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Review: Too Human
Radioactive IT
Review: Too Human | Review: Too Human |
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| by Mike Bantick | |
| Friday, 29 August 2008 | |
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Page 2 of 3 The single player game is a relatively short experience (though this is the first of a trilogy of Too Human games, cannot wait for Too Human Two), much of which will be spent in the equipment screen fiddling with various weapons, runes, charms, armour and more as it is randomly dropped after encounters. Very Diablo-esque. The game is played in third person mode, with a couple of options for camera alignment; much of the action is a cinematically laid before the player. Without camera control however, there can be game-play hindrances. Too Human has an equal reliance on ranged and close combat, the swordplay is fun, with Baldur sliding into the hordes, launching foes into the air generally causing pain Close combat is achieved through intuitive use of the right thumbstick, controlling the weapon direction accordingly. The bigger enemies are – in most cases – better handled from afar with your ranged weaponry. Target locking for ranged weapons can be a pain depending on how well you come to grip with the controls, or simply the player’s style of play. Target locking is an art to learn. But once you do get the hang of it, combine it with sword-play and special abilities, the main game-play of Too Human does indeed become enjoyable – especially with a co-op friend (which eschews story mode for simple action). The battles are tough, but with a Battlefield:Bad Company style checkpointing system for a death, there is not much chance you won’t succeed. Enduring the animation of a winged Valkarie descending for Baldur’s body, to be born aloft and immediately return to the field of battle, oh! And some equipment degradation is the extent of penalty for dying in Too Human. ![]() |
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