Baldur's Gait.
It's been a while since we've seen an original IP from Silicon Knights, but the creators of the Legacy of Kain series, Metal Gear Solid: The Twin Snakes and Eternal Darkness have a pedigree that makes their games worth waiting for.
Such a reputation however brings with it great pressure. Perhaps that's why it's taken Too Human, the company's first Xbox 360 exclusive, and one of the first big next-gen announcements of 2005, so long to materialise. It probably also didn't help that they had to start over half way through, building large parts of the game from scratch after a fall-out with Epic Games over use of the Unreal Engine 3.
Shiny and spectacular
We've had some wait then, but with the September release date seemingly set in stone and Silicon Knight's self-built game engine looking shiny and spectacular, it's finally time to take a closer look at what Too Human will offer.
Too Human mixes Norse mythology with futuristic technology and a Lost Planet style gameworld.
What Xbox 360 gamers can certainly expect from Too Human, like a lot of Silicon Knight's previous offerings, is a dramatic story-driven experience. Indeed, Too Human mixes Norse mythology with futuristic technology and a Lost Planet style gameworld, presenting powerful Gods with cybernetic enhancements, helping humanity wage war against a race of machines in a wintry planet full of gothic architecture and mystical forces.
In Too Human you play as one of these Gods, the second son of ODIN, Baldur – who, due to his low level of cybernetic enhancements, has been dubbed by his fellow Gods to be ‘too human' (see what they did there? Nice.) Funnily enough that's an integral part of Too Human's gameplay, with players able to choose from a variety of character classes, customising and enhancing Baldur with a variety of skills and cybernetic mods, which in turn lead to differing combat options.
Treading curiously
That combat is the driving force behind Too Human, with gameplay very much in the vein of a scrolling beat em up. Because of this, Too Human looks to tread a curious line between third-person hack-slash-and-shoot action a la Devil May Cry, and the kind of compulsive character-building and item-hording you'd expect to find in many an RPG. It's easy to see why Too Human is already being compared to dungeon-crawling role-players Diablo and Phantasy Star Online.
Too Human looks to tread a curious line between third-person hack-slash-and-shoot and compulsive character-building and item-hording.
And yet Too Human is intent on being its own game, with Silicon Knights making some unique design decisions. Not least is the fact that melee combat is on the right analogue stick, shooting on the triggers, with jumps, rolls and special attacks on the fascia buttons. It gives Too Human a different feel to something like Devil May Cry, and though the lack of camera in the recent Xbox Live demo does feel initially jarring, you do get used to auto-centring it with a button press. The alternative is moving to the second pulled-back panning camera view, though that doesn't do anything to help immersion.
Despite an impressive five character classes, each with their own sizable skill tree to develop as the adventure progresses, Too Human's success will depend largely on how Xbox 360 gamers take to the relatively repetitive analogue stick fighting, and how much in turn the promise of online co-op adds to the overall experience. The original plan was to have PSO-style four-player questing, but in the end that was lowered to two for the balance of the game. It's a disappointment no doubt, but whether that decision proves damning only playing the final game will tell.
Cautiously optimistic
We hope not, because the cyber Norse premise should be original enough to attract attention, and Silicon Knight's pedigree would suggest that Baldur's journey in Too Human will be an evocative and well-told one. We're not entirely convinced on the showing of the demo, but remain cautiously optimistic.
Preview by: Mark 'Cybernetic' Scott
Preview Published: 18.07.08