get to level 50.

"I don't know how long it would take to see everything, I don't even know if that's possible," he said. "Too Human may look like an action game, but don't be fooled—it's actually a very, very deep role-playing title."

I did enjoy my time with the game, but still feel like I'm not quite getting it. G4's Adam Sessler and I worked through a chunk of co-op, playing through levels side-by-side and I could see how having two more players would make things unnecessarily convoluted.

What I couldn't see, in my short time with the game, was it's depth. There were hints that deep play was present, especially in the weapons upgrades and spells, but 20 minutes or so in a co-op match isn't the best way to explore that.

The action element of the game seemed to handle fine, though I never really got a sense of my character's power. Slapping the stick left to right to clear out robotic trolls and goblins was pretty slick, but it felt at times that the action on the screen was disconnected with my movement. I guess I didn't always feel like I was actually in control, it was almost as if the game was, at times, on auto pilot.

The sound, which was impossible to hear in yesterday's setting, could certainly help with some of that, but I think that either I need a better understanding of the nuance of the controls or that, perhaps, there is no nuance to the controls.

Too Human is certainly an interesting looking game, and the art design is slowly winning me over, but this is just going to have to be one of those titles I have to really sit down and play for quite awhile before I can figure out how into it I will be.

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Wed, 14 May 2008 13:00:00 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=5008996&view=rss&microfeed=true
<![CDATA[ More Too Human, Ninja Gaiden II Gameplay Video ]]> Some footage that you may have missed from both Silicon Knights' Too Human and Team Ninja's Ninja Gaiden II is now available for your streaming pleasure. Both Xbox 360 exclusives are packed to the brim with the whacking of foes, which you're most likely aware, but did you know both feature giant spider bosses? It's true! Clearly we've not begun to come close to tapping the well of ideas. Too Human does have more than giant spirit bears, though, as shown in the clip above. Extended bloody ninja slicing action courtesy of Ryu Hayabusa after the jump.

Update: Apparently, this is what they call B-roll footage, not an officially sanctioned trailer for the game and not intended to be shown in its entirety. We think it's just a spectacular selection of gameplay, but please note this is "raw" unedited video.

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Tue, 13 May 2008 18:40:31 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=5008944&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[ 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[ Too Human Hands-on Impressions ]]> Silicon Knights' Too Human may be one of the most ambitious console games currently in development, a series that has been planned from the get-go to span three full releases, layering Norse mythology on top of a science fiction setting taking place thousands of years in the past. This is epic, universe establishing stuff. What other game kicks off with a Friedrich Nietzsche quote or has the gall to use the mythic tree Yggdrasil as a conduit to Cyberspace?

Too Human also happens to have one of the more epic development cycles, spanning three generations of consoles and, at times, overshadowed by drama surrounding an ongoing legal dispute with the developers of the Unreal Engine. Regardless of the hubbub attached to Too Human's production and the occasional headline-grabbing quote from founder Denis Dyack, it's the game that matters to most of the majority. And we finally played it.

Following an hour long walkthrough of a near final build of Too Human with Dyack, in which he got us up to speed on the game's varied characters and gameplay mechanics, we're fairly certain of one thing—Too Human can be a gorgeous game. As you may have seen from some of the recently released screen shots, the team is capable of some impressive technical feats.

Graphically, Too Human shows that it has the potential to output some fantastic visuals. The game runs in native 720p with four passes of anti-aliasing helping to create a very polished image. It's got all the candies—lovely textures, normal maps, brilliant lighting and expansive environments.

Unfortunately, that level of detail often comes with a price, as whatever in-house engine is now powering the game sometimes chugged under the pressure. These moments of frame rate sluggishness were most prevalent in one of the game's cut scenes, something in which Too Human is not lacking.

That may be because the story, not necessarily the gameplay—though we'll get to that—seems to be Silicon Knights' focus. The team has built a near seamless storytelling experience with Too Human, with Dyack proudly proclaiming at the start of his presentation "Pay attention to the loading screen, because it's the last one you'll see in the demo." It's true (mostly). Too Human bounces from location to location, timeframe to timeframe without a progress bar in sight, as the team has hidden all that ugly disc reading behind in-game cinematics.

