Author Topic: Too Human Trilogy: Exclusive for 360  (Read 113773 times)

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Offline ShyGuy

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RE: Too Human Trilogy: Exclusive for 360
« Reply #100 on: November 01, 2005, 06:41:44 AM »
At what point does a micro game become epic?  At least 40 minutes of cutscenes required?

Was the original Super Mario Bros epic or micro ?

Offline vudu

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RE: Too Human Trilogy: Exclusive for 360
« Reply #101 on: November 01, 2005, 08:31:26 AM »
Depends.  At the time it was utterly huge.  8 worlds, 4 levels each.  It was godly.  By today's standards it's extremely short.  I have friends who used to compete to see how fast they could beat it.  I think they got down to around sixteen minutes, although I'm sure their record could be beaten by quite a bit.
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Offline couchmonkey

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RE: Too Human Trilogy: Exclusive for 360
« Reply #102 on: November 02, 2005, 05:56:55 AM »
The issue is game saves.  Super Mario Bros. took me about a year to beat, partially because my skills weren't as high as they are today, but mostly because I had to replay the same levels over and over again.  If you could save at the end of every level, though, I probably would have beaten the game in a month or so.

I don't think we should get rid of game saves, of course, but they've made it so that challenge-based games don't work as well as they used to.  Length is now of more importance.

Ummm...what's my point??  I guess, to make an Epic game nowdays, you have to find a way to make it last for a long time in spite of game saves.  The result has been that a lot of epic games have become bloated from MIBS (More is Better Syndrome).  I've played so many amazing 10-15 hour games this generation and so many merely good 40 hour games that suffered from collecting, backtracking and unecessary extras.
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Offline ShyGuy

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RE: Too Human Trilogy: Exclusive for 360
« Reply #103 on: November 02, 2005, 06:52:11 AM »
So as long as story mode lasts a long time the game qualifies as epic? Max Payne wasn't epic. Fable wasn't epic. Monkey Ball 2 WAS epic.

Offline Don'tHate742

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RE: Too Human Trilogy: Exclusive for 360
« Reply #104 on: November 02, 2005, 08:00:54 AM »
We're now talking very philosophical now. Where at first a subject seems easy to define, until you actually think it through.

There is no defining factor between epic and micro as proven by examples listed above. However, we can FEEL the difference. In other words, trying to classify games one way or another using a set of guidelines is impossible.  
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Offline vudu

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RE:Too Human Trilogy: Exclusive for 360
« Reply #105 on: November 02, 2005, 08:46:23 AM »
Quote

don't think we should get rid of game saves, of course, but they've made it so that challenge-based games don't work as well as they used to. Length is now of more importance.
Viewtiful Joe overcame this quite nicely.  By putting the save points pretty far apart it made it so you couldn't just restart every time you died, but you didn't have to play the whole game in one sitting.
Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

Offline PaLaDiN

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RE: Too Human Trilogy: Exclusive for 360
« Reply #106 on: November 02, 2005, 12:32:29 PM »
"However, we can FEEL the difference."

That made me laugh for some reason. I have no idea why. I'm sorry.
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Offline couchmonkey

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RE: Too Human Trilogy: Exclusive for 360
« Reply #107 on: November 03, 2005, 06:26:20 AM »
Putting save points pretty far apart is a pretty good idea, though I have to agree with Gabe on this one...VJ could have used a few more.
I think that game is still mostly within limits, though.  For me, if I can't save for two hours (e.g. while playing cooperative Halo campaign with a friend) it becomes a major problem.  I have a life!  (Not much of one, judging by the amount of time I'm spending on here this morning. )

Edit: and portable games should allow me to save much more often than console ones, obviously...at least once every ten minutes, preferably whenever I want.
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Offline KDR_11k

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RE: Too Human Trilogy: Exclusive for 360
« Reply #108 on: November 04, 2005, 05:13:46 AM »
Save points are an annoyance because that means too much lost progress, not only from losing but also when you have to stop playing and didn't reach a savepoint yet.

Offline Bill Aurion

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RE: Too Human Trilogy: Exclusive for 360
« Reply #109 on: November 04, 2005, 05:42:23 AM »
I like having a lot of save points because when I get to play games I usually don't have a lot of time to play them...And nothing is more annoying than playing a half-hour or more and then having to stop the game because you have to go and there's no save point in sight...
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Offline wandering

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RE: Too Human Trilogy: Exclusive for 360
« Reply #110 on: November 05, 2005, 06:53:21 AM »
That's why the pause button was invented.
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Offline KDR_11k

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RE: Too Human Trilogy: Exclusive for 360
« Reply #111 on: November 05, 2005, 07:20:46 AM »
Yeah, because it's particularly environment friendly to have your console run for hours doing nothing. And I don't want it to run while I'm away, anyway.

Offline ShyGuy

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RE: Too Human Trilogy: Exclusive for 360
« Reply #112 on: November 05, 2005, 07:24:14 AM »
I always liked how most PC games allow you to save anywhere.

Offline Djunknown

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RE:Too Human Trilogy: Exclusive for 360
« Reply #113 on: March 23, 2006, 06:09:16 PM »
Looks like this slipped the proverbial radar. Too Human is alive and well. Here are some clips:

Quote

. We've also tied in a lot of Norse mythology so the god that you play is the god Balder from Norse mythology and there are other gods in the pantheon and the game gets its name because everyone is always telling you that you're too human and you need to cybernetically enhance yourself further to really deal fight with these machines.


Sounds like the core essence remains the same, even though they've drastically changed everything else.

