X360

Too Human Too Human

Microsoft Game Studios / Silicon Knights

Type: Action-RPG

Release date: Fourth quarter 2008

 
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Too Human interview

Too Human interview

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2008-08-28 16:38:27 by Manager

Microsoft's and Silicon Knights' Too Human will be released in Europe tomorrow, and here's an insanely long interview from the XCN with the lead designer of the game. The interview consists of questions submitted from several sites, and it covers nordic mythology, co-op and much much more.

 
Vidéos
Since Format Size
The First 10 Minutes
2 Days 640x360 210 MB
The First 10 Minutes
2 Days 1280x720 628 MB
The First 10 Minutes
2 Days 1280x720 633 MB
World Serpent
4 Weeks 640x360 38 MB
World Serpent
4 Weeks 1280x720 86 MB
World Serpent
4 Weeks 1280x720 218 MB
Ice Forest
4 Weeks 640x360 38 MB
Ice Forest
4 Weeks 1280x720 85 MB
Ice Forest
4 Weeks 1280x720 221 MB
Demo gameplay
7 Weeks 640x360 87 MB
Demo gameplay
7 Weeks 852x480 112 MB
Demo gameplay
7 Weeks 852x480 112 MB
E3: Too Human gameplay
7 Weeks 640x360 13 MB
E3: Too Human gameplay
7 Weeks 1280x720 35 MB
E3: Too Human gameplay
7 Weeks 1280x720 27 MB
Trailer
8 Weeks 640x360 14 MB
Trailer
8 Weeks 1280x720 33 MB
Trailer
8 Weeks 1280x720 32 MB
Aesir
8 Weeks 640x360 40 MB
Aesir
8 Weeks 1280x720 89 MB
Aesir
8 Weeks 1280x720 259 MB
COOP Serving
8 Weeks 640x360 14 MB
COOP Serving
8 Weeks 1280x720 36 MB
COOP Serving
8 Weeks 1280x720 59 MB
SkillTree Commando
11 Weeks 640x360 39 MB
SkillTree Commando
11 Weeks 1280x720 107 MB
SkillTree Commando
11 Weeks 1280x720 223 MB
Hel
11 Weeks 640x360 2 MB
Hel
11 Weeks 1280x720 5 MB
Hel
11 Weeks 1280x720 21 MB
Battlecries trailer
> 3 Months 640x360 18 MB
Battlecries trailer
> 3 Months 1280x720 48 MB
Battlecries trailer
> 3 Months 1280x720 48 MB
Battlecries trailer
> 3 Months 1280x720 55 MB
Bio-Engineer
> 3 Months 640x360 17 MB
Bio-Engineer
> 3 Months 1280x720 40 MB
Bio-Engineer
> 3 Months 1280x720 196 MB
Berserker Skill Tree
> 3 Months 640x360 42 MB
Berserker Skill Tree
> 3 Months 1280x720 114 MB
Berserker Skill Tree
> 3 Months 1280x720 323 MB
Video Diary #4
> 3 Months 640x360 167 MB
Video Diary #4
> 3 Months 1280x720 392 MB
Video Diary #4
> 3 Months 1280x720 347 MB
B-roll gameplay
> 3 Months 640x360 19 MB
B-roll gameplay
> 3 Months 1280x720 51 MB
Skill Tree video
> 3 Months 640x360 25 MB
Skill Tree video
> 3 Months 1280x720 69 MB
Villain presentation - Loki
> 3 Months 640x360 3 MB
Villain presentation - Loki
> 3 Months 1280x720 7 MB
Villain presentation - Loki
> 3 Months 1280x720 27 MB
Skill Tree video
> 3 Months 1280x720 264 MB
B-roll gameplay
> 3 Months 1280x720 36 MB
Coop trailer
> 3 Months 640x360 25 MB
Coop trailer
> 3 Months 1280x720 64 MB
Coop trailer
> 3 Months 1280x720 68 MB
Dev Diary #3
> 3 Months 640x360 132 MB
Dev Diary #3
> 3 Months 1280x720 348 MB
Dev Diary #3
> 3 Months 1280x720 560 MB
GDC: Second video
> 3 Months 640x360 39 MB
GDC: Second video
> 3 Months 1280x720 125 MB
GDC: Second video
> 3 Months 1280x720 108 MB
GDC Trailer
> 3 Months 640x360 47 MB
GDC Trailer
> 3 Months 1280x720 152 MB
GDC Trailer
> 3 Months 1280x720 107 MB
Berserker
> 3 Months 640x360 16 MB
Berserker
> 3 Months 1280x720 53 MB
Berserker
> 3 Months 1280x720 40 MB
Dev diary #2
> 3 Months 640x360 79 MB
Dev diary #2
> 3 Months 1280x720 219 MB
Dev diary #2
> 3 Months 1280x720 395 MB
E3: Video
> 3 Months 1280x720 228 MB
E3: Video
> 3 Months 1280x720 228 MB
E3: Gameplay camera 2
> 3 Months 960x540 85 MB
E3: Camcorder gameplay
> 3 Months 960x540 104 MB
E3: XBLM trailer
> 3 Months 640x360 10 MB
E3: XBLM trailer
> 3 Months 1280x720 29 MB
X05: Too Human trailer LQ
> 3 Months 320x240 9 MB
X05: Trailer mix
> 3 Months 640x360 38 MB
 
