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You are here » articles » 2006 archive »  Electronic Theatre Special Report: E3 2006: Xbox360: Too Human
 
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Too Human

            Too Human is a title that has had quite a troubled and well-documented development history. Originally a Nintendo64 exclusive, it was then moved to a Multi-Format title and appeared as playable code for theElectronic Theatre Image PlayStation. Six years later and having moved in-and-out of GameCube exclusivity and onto an Xbox360 deal, Silicon Knight’s attempt at creating a world-defining trilogy is nearing completion.

            Easily creating an epic-scale through the use of camera-work comparable to God Of War, Too Human is set in a neo-apocalyptic world defined by it’s mythology versus machinery contexts. Two Levels – The Ice Forest and Hall Of Heroes - were playable in the code and, for those who progressed well-enough past the point at which the stand attendees noticed, a picturesque garden was seen to act as a HUB. The Combat System is encouraging, with the Right Analogue acting as basic moves and, with the addition of the below Context-Sensitive attacks, Special Moves are executed. The L and R Triggers allow for guns to be used, with a two-way Lock-On feature present controlled by flicking the Right Analogue Stock in the desired direction before pressing the required arm to fire; however, currently the system is to cumbersome to be considered a distinct advantage.

            Many Context-Sensitive attacks appear after either a time-delay or a non-specified amount of kills and send the camera into a frenzy, whilst remaining looking rather stylish. The graphics are the best example of the Xbox360’s power seen so far, perhaps with the exception of only the forthcoming Alone In The Dark, and the Lighting-Effects are simply amazing. The Frame-Rate however, is simply unforgivable, with at one moment your Electronic Theatre Imageavatar being placed on the left side of the screen, and with one movement of the Left Analogue Stick, appearing on the totally opposite side after a three-second pause – three seconds in which you are totally vulnerable to enemy attack. Extensive Loading Times and poor Collision Detection only further tarnish Silicon Knight’s gleaming reputation built from iconic pieces such as Eternal Darkness and Metal Gear Solid: The Twin Snakes. There’s no doubt that a company with such a reputation to uphold will get most of the problems ironed-out, especially under the watchful-eye of Microsoft’s marketing department, however it’s quite obvious that Too Human would’ve faired much better at E3 2006 had it been left as a video preview, and not been playable by unscrupulous journalistic types, like yours truly.

KevJ.

14/05/06

 

Return to the Articles Archive 2006 Page here.

 

 Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

If you wish to inquire about pricing of any titles for these formats not listed on this site, drop me a line at kjoyce@electronictheatre.co.ukTop

 
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