Posts Tagged ‘Too Human

24
Aug
08

Too Human: Deciphering Reviews/Bonuses

So the game’s out and the reviews are in. Overall, I feel the critical response was unjustly harsh. Though I admit, when I first started playing the game back in April, I knew this was going to be one of the most divisive 360 game’s since Shadowrun. Either you get it or you don’t. I’m not sure the deadline-wary reviewers spent enough time with the game to really explore its depth. It wasn’t until the second play-through that I fully grasped the finesse of the combat system and powerful customization offered by the skill and alignment trees. Granted, it’s not a perfect game. No game is. But I feel it deserved better. Hopefully the public looks past the reviews and enjoys the game for what it is. I’ve been playing the game for months now and can’t wait to dig into the retail version. Maybe when I’m finished rampaging through Africa?

Looking through the forums there seems to be a little confusion about some of the game’s more cryptic bonuses. Don’t feel bad. I had the same problem. Fortunately, Silicon Knight’s Henry Sterchi helped us with some of these definitions for the guide. Here’s a few definitions of the more common (yet vague) bonuses you may find applied to certain weapons and armor:

Aggression: Increases aggro (makes enemies mad at you faster)
Dexterity: Increases base gun damage
Experienced: Increases experience bonus
Hybrid: A legacy term for plasma
Mastery: Increases named skill tree node by noted level (class-based)
Soothing: Decreases aggro
Strength: Increases base melee damage

For more Too Human info, check out our guide. Included are names (and functions) of fused charms as well as definitions and descriptions of all enemy polarities and associated status effects. We also have stats for all epic weapons and armor pieces.

17
Aug
08

Too Human: Class Spec Faves

Too Human is releasing on Tuesday. Have you given any thought to which class you’re going to choose? What about skills or alignment? Here’s a quick run down of my favorite specs for each class, customized to match my style of play.

Berserker
Skill Focus: Attack Speed/Dual Wield
Alignment: Human
Dump skill points in the left branch of the skill tree to take advantage of The Bear’s Boiling Blood, Swift of Claw, and Unrelenting Blades. On the human alignment tree, max out Hero’s Heart. Consider maxing out both A Capacity for Rage (skill tree) and Quick to Anger (human tree) to increase the Berserker’s combo level capacity to five.

Bio Engineer
Skill Focus: Durability/Healer
Alignment: Cybernetic
Invest in the center branch of the skill tree to access the awesome Ward of the Norns’ protective shield spider and hit point enhancing Cellular Rebonding. Increase the spider’s deployment time by maxng out Eveflowing Source in the cybernetic tree.

Champion
Skill Focus: Aerial Combat/Melee Damage
Alignment: Human
Max out Asgard’s Fury, then invest in the nodes on the skill tree’s left branch, taking advantage of the damage-boosting One Will Rise Above All and Warrior of the Blood-Eel skills. On the human alignment tree, invest in The Everburning Heart to decrease combo costs and Hero’s Heart to increase melee attack speed.

Commando
Skill Focus: Ranged Combat/Explosives
Alignment: Cybernetic
Initially, max out the Wrecker of Mead Halls root skill to boost damage of all secondary fire (grenades, missiles, etc.) munitions. Rain of Iron is another worthwhile skill, as are Tree of Shrieking-Flame, Cut to the Bone, and Gift of Gungnir. Choose cybernetic alignment to gain access to cannons, then invest heavily in the left branch to increase ammo capacity, range, and penetration.

Defender
Skill Focus: Durability/Tank
Alignment: Cybernetic
Boost your defense by investing heavily in Defender’s Resilience, Ward of the Norns, and Reversal of Wyrd’s. Most importantly, max out Tyr’s Best Work to enhance the protective value of each equipped armor piece. On the cybernetic tree, boost Augmented Musculature and Enhanced Mobility Actuators to increase damage output. At the bottom of the tree, invest in Hardened Carbotanium Chassis to further boost your total armor value.

For more information on Too Human, including detailed breakdowns of each class and all 94 skills, see our guide releasing this Tuesday; or download the sections on the Commando and Defender now for free! The guide has everything you need to take your character to level 50 including maps of every level (showing all obelisks, containers, and secret areas), complete stats for every ultra-rare epic piece of equipment, class-specific anti-monster tactics, in-depth character bios, and much more.