Gallery
Since Number of images
12 images
2 Days 12
World Serpent
4 Weeks 10
Aesir
8 Weeks 14
Skill Tree Commando
11 Weeks 3
Hel images and artworks
11 Weeks 9
6 Freya Images
> 3 Months 6
Bio Engineer
> 3 Months 3
Berserker
> 3 Months 3
65 images
> 3 Months 65
70 images
> 3 Months 70
118 artworks and images (2007)
> 3 Months 118
Villain - Loki images
> 3 Months 5
Artworks
> 3 Months 16
Skill Tree images
> 3 Months 3
Building up Baldur images
> 3 Months 7
39 images (mixed 2007-2008)
> 3 Months 39
23 images (2007)
> 3 Months 23
29 images
> 3 Months 29
Coop
> 3 Months 9
16 Images
> 3 Months 16
Concept arts
> 3 Months 13
Character images
> 3 Months 17
7 images
> 3 Months 7
E3 images
> 3 Months 5
One image
> 3 Months 1
1 image
> 3 Months 1
E3: 17 images
> 3 Months 17
19 images
> 3 Months 19
Famitsu Weekly scans
> 3 Months 2
5 images
> 3 Months 5
7 artworks
> 3 Months 7
 
News
Since
The First 10 Minutes: Too Human
2 Days
Too Human interview
1 Week
Too Human: Ice Forest and more
4 Weeks
E3: Too Human demo and the MP
7 Weeks
E3: Gameplay of all MS titles
7 Weeks
Too Human trailer
8 Weeks
Too Human: Aesir
8 Weeks
Too Human: Coop serving
8 Weeks
Too Human: Commando
11 Weeks
Too Human: Hel
11 Weeks
Trailer for Too Human
> 3 Months
Too Human adds Freya
> 3 Months
Too Human: Bio-Engineer
> 3 Months
Too Human: Berserker
> 3 Months
Too Human video diary
> 3 Months
The new images of Too Human
> 3 Months
Images & videos of Too Human
> 3 Months
Gameplay of Too Human
> 3 Months
Too Human: Coop images and video
> 3 Months
Too Human: Dev Diary #3
> 3 Months
Images of Too Human
> 3 Months
Too Human: Berserker video
> 3 Months
Too Human Dev Diary #2
> 3 Months
Images of Too Human
> 3 Months
E3: Too Human video
> 3 Months
E3: Images of Too Human
> 3 Months
One new Too Human image
> 3 Months
E3: Too Human video
> 3 Months
E3: Too Human images
> 3 Months
E3: Xbox 360 games montage
> 3 Months
E3: Too Human trailer
> 3 Months
One image of Too Human
> 3 Months
Too Human scans
> 3 Months
X05: Trailer low-res of Too Human
> 3 Months
X05: Trailer mix
> 3 Months
X05: 5 images of Too Human
> 3 Months
New images from Too Human
> 3 Months
Author Message
dcdelgado

dcdelgado
Since 953 Days

2007-06-11 21:09:51 TooHuman.net Sits Down with Denis Dyack



Small Interview: (So fAR?)

Forget our plans for "Too Human Week," today TooHuman.net begins an exclusive series of weekly Q&A's with the directors of Silicon Knights' Too Human. In the coming weeks and months we will sit down with Denis Dyack and Henry Sterchi to give you some insight into the gameplay Too Human will be offering. But beyond that, you'll hear from Carman Dix on art direction, Steve Henifin with more on sound design, and James O'Reilly on the technical systems driving Too Human.