Quote

When we move to 3D, suddenly, you have to control this camera to see what's going on. We think that the extra layer of complexity is just really removing everyone. So we have created a camera system that is controlled for you. It's much more advanced than anything we did in Eternal Darkness.


Wow. There were no real problems concerning the camera in Eternal Darkness. What will they do with Too Human?

Quote

But since then we have worked on Eternal Darkness with Miyamoto-san and we worked on Metal Gear Solid with Kojima-San, so really Too Human is a combination of all those factors brought into one ultimate learning experience.


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Offline Smash_Brother

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RE: Too Human Trilogy: Exclusive for 360
« Reply #114 on: March 23, 2006, 06:44:16 PM »
The loss of SK does suck, even though I can't recall most people enjoying their games as much as I did.

While I do feel that Too Human has been in the oven for FAR too long, it wouldn't necessarily stop it from being a solid title.
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Offline Djunknown

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RE:Too Human Trilogy: Exclusive for 360
« Reply #115 on: March 28, 2006, 04:25:54 PM »
Its not like they were actually working on it. According to the them the concept has been around even before they started the Soul Reaver franchise. Then the bad blood with Eidos ensued,(what happened in-between?) they got picked up by Nintendo, did ED and were asked to do the Metal Gear remake.

They mentioned the prototype they created, but no real concrete work was done. Then there's the grey area when SK spilt from Nintendo. [insert theories here]. But that's been debated about long ago, and there are still no answers.

I'd give it 2 delays before we can clump this into the Duke Nukem/Daikitana pile
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Offline wandering

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RE: Too Human Trilogy: Exclusive for 360
« Reply #116 on: April 14, 2006, 12:06:55 AM »
Too Human's 'revolutionary' control setup revealed:

(doesn't look half bad, actually.)
“...there are those who would...say, '...If I could just not have to work everyday...that would be the most wonderful life in the world.' They don't know life. Because what makes life mean something is purpose.  The battle. The struggle.  Even if you don't win it.†- Richard M. Nixon

Offline Artimus

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RE: Too Human Trilogy: Exclusive for 360
« Reply #117 on: April 14, 2006, 12:33:33 AM »
Umm...how is that control setup different from every other third person game?

Offline wandering

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RE:Too Human Trilogy: Exclusive for 360
« Reply #118 on: April 14, 2006, 12:41:55 AM »
No camera control. Attacks with analog stick instead of buttons. *shrug*
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Offline vudu

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RE:Too Human Trilogy: Exclusive for 360
« Reply #119 on: April 14, 2006, 03:06:54 AM »
And we all know how well that worked for Grabbed by the Ghoulies

GameSpy.com review
Quote

The main gameplay mechanic for GBTG is beating the snot out of those rapacious ghoulies. You control Cooper with the left analog stick, and fight with the right, by simply holding it in the direction you wish to attack. This is not a very fun play mechanic. In the early stages of the game, it means the game is mindlessly easy, and in the more difficult later bits, it's actually more of an impediment. Getting Cooper to do precisely what you want, in the direction you want, at the right moment, can become a bit more challenging than it should be.
GameSpot.com review
Quote

The gameplay in Grabbed by the Ghoulies is deliberately simple. The left stick moves Cooper, and the right stick controls Cooper's attacks. Tapping the right stick toward an enemy executes a punch or kick in that direction, while holding the stick keeps up the attacks by executing combos. The way the right stick is used makes the game pretty simple to master, as you really only have to hold the stick in the direction of your foes to knock them out, occasionally switching directions as monsters come up from behind.
Why must all things be so bright? Why can things not appear only in hues of brown! I am so serious about this! Dull colors are the future! The next generation! I will never accept a world with such bright colors! It is far too childish! I will rage against your cheery palette with my last breath!

Offline Bill Aurion

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RE: Too Human Trilogy: Exclusive for 360
« Reply #120 on: April 14, 2006, 04:14:48 AM »
No camera control?  What the?  As if I didn't have enough reasons to think this will turn out bad in the first place...
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Offline Spak-Spang

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RE: Too Human Trilogy: Exclusive for 360
« Reply #121 on: April 14, 2006, 05:17:49 AM »
I wouldn't be too worried about no camera control.  I think given a good design team no camera functions can make the game better.

I am worried about the melee attacks with the analog stick.

Although, anything can be better than grabbed by the Ghoulies...but that is what I am reminded of, when I consider using an analog stick for combat moves.  However, if done right it could be very cool.

I am still trying to wrap my mind how these controls are supposed to be revolutionary or special...they seem typical and completely done before.  If those controls are what is going to be considered Revolutionary for Xbox 360 and PS3 games in the future, then Nintendo has nothing to worry about with their truly Revolutionary system.


Offline Caliban

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RE: Too Human Trilogy: Exclusive for 360
« Reply #122 on: April 14, 2006, 06:57:35 AM »
Well, now that the "Revolution" word is the 'cool word too say in every magazine', so maybe that's the only reason they used it lol, obviously those controls have been used before, I think there are PS2 games like that and there was nothing revolutionary there. Nintendo should sue these magazines for using the word "Revolution" without there consent and approval.

Offline Kairon

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RE: Too Human Trilogy: Exclusive for 360
« Reply #123 on: April 14, 2006, 07:05:48 AM »
SK's strength is camera angles, so that's not what I'm worried about.

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Offline Bill Aurion

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RE: Too Human Trilogy: Exclusive for 360
« Reply #124 on: April 14, 2006, 08:57:36 AM »
Okay, then how about most of the areas seen so far being as generic as sci-fi can get?
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