X360
Too Human Too Human
Microsoft Game Studios / Silicon Knights
Type: Action-RPG
Release date: Fourth quarter 2008

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.
|
| The First 10 Minutes |
5 Weeks |
640x360 |
210 MB |
| The First 10 Minutes |
5 Weeks |
1280x720 |
628 MB |
| The First 10 Minutes |
5 Weeks |
1280x720 |
633 MB |
| World Serpent |
9 Weeks |
640x360 |
38 MB |
| World Serpent |
9 Weeks |
1280x720 |
86 MB |
| World Serpent |
9 Weeks |
1280x720 |
218 MB |
| Ice Forest |
9 Weeks |
640x360 |
38 MB |
| Ice Forest |
9 Weeks |
1280x720 |
85 MB |
| Ice Forest |
9 Weeks |
1280x720 |
221 MB |
| Demo gameplay |
> 3 Months |
640x360 |
87 MB |
| Demo gameplay |
> 3 Months |
852x480 |
112 MB |
| Demo gameplay |
> 3 Months |
852x480 |
112 MB |
| E3: Too Human gameplay |
> 3 Months |
640x360 |
13 MB |
| E3: Too Human gameplay |
> 3 Months |
1280x720 |
35 MB |
| E3: Too Human gameplay |
> 3 Months |
1280x720 |
27 MB |
| Trailer |
> 3 Months |
640x360 |
14 MB |
| Trailer |
> 3 Months |
1280x720 |
33 MB |
| Trailer |
> 3 Months |
1280x720 |
32 MB |
| Aesir |
> 3 Months |
640x360 |
40 MB |
| Aesir |
> 3 Months |
1280x720 |
89 MB |
| Aesir |
> 3 Months |
1280x720 |
259 MB |
| COOP Serving |
> 3 Months |
640x360 |
14 MB |
| COOP Serving |
> 3 Months |
1280x720 |
36 MB |
| COOP Serving |
> 3 Months |
1280x720 |
59 MB |
| SkillTree Commando |
> 3 Months |
640x360 |
39 MB |
| SkillTree Commando |
> 3 Months |
1280x720 |
107 MB |
| SkillTree Commando |
> 3 Months |
1280x720 |
223 MB |
| Hel |
> 3 Months |
640x360 |
2 MB |
| Hel |
> 3 Months |
1280x720 |
5 MB |
| Hel |
> 3 Months |
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 |
| 12 images |
5 Weeks |
12 |
|
| World Serpent |
9 Weeks |
10 |
|
| Aesir |
> 3 Months |
14 |
|
| Skill Tree Commando |
> 3 Months |
3 |
|
| Hel images and artworks |
> 3 Months |
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 |
|
| The First 10 Minutes: Too Human |
5 Weeks |
|
|
| Too Human interview |
6 Weeks |
|
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| Too Human: Ice Forest and more |
9 Weeks |
|
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| E3: Too Human demo and the MP |
> 3 Months |
|
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| E3: Gameplay of all MS titles |
> 3 Months |
|
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| Too Human trailer |
> 3 Months |
|
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| Too Human: Aesir |
> 3 Months |
|
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| Too Human: Coop serving |
> 3 Months |
|
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| Too Human: Commando |
> 3 Months |
|
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| Too Human: Hel |
> 3 Months |
|
|
| Trailer for Too Human |
> 3 Months |
|
|
| Too Human adds Freya |
> 3 Months |
|
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| Too Human: Bio-Engineer |
> 3 Months |
|
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| Too Human: Berserker |
> 3 Months |
|
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| Too Human video diary |
> 3 Months |
|
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| The new images of Too Human |
> 3 Months |
|
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| Images & videos of Too Human |
> 3 Months |
|
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| Gameplay of Too Human |
> 3 Months |
|
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| Too Human: Coop images and video |
> 3 Months |
|
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| Too Human: Dev Diary #3 |
> 3 Months |
|
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| Images of Too Human |
> 3 Months |
|
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| Too Human: Berserker video |
> 3 Months |
|
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| Too Human Dev Diary #2 |
> 3 Months |
|
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| Images of Too Human |
> 3 Months |
|
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| E3: Too Human video |
> 3 Months |
|
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| E3: Images of Too Human |
> 3 Months |
|
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| One new Too Human image |
> 3 Months |
|
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| E3: Too Human video |
> 3 Months |
|
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| E3: Too Human images |
> 3 Months |
|
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| E3: Xbox 360 games montage |
> 3 Months |
|
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| E3: Too Human trailer |
> 3 Months |
|
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| One image of Too Human |
> 3 Months |
|
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| Too Human scans |
> 3 Months |
|
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| X05: Trailer low-res of Too Human |
> 3 Months |
|
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| X05: Trailer mix |
> 3 Months |
|
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| X05: 5 images of Too Human |
> 3 Months |
|
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| New images from Too Human |
> 3 Months |
|
|
Since 987 Days
2007-08-03 10:42:30 New Too Human Images! - New powers/Attacks shown
New powers/Attacks shown

---
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
Since 987 Days
2007-08-03 10:44:24
http://media.xbox360.ign.com/media/748/748783/imgs...
---
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
Since 940 Days
2007-08-03 10:46:33
Cool. I like the first one especially.
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COD 4's pre-alpha stage looks better than most game's gone gold stage.
E3 2K7- best. e3. ever.
Saying you cant find animaton in Japan is like saying you cant find food in Italy. Its simply not true.
Since 1057 Days
2007-08-03 10:50:47
They look like a Mess to be honest and what's with the beyond ugly textures on the levels ? I'm glad that game has been delayed. it needs quite a bit of work still.
