GDC: Too Human

Vikings in space.

Denis Dyack says he's surprised there's been such a big turnout for his pre-GDC presentation. Indeed, every seat in the room is taken and there are plenty more journalists standing at the back. But is that really so surprising? After all, Too Human is high up on the list of the most interesting titles coming exclusively to Xbox 360 this year - and it's not a long list.

There's also the fact that anticipation for the game has had nearly nine years to build. It was first unveiled at E3 '99 as a PSone game that would come on four discs. Obviously much has changed since then. However, Too Human is still an action RPG and its basic theme is still the relationship between humankind and machines.

"If you want to know about Too Human and its history, you have to go back thousands of years - before the Roman Empire, before Ancient Egypt, before the time of Atlantis and its war with Ancient India, before the Ice Ages," Dyack tells the audience. Before the game was announced, even?

"It's a time when mankind is at a peak of technology. A giant empire is waging war with machines against another group called the Azaire. Instead of machines, the Azaire use technology and cybernetics to enhance human beings to help fight this menace."

But as the war rages on the Azaire realise they need more firepower and start using atomic, nuclear and anti-matter weapons. The planet's climate is affected and a new ice age kicks off. "This is where Too Human begins."

Scene it

And this is where Dyack's demo of the game begins - with the first cut-scene. Without wishing to spoil it, let's just say the first bit involves a burly man on a mission to retrieve a body, a woman with ridiculous breasts and a severe skin problem and a lot of robots. Then the message "Nine months later" flashes up and a Bladerunner-style cityscape of towering black buildings, glittering lights and holographs appears. We see a different man on a different mission and another robot. There's a dramatic fight with an interesting ending.

'GDC: Too Human' Screenshot 1

Of all the character classes, the Beserker is probably the hardest.

The cut-scene is cryptic and doesn't actually reveal a great deal of the storyline. However, it does show off the game's visual style. It's science-fiction meets Norse mythology; vikings in space, if you will. There are plenty of holograms and neon lights and futuristic weapons, but also swords and runes and tankards. It's a fusion of ideas and genres - much like Too Human's gameplay.

"One of the things that is not well-known about Too Human is the deep role-playing elements of the game," Dyack says as the character-creation menu appears on the screen. He explains that you can design many characters and share them between the single-player and online game.

There are six character classes to choose from. First up is the Champion, and once again fusion is the theme as Dyack reveals he can handle firearms, excels in melee and air combat and is good at pulling off critical strikes too. "A lot of games like Diablo or Phantasy Star Online are statistically-based, they're not done in real time," says Dyack. "This game is all real time, it's all fast-paced combat, and by fusing those things we feel we're really bringing a different experience."

On to the Commando. "He's essentially your nuker," excelling in firearms combat, explosive techniques and using a spider-like robot called, ah, a Spider to explore new areas. The Bioengineer is the healer, using nanotech to both repair damage and engage in combat. "One of the interesting things about Too Human is there's no mana," says Dyack. "We have a concept called nanofuel, and the more enemies you kill the more you can heal and use your various different powers."

Then there's the Berserker, who's best at churning through enemies with melee combat. And finally the Defender is the tank; he has the best armour and can take a tremendous amount of damage. "He can't get knocked down by missiles, and when you play the game you'll appreciate that means he can really stand his ground."

Robo cops

Dyack's showing off the Champion in this demo. He leads an army of troopers into a great stone fortress. Turns out it's populated by hundreds of homicidal robots, so it's time to see the combat system in action. You can see why comparisons with Devil May Cry have been drawn before now.

The hero, Baldur, moves with lighting swiftness. He switches constantly between a giant sword which leaves a flashy blue trail in its wake and a pair of laser guns. He can jump high into the air and hover momentarily. He can zip across the floor without even lifting his feet, like some kind of Nordic Michael Jackson. From space.

Although they're off-screen for most of the action, you can still hear the other troopers making the kind of comments you'd expect to hear in a blockbuster action movie: "Today is a good day to die" et cetera. But some of the quotes have a twist in-keeping with the game's setting: "Why in Odin's name are we here?", "If we get out of this alive, I'm going to buy more mead than even you can drink." The juxtaposition is funny more than anything else, and somewhat jarring.

'GDC: Too Human' Screenshot 2

Much more impressive than those Honda ones who can't even walk up stairs properly.

The robots dispatched, there's a break in the action and Dyack takes the opportunity to present the science bit. "Too Human is being rendered in true 720, we're not scaling it. We're running four-times anti-aliasing, eight lights per character. Atmospheric scattering. We can have a ton of enemies on screen - there are times when there's over 50 to 70." In this particular demo, however, there don't seem to be more than 30 max present at any one time.

Then there's the camera. "The philosophy in Too Human is, the player does not have to control it," says Dyack. "We really feel that both controlling the camera and gameplay adds a layer of complexity that makes it more difficult for gamers."