If you really want to see some loading, though, you can. Simply skip the cut scenes—as long as they aren't the interactive ones—and you'll see that Too Human is, well, human after all. It's a good trick, though, and they deserve credit for it.

Some of those cut scenes, however, actually seemed to do a disservice to the impact of the game's massive scope. It's clear that Silicon Knights is taken with some of the work it has done and wants the player to make sure he or she notices every last detail. Some of the cut scenes we saw featured awkward zooms to things like holographic glasses(!) and individually rendered eyebrow hairs(!). Others were dripping with cliched, melodramatic action sequences, like when protagonist Baldur dragged his sword along the pavement for spark-filled effect before back-flipping off a wall and slicing off a robot arm in slow motion. This, just after a John Woo-style super duper slo-mo shoot out with a flying buzzsaw menace, was too much cheese to swallow.

We may just be extremely hard to please. Thirty minutes with the title is hardly a good measure of what's planned to be an epic drama, so let's talk about gameplay.

After picking one of five starting classes—Champion, Commando, BioEngineer, Berserker and Defender—each of which has its own strengths and weaknesses, then setting out, it became clear that Too Human has its roots in a handful of classics. It adopts parts of Devil May Cry's shoot and slash gameplay and Diablo's loot-gathering addiction in an attempt to create an RPG that's friendly to action game types.

Like Diablo, combat is fairly simple. It may not be "point, click, kill, drink potion, repeat" but Too Human doesn't necessarily require the finger dexterity of Devil May Cry or Ninja Gaiden to play. You'll use the left analog stick to move around, with the right stick used for melee attacks, right trigger for your firearm. Right analog stick slashes and bashes can be chained together, simply by pointing the stick in the direction of the enemy you want to attack, then toward the next, then toward the next, ad infinitum. Double tap the stick and you'll knock them up in the air, setting up enemies for combo juggles and breaking up the monotony.

String enough of these together and you'll build up your super move, known as a Ruiner, an insta-kill explosion that can pull you out of a tight jam. These can be pulled off with a quick tap of the right bumper, but Silicon Knights has also included a few dual-stick moves that add variety.

Truth be told, there was a certain stiffness to the combat, something that action game die hards may sniff at. Baldur's constant gliding from bad guy to bad guy looked, well, goofy and the Troll "surfing" combat tactic felt out of place, just different enough from button pressing God of War-style mini-games to not be totally damnable, but close enough to be annoying.

One of the most challenging foes we must mention is the one you'll never kill, is Too Human's occasionally wonky camera. Despite Dyack's assertion that the camera tech is "intelligent" and one that the player need not control, it definitely got in our way more than once. Shooting off screen enemies while getting smacked from behind by Goblins is something we hope that doesn't make it into the final game. Fortunately, the camera can be panned in and out using the D-pad or re-centered using the left bumper.

Silicon Knights' biggest challenge, outside of the technical ones that could still be ironed out before the game ships (no, we don't know when that is) is bringing all these disparate elements from multiple gameplay types together into a cohesive package. Add to that a storyline that attempts to blend Norse mythology, sci-fi cinema, and existentialist and postmodernist philosophy, and Too Human may wind up being a beautiful mess.

However, with a quintet of character classes, a deep skill tree and a World of Warcraft-style loot system—you'll pick up equipment with names like Sacred Tactical Visor of Opportunity and Harrowing Lance of Wrath, some socketable with runes a la Diablo II—there should be plenty of replay value in Too Human, at least for those who don't quibble as much as we do. Add to that a four-player co-op option (that we sadly didn't get to try out) and a crafting system, and we suspect that the game will resonate for a long time with gamers.

Others, however, may find that other games have done what Too Human is attempting to do before (and better) and may just want to wait for the novelization. Or at least until the trilogy is finally complete to enjoy the ride in one epic slog.

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Wed, 20 Feb 2008 01:30:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=358429&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