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Too Human Drops Cloak Of Mystery

That 'other' RPG hybrid, Too Human has been in silent running mode since their disastrous 2006 E3 showing. Thankfully, the game has progressed to the point where the team felt comfortable revealing the game. For the moving picture show, GameTrailers has you covered. For a more textual experience, 1up, Team Xbox, and Gamespot all chip in with their two cents. From Gamespot's post: "If you're familiar with the loot/drop systems in MMO games and action role-playing games, such as Diablo II, you'll have a reasonable idea of what you can expect from Too Human. Many of the enemies that you kill--most of which are robotic variations on classic fantasy goblins, dark elves, and the like--will drop weapons, armor pieces, or item blueprints for you to collect. Items are color-coded according to their rarity, and unsurprisingly, the most powerful items in the game are those that drop the least frequently. The rarest and most powerful items in Too Human can only be obtained by collecting a blueprint for their design from an enemy then spending a significant amount of money on having the item crafted."

11 of 41 comments (clear)

  1. Wardrobe change by Applekid · · Score: 5, Funny

    Too Human Drops Cloak Of Mystery And dons the Clock of Mediocrity
    --
    More Twoson than Cupertino
    1. Re:Wardrobe change by jollyreaper · · Score: 4, Funny

      Too Human Drops Cloak Of Mystery And dons the Clock of Mediocrity So they finally managed to wrest it away from Flavor Flav?
      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
  2. Less fun please! by cthulu_mt · · Score: 5, Insightful

    Seems to be a big day for referencing Diablo II on /..

    Great to see a new game copying everything thats been done before by successful developers but adding a banal twist. I look forward to not playing this.

    --
    Virginia is for lovers. EVE is for griefers.
  3. Drops a Cloak of Mystery? by MenTaLguY · · Score: 4, Funny

    Awesome! Where does Too Human spawn and what level is it?

    --

    DNA just wants to be free...
  4. Re:No they're not! by bryansj · · Score: 2, Interesting

    Blizzard added Need or Greed to WoW in a later patch. In the old days you would send a text of "n" or "g" prior to rolling for loot. The "n"s would get first shot at the item and roll amongst themselves if there was more than one person typing "n". Otherwise everyone rolls for greed. If anything Blizzard just incorporated customer feedback and didn't come up with this looting system.

  5. Re:"Bring me money" is the new "breaking crates" by edwdig · · Score: 2, Interesting

    The money for Tingle wasn't a big deal unless you waited to do that stuff until you absolutely had to. Money is plentiful in every non-NES Zelda game, so as long as you go see Tingle when you wallet starts getting full, you shouldn't have to worry about it much.

    The complaint with Wind Waker is all the sailing needed to track down the stuff the maps point to... which was even worse in the Japanese version, as while the US had maps to triforce pieces, Japan had maps to maps to maps to Triforce pieces.

  6. I don't understand the hate by Piata · · Score: 3, Interesting

    Silicon Knights made Eternal Darkness, quite possibly one of the most unique and interesting games to grace last generation's consoles. The idea of Norse mythology playing out in a futuristic setting is an interesting one and leaves a lot of room for creative and unique story telling. I can't fathom why everyone has this inbound hatred for a game that seems like an excellent concept and will most likely go down in history as one of those oddball gems, much akin to Eternal Darkness.

    1. Re:I don't understand the hate by gknoy · · Score: 2

      Good point. I admit that I *loved* Eternal Darkness (and am on my second playthrough). The control scheme seemed strange and simplistic, but at the same time ... once you mastered it, you could really dish out some whupass. (-: I think I shall be more forgiving of Too Human's control quirks, and trust that it will be Better Than I Feared.

      I'm curious about the loot system. Will this lead to grinding in areas until I get the one random Shoulders of Awesomesauce, which everyone on the internet knows are better than the Spaulders of L33tness (OK, I don't believe that ;))? On one hand, I dislike that I may feel "forced" to replay the same crap until I get better drops ... but it's not like I don't enjoy that some of the time in WoW, either. Going back to older content and demolishing it DOES have an element of fun, as long as it's optional.

      I'm most intrigued that this may reduce the perceived "necessity" to find a walkthrough and play by that. So many games (Tron 2, Deus Ex, etc etc) have little experience or powerup bonuses hidden across the levels. While it's fun to find them, it always seems like if I don't go for them, my character will be insufficiently prepared for the challenges to come. On some Deus Ex levels, if I didn't play the "clear everything out and explore every nook, and read the walkthrough to make sure I pick the dialog options that don't screw me" game, there was a substantial difference in the amount of skill points (or whatever the resources were) and nanites available. At least when it's random, the answer sounds like it will be, "Play more, and you'll get better. Go have fun, be a badass."

      I realize that this "necessity" of getting a walkthrough is self-imposed. It even feels like cheating, sometimes. But, the difference between using one and not often seems very dramatic, especially when there's no "going back" to explore later (whether it's exploring zones, respeccing, or trying different gear out).

    2. Re:I don't understand the hate by Mex · · Score: 2, Interesting

      It's not because of the crap showing at E3. As I understand it, it has more to do with the owner/president throwing a very public tantrum in interviews and printed magazines about how the press should only "look at the good parts of games" and how "they didn't even want to be in E32 and so on and so forth. He was very outspoken about it.

      And really, they made *one* arguably good game. A game that ran a little long (play through 3 times to get the good ending? Right...), and was marred by a few design flaws - such as, after about halfway through the game, you get spells that practically make you invulnerable, restoring your "Sanity" stat and magic and so on. Which meant that you didn't get to experience the much talked about "insanity" effects unless you purposely went for it, which obviously destroys de surprise.

      There were some pretty funny insanity effects, however.

  7. No preview? by Infe · · Score: 2, Informative

    Dennis Dyack said over and over how bad previews are for the industry after their disastrous showing which was anyone but their own fault...source: http://www.1up.com/do/newsStory?cId=3158015

    I listened to the podcast argument about this, which was very entertaining, but bottom line, end of the day, what happens? Previews come out for Too Human. Seems awful hypocritical to me...

    --
    Posted by yintercept - "...science...[is] the study of the 'divine creation.' "
  8. Only the Lazy were broke by Alzheimers · · Score: 2, Interesting

    Only the lazy went broke in the original Zelda games. Everyone else burned every tree and pushed every rock and found all the hidden rupees whenever they needed cash. There were secret treasure rooms in just about every screen on the overworld.

    And if you were *really* strapped, just go to the cemetary, touch some tombstones and kill the ghosts. Those suckers droped lots of cash.

    (damn, now I've got it going through my head: duuuuuun, dun-dun da dah-duh-duh.....Duuuuuuuun, dun-dun dah duh-duh-duh.......dun duh-da-duh duh-da-duh..."