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Assassin's Creed-Blue Dragon-Lost Odyssey-Eternal Sonata-Final Fantasy XIII-Cry On-Ninja Gaiden 2-Heavenly Sword-Devil May Cry 4-Resident Evil 5-Naruto 360-Mass Effect-Alan Wake-Too Human-Infinite Undiscovery-Metal Gear Solid 4-The Last Remnant
Since 987 Days
2007-08-03 10:53:55 In reply to alimokrane (2007-08-03 10:50:47)
---
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
IS WRONG
Since 1249 Days
2007-08-03 22:30:41
lighting and shadowing are a mess in those shots, textures are average to bad. Like Alimo said, it's good that they delayed it.
Since 1019 Days
2007-08-04 00:12:52
Mass Effect didn't look so hot in screenshots either according to some people here until we actually got a better look at it in vids.
So I'd hold out.
The IGN stuff looked really good and it was using SK's engine which is based off of UE3. Its just one of those games that looks much better in motion. I think videos we've seen proves that.
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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.
pssh! more like electronic gay-ming monthly! amirite
blames poor
marketing
Since 915 Days
2007-08-04 00:14:20
long way to go
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mess with the best die the like rest
Since 862 Days
2007-08-04 00:41:57
Still looks rubbish then. More of this kinda game is what I need on the 360.
/sigh
Junior Detective
Since 1103 Days
2007-08-04 01:21:19
yeah, it does look kind of rubbish in those screens
Maybe they should focus more on polishing this game up, instead of having a slap fight with Epic.
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all good things must come to an end
Since 1019 Days
2007-08-04 01:28:24
Slap fight? Its a wwe style bra and panties match.
The stakes are much higher.
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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.
pssh! more like electronic gay-ming monthly! amirite
Junior Detective
Since 1103 Days
2007-08-04 01:36:39 In reply to Optimusv2 (2007-08-04 01:28:24)
The stakes are much higher.
Anyway, I've always thought most of the Too Human screens have looked kind of sub-par in screens, in motion it looks a bit more pleasing. I'm just hoping the really fix those animations, in that cutscene trailer they released few weeks ago the animations still looked wonky. Hopefully they put this extra time to good use
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all good things must come to an end
Since 987 Days
2007-08-04 10:21:50
Essential Eye Candy - Blog #39
In computer gaming, eye candy has been used to describe a vfx (visual effect) as something that has a visual aesthetic quality, but is not essential to story or game play. Special effects, however, do add a layer of realism to a level to make it come alive and enlighten. By enlighten I mean that the vfx informs the player by providing feedback. For example, a vfx can tell the player how their fight is progressing in a boss fight. If your firing your weapon and the enemy starts to smoke, you know you are doing damage. A large final explosion, with all the Hollywood style pyrotechnics thrown in, provides sweet closure to a hard fought boss encounter.
Weapon vfx are also important, as they provide visual response to the type of weapons that is being fired and how it is impacting the environment. Smaller less powerful weapons should have appropriate scaled down aesthetic, while more menacing weapons vfx should look more powerful. As you level up on a weapon, a noticeable improvement in your weapons performance should be evident from the use of vfx.
Characters have subtle vfx applied to them to help them blend into the environment. Vapors from a character’s breath or dust and snow kicking up from a running character add that sense of polish to a scene. Further, once the background artist has finished modeling, texturing and lightning a level, environmental vfx are put in that are appropriate to the context of the level. These elements include steam, snow, dust and lens flares.
Vfx can be a strong visual tool, but game makers want to make sure that they don’t overpower the screen with vfx if it is not called for. The vfx need to be balanced with the levels, NPCs, and AI running in the game. In order to accomplish this balance, we start with artist design, which creates the assets according to content, design and art requirements. Just like characters or background creations, the vfx need to be scrutinized and thought through for style and consistency. It is very important to provide the artist with as much information as possible during early stages of art design.
They need to understand the concept art, key words and context information about the vfx asset so they can start designing the art assets. Since Too Human is based on Norse mythology, mythology plays a role in vfx creation, as the concepts below illustrate. Animals, such as serpents and birds, play prominently into the vfx design to give it a Norse treatment. This aspect gave art design an obvious
starting point.
Concept art for special effects staging and asset creation
Baldur initiates a special attack to finish the Troll
Also in “Too Human,” the speed at which the main character Baldur can perform his melee attacks can be quite fast and add to his quick movements through space during slides, jump attacks and aerial combat. He is so fast that one can almost miss the action on the screen. By adding a visual effect trail to the end of a staff or along the shaft of a swinging blade provides a visual account of the weapons trajectory within the last few seconds. The path of the weapon can be seen and appreciated by the player, as Baldur performs his melee attack or katas. This after image effect left by the melee weapon can be traced back to photography or to the cinema, where fast moving objects appear as streaks or blurs.
In addition, to communicate to the player that they have indeed made contact with the enemy, we needed to provide feedback with impact effects, such as flashes or sparks. For the final enemy blow, we use the vfx of hit stalls, where the camera momentarily freezes to show the moment of impact of the weapon upon the enemy before it goes into its death throws. This effect makes for a powerful feeling of contact between Baldur and the NPC, and adds visual impact for the player.
With the epic scale of “Too Human’s” story and game play, we need to present an aesthetic vision that is on the scale of Hollywood movies. With a lot of the attention being paid to characters and background, it is important not to neglect this essential eye candy we call visual effects.
A Ruiner help can help to add to your DPS
http://blogs.ign.com/silicon-knights/2007/08/02/62...
---
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
Since 894 Days
2007-08-04 11:08:34
Looks good to me. I hope it plays well too. This game could be fun in co-op.
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Osu! Tatakae! Ouendan 2
Give a guy a gun, he thinks he´s Superman. Give him two and he thinks he´s God!