We begin today with the first of our discussions with Denis; this time focusing on the general RPG designs in Too Human and the comparisons to the Massive Multiplayer Online genre.








TooHuman.net: Where I want to start of is with the Role-Playing aspects of Too Human and some of the co-operative modes. That seems to be one of the areas our readers are most interested in. Tell us a little bit about what your philosophy was going into Too Human, trying to make a co-op game, and making it something that players can come back to time and again in single and multiplayer. We all know what the Silicon Knights single player experience is like, but what are you shooting for in Too Human's multiplayer?

Denis Dyack: I think the best way to describe it is this: we wanted the multiplayer in Too Human to be based around cooperative gameplay, and the classes in Too Human are made to compliment each other. There are a lot of combinations and things that you can do together during play to get certain things done. Much like these MMO’s or games like Diablo, TitanQuest, you get these combinations of classes that allow you to do things you wouldn’t be able to do in single player. So your second or third time through with friends is about getting these epic items and things. That was our focus in doing that. We really feel that cooperative gameplay with friends is much better than competitive gameplay in general. Competitive stuff is fun, but cooperative stuff is much more leisurely, and I would say much more mainstream and much more enjoyable because there is no losing. Everyone wins when you do that. That’s the kind of game we set out to make with the multiplayer, that’s sort of the goal.

With each class there will be certain specialties. I’m not going to go into too much detail, but take, say, World of Warcraft where you can be an Ice Mage or a Fire Mage… there’s different disciplines within each class. Same thing with Too Human, we thought about all of that too. For instance there will be different types of Defenders, different types of Berserkers; you may choose to be more human or more cybernetic, or you may choose to focus on your “spider.” There are all of these different ways that you can go with everything. We think it will be very interesting and we’re sure that players will create combinations that we never thought of.



TH.net: Any time you talk about creating an RPG like that there will be balance issues raised. Is there any concern going into it knowing that you have all of these classes and that players may end up wanting to choose the exact same class or is it something that won’t be as evident because it is a cooperative game where personal preference and user enjoyment might not be hampered by one class being overpowered?

Dyack: First of all, we’ll do our best to balance it. Probably eight years ago I would have said “yeah, everything is going to be balanced,” but after playing all of these MMO’s where players are saying “your class is better than my class” or “you’re getting more loot than I am” then we may run into that in the future. But the game has been structured and made in a way that we can do easy content balancing and easy class balancing. We feel pretty good about it. We know it is not insignificant; it’s probably one of the biggest tasks we face. We are going to have a really robust support mechanism in place not only for new content but also for balance patches.



TH.net: So we can look forward to new downloadable content through XBox Live, along with patches for balance issues?

Dyack: Absolutely. Actually, we have expected that even if we were not going to have downloadable content, which we are, that we would have to have some balance patches; not necessarily because anything was broken, but just to make sure things are playing as we intended for them to.



TH.net: Was there a specific mold you were looking at when creating the five classes found in Too Human? Some MMO’s have created classes that fit into specific archetypes, for instance. Or was this a situation where you said “Hey, that sounds like a cool idea for a class, let’s put that in there”?

Dyack: That’s a very good question. We wanted to do something as different as possible, but we weren’t naïve enough to say that we are going to do something completely different and create these archetypes that never would have worked. I think the MMO world has established certain archetypes that work extremely well. I kind of look at it as the mixing of the base colors. So we have a tank, we have a healer, we have a damage dealer, but there will be hybrids and it will all fit in the world we’ve created. I think you need those basic archetypes, but because we are looking at it from our perspective, you look at something like the Champion who specializes in air combat, and you’d say that’s something you wouldn’t see in a typical archetype. There are a lot of classes that we have created, but they won’t all be released right away.

The Defender, Berserker, Bio-Mechanic, Champion, and Commando – those are the basic five. But there are more, and actually I would say that my favorite class is not in the game yet. I like playing the hybrid classes, and when we looked at the ones we wanted to include first, we knew we had to cover the basics. I think you need a tank, you need a damage dealer, you need a healer. Those are the three basic ones I think you need, and then we can incorporate classes that are unique to Too Human like the Champion. The Commando is also going to be very, very interesting. We have a little bit of new stuff, but I think it would have been way too ambitious to try to recreate the wheel there. Quite frankly it would have been a huge mistake. A lot of MMO’s have tried to break the mold entirely and have eventually been sucked back into the basic archetype system. I would say we were smart enough to avoid disaster in that area.

