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Review: Too Human

Opinion and Analysis


Then there is the RPG element of the game. There are a number of levels here, and for some, much time will be spent in micromanaging the development of their own personal Baldur.

The random loot consists of many types of Weapons (Both ranged and close-combat), Armour, Runes (for attaching to weapons and armour), Charms (providing abilities once achieving their quest requirements) or Blue prints for creating further Weapons/Armour.

A skill tree of sorts is also available for boosting some of Baldur’s combat abilities.  I say ‘of sorts’ as the reality is that, once a direction of advancement has been taken, the player is pretty much locked in to that progression.  There is however a ‘Respec’ option available for those that change their minds, with a minor penalty only necessary to do so.

There is also a path selection made early in the game, similar to the Mass Effect Paragon/Renegade choice, but with no going back.  The player can either choose the benefits of Cybernetic enhancement (concentrating on damaging foes) versus the Human path (better combo action).

In general, Too Human is an interesting start to a trilogy of games, the fiction is bordering on the over bloated – calling enemies Goblins, Trolls, Dark Elves on top of the Norse and Sci-Fi elements was too much.toohuman2.jpg

The single player game, has lacklustre environment design, an enemy AI that pretty much sticks to the hoard attack approach, and a camera system that is high on cinematic style, but low on useful game-play substance.

But

It is fun to get into the action, and fiddle with your character.  Sure, you will die a lot and, like many RPG games, not matter how much you level up and change to stronger equipment, the game will also level up the challenge, making the game much the same from start to finish.  But it is genuinely fun to play.

Your AI buddies are hopeless, but team up with a flesh and bone buddy and the fun level ramps up.

6.5 Cybernetic Implants out of 10

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