14
Aug
08

Too Human Author Gameplay Tips

Ten tips from the man who wrote the book, David Knight:

Combo Meter Growth

Combo Meter Growth

1. Combo meter growth is based on hitting and killing enemies. But you can gain higher combo growth by killing enemies in the air, performing consecutive slide attacks, killing light polarities with a fierce attacks,or killing dark polarities with finishers. Increasing combo levels results in bonus experience, dramatically faster slide speeds, increased slide distance, bonus slide damage, and increased rate of fire for your guns. Combo levels also are required to initiate ruiner attacks and battle cries.
Continue reading ‘Too Human Author Gameplay Tips’

01
Jun
08

Reexamining Myth

I’ve always been fascinated by scientific discoveries. Particularly discoveries that challenge our base of knowledge and force us to reevaluate our view of the world. One such discovery was revealed this week when aerial photographs of an “uncontacted” tribe were published, showing a primitive culture thriving in the Amazon basin near the Brazilian/Peruvian border. In some shots, you can even see a couple of men on the ground (adorned in red body paint) aiming their bows at the intruding aircraft from which the photos were taken. This encounter instantly reminded me of Arthur C. Clarke’s third law of prediction: “Any sufficiently advanced technology is indistinguishable from magic.” I can only imagine how the sight of a low-flying airplane impacted the tribe’s day/life/religion/society. While I’m not necessarily supportive of such drastic (and potentially devastating) intrusions, the photos were required to prove the existence of such tribes in an effort to persuade governments to protect their lands from illicit logging. I guess that’s why the prime directive is a bit flexible at times. Nevertheless, it makes me wonder how this event is being interpreted by the tribe. It is certainly fertile territory for the creation of a legend or myth.

Outside of UFOs, Sasquatch, and the Loch Ness Monster, we don’t generate many myths of our own anymore. But I’m still amazed when scientists confirm the existence of creatures that were believed to be extinct or purely fictional. The giant squid (Architeuthis) is a prime example. Before one was photographed in 2004, the giant squid was little more than a myth, popularized by Jules Verne’s Twenty Thousand Leagues Under the Sea. Such discoveries urge us to question the origins of our myths. Perhaps our myths are based on some element of fact? Just like someday the tribe in the Amazon may discover the buzzing metal bird that visited their village was really a man-made aircraft.

Too Human has reinvigorated my interest in mythology and its role in cultures. As a result, I’ve spent some time checking out online resources for background info, mostly on Norse mythology. My research was recently sidetracked by an engaging documentary called The Goblin Man of Norway. It details the discovery of ancient (but technologically advanced) artifacts recovered from a receding glacier in Norway. The freaky thing about it is, these artifacts are thousands of years old yet exhibit mechanization that possibly exceed today’s technology. Such discoveries of lost technology aren’t totally unprecedented. Remember the Antikythera mechanism? Anyway, the Norwegian Film Committee is hosting The Goblin Man of Norway film on their website, broken into three parts. The first part is available now and is well worth checking out.

11
May
08

dropped loot

Over the last week I’ve been digging deeper into the Norse-inspired world of Too Human, familiarizing myself with the gameplay and character classes. While the story is compelling and the action is incredibly addictive, for some reason I’ve been totally transfixed by the equipment menu. In fact, I think I’m spending as much time tweaking my character as I am carving through swarms of mechanical goblins, trolls, and elves. Almost every time a new piece of loot is dropped, I quickly access the equipment screen to see how it may benefit my character. This isn’t a first. I found myself doing the same thing in games like WoW and Mass Effect. But this obsession with character customization and maximizing efficiency goes back much further. Perhaps it was Dragon Warrior or Final Fantasy I (on the NES) where I got my first taste of this. Then Diablo came along and I was hooked for good.

Loot was a very precious commodity in the treacherous dungeons below the quaint (and somewhat creepy) village of Tristam, especially when playing on Battle.net. While working on the Diablo Battle.net guide (one of my earliest Prima projects) I was part of a 4-man team charged with conducting nightly raids. Having teammates was essential too, because if you died, you dropped all your equipment…very, very brutal. So we promised to pick-up the gear of our fallen comrades and return it to them once they were resurrected topside. But on one unfortunate night our warrior (Deth) decided to go solo, logging in before our scheduled start time. Without the support of Thudgun, Hogarth, and Xena (my awesome rogue), Deth was quickly overwhelmed by some hellish horde…the specifics of his tragic demise were never discussed and remain a mystery to this day. Suddenly Deth was staring down at his lifeless body. But even more alarming was the sight of his equipment (including several unique items) scattered across the dungeon floor with nobody around to retrieve it for him. This called for an urgent rescue mission, but the logistics weren’t easy. He couldn’t call us because his modem was using the phone line and if he disconnected everything would be lost; and in 1997 cell phones weren’t as ubiquitous as they are now. So he did the next best thing. He grabbed his car keys and drove to the nearest phone booth…in the rain! One by one he dialed our numbers, but alas, nobody was home. Accepting his fate, he eventually returned home and logged off, instantly deleting all of his hard-earned equipment from the game world. We eventually helped Deth build up his inventory again, donating warrior-specific items as we cleared each level. But every item we donated was one less item we could sell for our own profit, so this loss affected the whole team. Plus, he was never able to find some of the unique items again.

Playing Too Human has brought back a lot of fond Diablo memories. Fortunately, Too Human, and most modern games, have a much more forgiving death and loot systems, allowing fallen players to retain their gear. Given the amount of time I spend tweaking my character’s specs, I’m glad that’s the case.




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