---
Halle Berry: Delgado i am feeling really reall dirty tonight, shall i call Jessica Simpson for a threesome?

Delgado: HALLE what have i told you about bothering me when i'm playing Mass Effect!!! now get out and dont come back for 2 months!! (Slams door

szaromir

szaromir
Since 849 Days

2007-06-11 23:28:17

There is no shadowing in that shot. :|

Good stuff about coop, anyway.

---
"That just happened 'cause that was awesome" - Randy Pitchford, Gearbox

Myro

Myro
Since 1021 Days

2007-06-11 23:34:29 In reply to szaromir (2007-06-11 23:28:17)

Posted by szaromir
There is no shadowing in that shot. :|
But a lot of beauty

---
THIS IS SPARTA!

KORNdog

KORNdog
Since 497 Days

2007-06-11 23:39:56

as the one toothed smiley said. disturbing lack of shadows. all nice having sweet as character models and environments, but when it has no lighting it just puts it all to waste.

co-op sounds like fun, but is it online only. i like having online functionality, but when your actually round a friends house rather then talking over LIVE, there really isnt much you can play for your co-op kicks. i'd like at least the option for some split screen action.

GriftGFX

He can also
ban your ass!
GriftGFX - He can also<br>ban your ass!
Since 1093 Days

2007-06-11 23:48:53 In reply to Myro (2007-06-11 23:34:29)

Posted by Myro
But a lot of beauty
I dunno.. the really flat lighting sorta kills it. I'm sure that's a bad screen shot.. right?

Optimusv2

Optimusv2
Since 985 Days

2007-06-12 01:34:17 In reply to GriftGFX (2007-06-11 23:48:53)

Posted by GriftGFX
I dunno.. the really flat lighting sorta kills it. I'm sure that's a bad screen shot.. right?
Thats how straight gameplay shots of too human always look. In motion it shines. For some reason screens taken straight from gameplay don't show this game off too well.

---
Hironobu Sakaguchi is coming back to reclaim the throne :)

October 20th 2007 (A good day)

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of the greatest books ever.

GriftGFX

He can also
ban your ass!
GriftGFX - He can also<br>ban your ass!
Since 1093 Days

2007-06-12 01:37:35

Shadows don't just disappear when the screen stops moving :P

KORNdog

KORNdog
Since 497 Days

2007-06-12 01:38:48 In reply to Optimusv2 (2007-06-12 01:34:17)

Posted by Optimusv2
Thats how straight gameplay shots of too human always look. In motion it shines. For some reason screens taken straight from gameplay don't show this game off too well.
they should at least capture some sort of lighting tho, captures straight from gameplay or not, there should at least be some form of lighting present, but it is consistantly missing from all screenshots. they need decent lighting to make the game shine, otherwise, as grift said, it looks flat.

Optimusv2

Optimusv2
Since 985 Days

2007-06-12 01:41:54 In reply to GriftGFX (2007-06-12 01:37:35)

Posted by GriftGFX
Shadows don't just disappear when the screen stops moving :P
Still there are videos I've seen of Too Human where I didn't find the shadows to be a problem or didn't care enough to be on the lookout for them because everything else looked so good.

When watching the gameplay videos that was the least of my concern. It never crossed my mind. Unless of course having shadows not looking the way you want will kill the game entirely. I've seen plenty of other screens where the shadows are infact there.

Korn go watch a video I don't know or care to find out why it doesn't show up in the screens, but during gameplay it does.

---
Hironobu Sakaguchi is coming back to reclaim the throne :)

October 20th 2007 (A good day)

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of the greatest books ever.

dcdelgado

dcdelgado
Since 953 Days

2007-06-12 01:42:30

Remeber guys these shots could be taken from a build with the lighting off, i highly doubt the game will ship without it!!

---
Halle Berry: Delgado i am feeling really reall dirty tonight, shall i call Jessica Simpson for a threesome?