So if you walk past a pair of characters having a conversation, the camera will automatically change perspective and you'll be able to hear what's going on. We're also promised parts of the game will look like cut-scenes, but will be fully interactive. "We really feel videogames are the eighth art form, and by combining interactivity and gameplay into the cinematics we feel we're doing something special."

Green and pleasant land

Here's another cut-scene; a flashback this time, revealing more about why Baldur is fighting the robots. Then it's back to the future, where he fights some more robots. This time that includes a robot boss with a hammer on the end of one arm. Baldur leaps on its shoulders and plunges his sword into the enemy's weak spot for massive damage.

'GDC: Too Human' Screenshot 3

Look out, it's a valkyrie! From space!

Now Dyack's showing off a whole new part of the game - "Cyberspace. It's an articifial construct where the player can explore and find different artefacts in the real world." There's no combat in Cyberspace, so it's likely to provide a welcome break from all the robot killing. It's rather peaceful, too, as the landscape is organic - it's all green fields and flowering trees rather than stone statues and nanotechnology.

We're introduced to the Nairns. Not to be confused with G'Kar's lot, they're "artificial intelligences". They appear as women dressed in hooded purple cloaks, and offer mystical advice. One of them gives Baldur an item that will allow him to enter Cyberspace whenever he feels like it.

Now Dyack's showing off the equipment inventory. The items have names like "Sacred tactical visor of opportunity". and "Wilful convex shoulderpads of growling". You pick up items automatically when enemies drop them as you fight - there are no buttons to push as Dyack is "a big believer in accessibility". You can also use "cybernetic runes" to enhance various weapons and pieces of equipment. There are thousands of them, apparently. As in World of Warcraft, you can collect Epic sets of loot for more combinations.

End game

Dyack rounds off the demo with a bit more fighting - giant robot spiders and goblins - and a couple of cut-scenes. Then it's time for the Q&A and the first question, unsurprisingly, is about when the game will be released. "Soon," says Dyack, "Sorry. It's coming along really well. We're bouncing and tweaking and we're going to be announcing a date as soon as possible." He confirms there will be a demo released on Xbox Live Marketplace. "The timing will be linked to the release of the game."

Afterwards, we get the chance to sit down with Dyack for a one-on-one. He won't talk about the multiplayer modes in Too Human, confirming only that, "You can play co-operatively through the whole game with your friends."

'GDC: Too Human' Screenshot 4

If it was 1994, we'd write 'It's Hammertime!' underneath this picture, and people would think it was fresh and relevant.

Better go for a more general question, then. It's clear fusion is a common theme running through Too Human - it's present in the gameplay, the visuals and the storyline. But isn't juxtaposing elements so boldly a risky business? "I think it's horribly risky, because you often create things people don't know how to describe," he says. "We had some earlier troubles with that with Too Human; people thought it was either a God of War or a Devil May Cry clone.

"Clearly, hopefully after today, it's not. It's a hunter-and-gathering game with deep role-playing elements, but it's also got a lot of action elements and it's all those things woven into one."

Of course, Too Human isn't the first game to combine action gameplay with role-playing. However, Dyack is confident his studio has produced something new and innovative here. "I don't think there have been action-RPGs like this before. I can't think of any that do the same kind of seamless integration we do," he says.

"Take something like Oblivion - you can do spells in real-time and stuff, but it's straightforward calculated statistics. With us, it's third-person, over the shoulder, kinetic, air combat, combinations, juggling - all those things combined with the RPG elements. I haven't seen that before... You can call me out as being wrong, time will tell. It's up to gamers to be the final judge."

With nine years of toil, time and money invested, Dyack must be hoping the jury comes down on his side. At this stage, it's clear he's right in that Too Human isn't just a God of War or Devil May Cry clone. And though it takes elements from World of Warcraft and Diablo, it's no clone of those games either. There are clearly unique, innovative ideas here. Whether they work well together? As Dyack says, time will tell.

Comments (33) Latest comment 4 years ago

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  • mechamonkey #1 4 years ago

    Please Please Pease be good !
  • DerFlange #2 4 years ago

  • Rirekon #3 4 years ago

    Damn, I really hope I've not over-hyped this in my head...
  • menage #4 4 years ago

    Looks good to me. Although I still want a demo.
  • MightyMouse #5 4 years ago

    Do it Ellie, unleash the '90s within.
  • penhalion #6 4 years ago

    @Rirekon

    Chances are you have I'm afraid. It's combat is neither as dynamic or as fun as devil may cry. Some of the moves, like the floor zip, look decidedly stupid to be frank.

    The story (in the cutscenes) looks more interesting than the actual gameplay.
  • Crovax20 #7 4 years ago

    Hehe, massive damage... That brought memories back of some ancient japanese giant crab battle.

    Anyways sounds promising, hope it turns out really good. My friends and I are looking forward to this
  • UncleLou #8 4 years ago

    Sounds ace. I'll buy it if they do a PC version.
  • Verwandlung #9 4 years ago

    Don't make fun of Asimo, he walks on stairs just fine.
  • nickthegun #10 4 years ago

    "Denis Dyack says he's surprised there's been such a big turnout for his pre-GDC presentation. Indeed, every seat in the room is taken and there are plenty more journalists standing at the back."

