Too Human Meets Mediocre Reviews
Earlier this week, the long anticipated action-adventure game, Too Human, was finally released for the Xbox 360. After being in various stages of development for about a decade, the game made its US debut to overall lackluster marks. Gamespot weighed in with a 5.5/10, while IGN gave it a slightly more favorable 7.8. Developer Denis Dyack from Silicon Knights defended the game, saying players didn't yet "get it," and that it was "so innovative that we have put some people off." The game's reception in Japan has been similar.
Just because you have the skills to develop a game, does not mean you know how to develop a gaming experience.
There are developers that know how to develop entertaining gaming experience, and their are dev's that just know how to make games without a decent ability to judge whether or not what they are developing is exciting, interesting and entertaining and doesn't suck.
This is a big problem in the industry as far as I'm concerned, there is just too many clueless people (pub's and developers) about how to build entertainment. I think the biggest problem is still the technology. There is so much time and money consuming technical engineering that it overtakes the money and time needed to develop the entertainment aspect. Too much on art and engines, not enough on developing interesting things and connecting them with skill.
Striking a balance is hard, I agree, but that's the business you're really in: Entertainment. Game developers have to be good at knowing entertainment as well as engineering. It's hard, no doubt... and sometimes you just want to keep trying just doing your own thing (which is also valid) but if you want to do your own thing, you got to go back to small time games and understand what aspects of both the art, and the interaction of the objects, makes the game. Some indie game developers know this, they know what is wrong with the industry.
On the basis of 3 hours or so play, it's a pretty but generally uninspired 3d Diablo clone, at heart. Sure, it mixes Norse mythology with sci-fi, but that's hardly new. Just ask John Romero - I seem to remember him at least partly doing that in Daikatana (although if, like most people, you only played the demo, you won't have seen those bits). It's also really easy, the enemies seem to auto-scale (a la Oblivion), which is a feature that should be consigned to the dustbin of history, and the camera is annoying. Personally, I'd go for a 6 on 10. Maybe a 7 on the basis of the graphics.
Is this just another case of Derek Smart thinking his IQ is at least twice what it really is?
The title follows the conventions of use in English. It won't confuse any native speaker.
Just as films can get "good reviews" and "bad reviews", a video game can get "mediocre reviews".
Got the demo from Live, played it and found it unremarkable, but the setting was interesting. But then, the whole review thing is silly most places. If a game gets less than 9/10 then it's a bad game. 8.5 is a bad score it seems. A game scoring 6-7 is still in the upper half of the quality scale, and taking into account how good a game would have to be to score above a clean 9, if things were done properly instead of based on money and hype, then 7 wouldn't be a bad score at all... A local game magazine describes a 6 on it's 10 scale as a mediocre game that will appeal to fans of the genre.
If game players "just don't get it" then you have made a bad game.
Autoscaling is to games as loudness war is to music.
Belief is the currency of delusion.
There's a demo on Marketplace that allows you to play as every class (through an easter egg, intentionally left in by Silicon Knights). I think a lot of reviewers expected the world from this game. I expected a dungeon crawler/action RPG similar to Phantasy Star Online and Diablo. I'm very happy with the end product. Personally, I'd give te game an 8.2, or in letter grading terms, a B-. It has some problems - namely, the length, some camera issues, and a weak story - but the core gameplay is FUN. And that's what's important to me.
"It's a reverse vampire...they....they crave the sun!"
I think most of the "buzz" surrounding Too Human was mostly about how long the game has been in development and Silicon Knights' very public fallout with Epic. After spending a lot of money on Epic's Unreal Engine, SK then claim it was delivered unfinished and un-usable, and that promised enhancements were ignored while Epic used the time and money to finish their own competing game. Ultimately, Silicon Knights sued Epic and then say they rewrote the game and authored their own complete game engine. The whole lawsuit thing is a bit of a spectacle, especially since no other dev houses seem to have anything bad to say about Epic's Unreal Engine.
I'd say this is less hype about Too Human itself and more about watching this train wreck unfold.
{ - Generic Guy - }
Meet is used all the time in English! Superbowl teams meet victory! I go to the grocery to meet food! Transplant patient meets new kidney!
It's a perfectly cromulent word in this situation.
It's a game that is not for gamers. Brilliant!!!! Game of the year!
The key here, I think, is 'native speaker'. My ex-girlfriend, born in Russia, raised francophone in Quebec, speaks English well enough that you'd never know she wasn't anglophone. There's a slight accent if you listen for it, but it's subtle enough that you don't notice it after a day or two.
She frequently used to ask me how to say something, or why something means something, or ask me to check over her writing. Frequently, I'd find mistakes which I would consider 'elementary', in the sense that they are the basic mistakes which everyone makes. She would often get frustrated, because she'd want to know what the rule was in that situation, how one was supposed to know how to write or say something in particular.
The best I could usually tell her was 'Well... experience. You just have to know from experience how things are supposed to sound or be said or written, and eventually something will just feel right, or it won't.' I don't think she ever actually liked that answer, but I didn't feel like getting into a 'It's usually this but about half the time it's this except for two thirds of that half of the time when you're also saying this....'
It's pretty ugly.
It's changed significantly since it was announced. Also, it's been on (in order), the PS1, GameCube, and now X360. It also started out as futuristic Sci-Fi, and now it's Gothic Norse.
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Eternal Darkness was well-liked for as long as I can remember. When it was released, I remember it being one of the best reviewed Gamecube games and it was getting all around praise from players. It just never had any commercial success, but it was always looked fondly upon.
I'd call that a failure.
If players don't get your game, maybe it's not them, maybe it's the game.
and to say it's "so innovative that we have put some people off." Yes, I think that's it. Too Human must be too good. Way to toot your own horn Dyack.
This thing stinks of robotic frogs all over. But I'm going to try the demo anyway. Maybe I'm wrong.
They're using their grammar skills there.
The problem is it isn't finished.
The Good:
Most amazing armors I've ever seen.
Great new combat controls. Yes, they did get it right for the most part.
The levels are truly beautiful. The main city is ridiculously awesome.
Norse mythology translates pretty damn well to a futuristic world. Great backdrop.
The gameplays and levels are all very finished.
Every single asset in this game is awesome... but why is it getting sub-par reviews?
The Bad:
Only 4 types of enemies. Seriously?
Only 2 player co-op makes many class abilities lame.
All that great gear, and the gear interface is slow and cludgy.
Most of the classes play pretty much the same.
Co-op strategy isn't really necessary, although it makes the game much more fun.
Plays a lot like PSO. You walk into a room, the same bad guys spawn as the last room, repeat.
Death is a major problem. The death mechanic in the game take all of the sense of accomplishment out of boss fights. Wasting my time is a very bad game mechanic as a "death" punishment.
There isn't nearly enough story for an "epic trilogy". Seriously, I got that much story in one mission in Oblivion.
So here's the thing. All the assets are there, they just need to work on making them more accessible and more inviting. Also, they need split screen or shared screen co-op. That would make this a killer game.
Blame Nietzsche. It's a reference to his book Human, All Too Human.
The details are trivial and useless; The reasons, as always, purely human ones.