Delgado: HALLE what have i told you about bothering me when i'm playing Mass Effect!!! now get out and dont come back for 2 months!! (Slams door

szaromir

szaromir
Since 849 Days

2007-06-12 01:46:11 In reply to KORNdog (2007-06-12 01:38:48)

Posted by KORNdog
they should at least capture some sort of lighting tho, captures straight from gameplay or not, there should at least be some form of lighting present
I think you're confusing lighting with shadowing, because there definitely is some lighting.

Anyway, Denis Dyack's quote taken from neogaf:
The previous blog before Steve's :). Soft shadows :).
http://xbox360media.ign.com/xbox360/image/article/...

Don't worry about the shadows - everything is fine. Sometimes they are turned off. When we select screen shots sometime we miss that shadows are not on. That all that happened here. Its all good.

Framerate is not an issue in Too Human.

Hope this helps :)

Denis.

---
"That just happened 'cause that was awesome" - Randy Pitchford, Gearbox

KORNdog

KORNdog
Since 497 Days

2007-06-12 02:07:41 In reply to szaromir (2007-06-12 01:46:11)

Posted by szaromir
they're part of the same thing tho. shaodws go hand in hand with lighting. at least if they're using the real time variety

at least they purposely turned them off tho...although im not sure why they would do that for promotional shots?!? makes no sense.

GriftGFX

He can also
ban your ass!
GriftGFX - He can also<br>ban your ass!
Since 1093 Days

2007-06-12 02:36:09 In reply to dcdelgado (2007-06-12 01:42:30)

Posted by dcdelgado
Remeber guys these shots could be taken from a build with the lighting off, i highly doubt the game will ship without it!!
That's a far better explanation.

Optimusv2

Optimusv2
Since 985 Days

2007-06-12 08:42:03 In reply to KORNdog (2007-06-12 02:07:41)

Posted by KORNdog
Posted by szaromir
they're part of the same thing tho. shaodws go hand in hand with lighting. at least if they're using the real time variety

at least they purposely turned them off tho...although im not sure why they would do that for promotional shots?!? makes no sense.
Lets not overanalyze whats done is done :)

---
Hironobu Sakaguchi is coming back to reclaim the throne :)

October 20th 2007 (A good day)

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of the greatest books ever.

kenshin2418

Junior Detective kenshin2418 - Junior Detective
Since 1068 Days

2007-06-17 12:09:52

Part 2 of the interview is up
http://toohuman.net/index.php?option=com_content&t...

---
"you should be honored by my lateness
that i would even show up to this fake sh*t"

Acert93

Mr. Bad Cop Since 1064 Days

2007-06-17 14:42:32 In reply to KORNdog (2007-06-12 02:07:41)

Posted by KORNdog
they're part of the same thing tho. shaodws go hand in hand with lighting. at least if they're using the real time variety
This actually isn't how rasterization works. Lighting and Shadowing are typically accomplished through different parts of the renderer. There are too many lighting (as well as indirect lighting) and shadowing methods to break it down, but just think of a game that uses stencil shadows (poly edge shadows) and then consider the use of normal maps where textures, and their orientation to light, are projecting shadows -- so you have 2 different methods interacting to create shadows. Toss in Ambient Occlussion Maps and you are going to get precomputed occlusions of the ambient light and could use Spherical Harmonics for for precomputed radiosity to try to simulate the effect of indirect illumination (both intensity and color). Use some HDR techniques like tone mapping and bloom to intensify bright areas and cause more contrast with darker, shadowed areas and use specular lighting to simulate some reflective surfaces. Finally use Parallax Occlusion Maps to simulate geometry in 2D planes, where you are both seeing the lit side of faux geometry as well as the shadowed side.

Basically you have dozens of techniques working together to similate a TON of independant lighting and shadowing techniques. Hence you can enable some shadowing effects, and not others -- and all these techniques are independant, unrelated yet with overlap, and do not follow the traditional RT with radiosity model of offline rendering (which similates real world light bouncing and diffusion). Offline rendering is much simpler actually, and more realistic, but the cost is insane.

---
The fans have spoken. Concerning the graphics of the Halo 3 Beta: "There's so many little effects and things going on that make this game pretty much 2nd only to Gears at the moment."

TheBeagle

TheBeagle
Since 698 Days

2007-06-17 23:04:51

The more I hear about this game the more interested I get. The whole co-op, MMO/Diablo type gameplay sounds like a lot of fun. I enjoyed playing with other people in parties in games like WOW but got bored of the grinding and repetitive quests. Hopefully this game has a lot of variety and the combat is enjoyable.

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