    Everyone just wanted a soundbite about Epic, you vultures!
  • Lexx87 #11 4 years ago

    Never cared about this and won't care about this until it's out and proven good.
  • NegativeZero #12 4 years ago

    I really think the success or failure of this game is going to hinge on there being a really good demo out before it releases.
  • KD #13 4 years ago

    4 player coop would make this a must buy for me
  • seasidebaz #14 4 years ago

    He can zip across the floor without even lifting his feet

    sounds like an animation glitch to me :)
  • Pasco #15 4 years ago

    The game looks okay in screenshots but it seems half-done and amateurish in motion. The way the opponents move when you hit them seems arbitrary. There is no connection between the strike of the main character and the being-hit-animation. When the main character stands on the giant's shoulders you see his feet actually floating over his shoulders for several seconds. The whole thing lasts too long and has been done better in every game that has something similar (Prince of Persia, God of War)

    The absence of anything exciting happening in the in-game videos is so pronounced that I can literally feel it as if it was a presence.
  • dudefella #16 4 years ago

    I so want this to be good, but yeah, time will tell!
  • gman7714 #17 4 years ago

  • The-Bodybuilder #18 4 years ago

    I keep hoping they improve the animation as it still looks bad imo.

    But it's an rpg, with 4-player co-op. People need to think more phanstasy star online that DMC.

    Besides Ninja Gaiden 2 is coming in june (probably befre this).
  • adamamosa #19 4 years ago

    I have to say this game has never interested me until recently
  • mkreku #20 4 years ago

    I thought this was going to be a RPG! What happened?
  • malloc #21 4 years ago

    "Before the game was announced, even?"
    LOL, nice one.

    "Without wishing to spoil it, let's just say the first bit involves a burly man on a mission to retrieve a body, a woman with ridiculous breasts"
    Where did you say this trailer was again?
  • The-Bodybuilder #22 4 years ago

    >"I thought this was going to be a RPG! What happened? "

    It still is. Quite extensively.
  • Razorus #23 4 years ago

    I've been waiting for this since the beginning. They really need to improve the animation as it looks very dodgy . Also, there's too much weapon trailing light effects.
    The thing that interests me most about this is the story and co-op. I really hope this turns out good.
  • Jac #24 4 years ago

    I swear this game orignally started off as an n64 game, anyone else remember that?
  • mkreku #25 4 years ago

    The Bodybuilder: It still is. Quite extensively.

    When I looked at the two gameplay videos on Eurogamer TV, I saw a pretty mediocre action game. It may still have a few RPG features ( thought I saw an inventory flash by) but a feature does not a RPG make.
  • Chtulie #26 4 years ago

    This screams Warhammer 40k rip.

    And I wish it was a little more 40k actually, technically the graphics are nice, but design wise it's quite bland.

    Gameplay looks nice for a console hack& slash rpg.

    Classes seem weird for what is first a single player game without an NPC party. What use is the tank and healer class' skills without a group? Or a demo type class without support?

    Have they shown anything that's actually new though? Anything that is innovative and not something where it's easy to spot the game it's borrowed from?
  • The-Bodybuilder #27 4 years ago

    @ mkreku

    You know, it's probably best to judge the rpg elements based on previews (current and previous ones), rather than just 2 action vidoes.

    And is an rpg not an rpg because it has action elements?
  • The-Bodybuilder #28 4 years ago

    @ disc

    Disc said it best, it's diablo. No matter what is said, it's diablo.
  • ASHBERY76 #29 4 years ago

    Diablo didn't invent hack and slash.
  • Xerx3s #30 4 years ago

    No but there hasn't been one since D2 that bettered it.
  • UncleLou #31 4 years ago

    Diablo didn't invent hack and slash.

    It did, at least the action/endless loot/skilltrees combination. The term hack and slash is used for such a wide variety of games ranging from P&P, to Diablo, to games like Devil May Cry, that it's pretty much useless, anyway. Diablo and its clones are in a genre of its own - which is why the comparisons to more or less pure action games based on skill like DMC and "real" RPGs are a bit useless, but the genre always seems to attract people who expect something different. These games don't have, and shouldn't have, combat that's based on skill, nor a big story that gets in the way of the flow. I can understand why many people don't like the genre, but complaining that it's no DMC or a real RPG is a bit like complaining about Burnout not being Gran Turismo or Gran Theft Auto, just because it looks a bit similar. ;)
    Edited by 2 at 22/02/08 @ 00:33
  • HiredMan #32 4 years ago

    @Cthulie

    No. Starcraft is a Warhammer 40k rip (and Warcraft is a massive warhammer rip while we're on the subject). This looks far more interesting
  • Skywise #33 4 years ago

    "If you want to know about Too Human and its history, you have to go back thousands of years"

    I know this game has been delayed a lot but still I'm surprised