Fact-checked by Grok 2 weeks ago

Too Human

Too Human is an action role-playing video game developed by the Canadian studio and published by exclusively for the console. Released on August 19, 2008, after a protracted development process spanning nearly a decade, the game reimagines in a setting where ancient gods are cybernetically enhanced humans battling machine armies. Players control Baldur, a cybernetic , in third-person combat sequences that blend and ranged attacks against robotic foes threatening human survival. The game's development began in 1999 as a PlayStation project before shifting to Nintendo's in 2000, only to stall until a 2005 partnership with revived it for the 360. Directed by ' founder , Too Human was envisioned as the first installment in a planned , drawing inspiration from narratives and innovative combat mechanics influenced by titles like God of War. Its storyline unfolds in a post-apocalyptic world where humanity worships cybernetic gods amid an ongoing war against Loki's mechanical forces, emphasizing themes of technology's perils on . Gameplay centers on fast-paced, combo-based action with a unique rune system for weapon customization and character progression through cybernetic upgrades, allowing players to explore procedurally generated levels inspired by Norse realms like and . The title incorporates motion controls via the for melee strikes and integrates shooting elements, though it faced criticism for repetitive level design and control issues. Despite ambitious visuals and a compelling mythological fusion, Too Human received mixed reviews, earning a Metacritic score of 65/100, with praise for its narrative and combat innovation but detractors highlighting technical flaws and overambitious scope. The game's legacy is marked by significant controversy, including a protracted lawsuit against over unlicensed use of the Unreal Engine 3, which lost in 2012, resulting in a $9.2 million judgment and the destruction of all unsold copies. This legal battle contributed to ' bankruptcy in 2014, effectively ending the planned sequels and cementing Too Human as a cautionary tale of and studio downfall. In 2019, delisted the game from sale but made it available for free on the Store via , where it remains accessible as of 2025.

Gameplay

Core mechanics

Too Human is structured as a third-person that integrates hack-and-slash elements with RPG progression systems, where players control the cybernetically enhanced protagonist Baldur in a sci-fi reinterpretation of . The core gameplay loop revolves around traversing expansive, procedurally generated levels representing Norse realms like ’s keep, blending melee-focused exploration with loot collection to advance through linear missions. These levels feature a mix of main paths and side areas for discovering resources, fostering a Diablo-inspired grind for gear upgrades in a cyberpunk-infused mythological environment. Resource management centers on gathering runes dropped from enemies and containers, which players socket into equipment—up to four per item—to enhance attributes such as , output, and . This ties directly into the loot-driven progression, where defeated foes yield items and materials for crafting via blueprints, emphasizing repeated runs for better rewards as enemy difficulty scales with player level. recovery relies on drops from the rather than , adding tension to resource scarcity during extended explorations. Customization plays a pivotal role through modular mech suits, allowing players to select from five classes like or , each with permutations for human or cybernetic builds that influence stats and abilities. Gear is assembled from interchangeable parts affecting core metrics, while skill trees enable further personalization with class-specific perks, supporting up to 30 distinct build types capped at level 50. Exploration extends to optional realms accessed via pools, where puzzle-solving unlocks new abilities and additional loot to bolster mech configurations. The control scheme employs the right for directional movement and actions during exploration, enabling fluid navigation through levels while building toward combo-based interactions. Non-combat elements, such as environmental puzzles or interactions, incorporate button-prompt quick-time events to resolve challenges without halting momentum. integrates seamlessly as an extension of this loop, with online co-op serving as an optional layer to enhance solo traversal.

Combat and progression

Combat in Too Human emphasizes engagements, where players direct attacks using the right to target enemies, incorporating light attacks for quick strikes, heavy attacks achieved by holding directions, dodges for evasion, and slides to close distances rapidly. Players build combo chains by chaining these inputs across multiple foes, which fills a gauge to fuel powerful rune-activation abilities known as Ruiners or Battle Cries, enabling higher damage output and special effects without a traditional system. Ranged options, such as pistols or rifles, supplement but are secondary, with auto-targeting that can feel imprecise during intense fights. Enemies draw from Norse mythology reimagined as robotic constructs, featuring variety such as hulking trolls that require players to target and destroy multiple armored weak points to dismantle them, swarming techno-wolves that charge in packs, and aerial that demand precise strikes to exploit vulnerabilities like exposed joints or cores. These encounters encourage tactical targeting, as exploiting weak points accelerates kills and maximizes combo potential, while unaddressed vulnerabilities lead to overwhelming aggression from enemy hordes. Character progression revolves around an skill tree tied to five classes—Berserker for aggressive melee damage, for versatile aerial combos, for tanking with enhanced shields, for ranged precision, and Bioengineer for support and healing—where players allocate skill points earned from experience to unlock passive buffs, such as increased rates or bolstered shield strength. Each class features a primary tree for core abilities and a secondary augmentation tree that opens later, allowing hybrid builds across human or cybernetic alignments to customize playstyles further. The gear slotting system enhances empowerment through customizable loadouts, with weapons like swords or hammers and armor pieces slotted into categories that provide base stat bonuses to attributes such as damage or defense, alongside from embedded , for example, adding fire damage to blades or regeneration to helmets. Up to four runes per item can be inserted for layered enhancements, while collecting blueprints during exploration enables crafting superior variants, directly tying loot acquisition to progression depth. Difficulty scales dynamically via enemy levels that match the player's progression, creating adaptive challenges where foes grow tougher in subsequent playthroughs of the same areas, though AI aggression remains consistent rather than performance-based. In co-op, encounters adjust to the highest player level, ensuring balanced scaling for group battles without overwhelming lower-level participants.

Online and multiplayer features

Too Human offers a two-player online mode via Xbox Live, emphasizing drop-in/drop-out functionality that allows a second player to join the host's session at any point, seamlessly transitioning an AI-controlled companion into player-operated control without interrupting gameplay. This design enables exploration and combat throughout the entire , with both players contributing to story progression while maintaining synchronized character development. The mode was scaled back from an initially planned four-player setup to ensure robust AI support for smaller groups, prioritizing fluid teamwork over larger parties. In co-op sessions, experience points are shared between players, allowing mutual leveling and progression that carries over from solo play, while loot drops are distributed according to customizable rules such as Free for All (first-come, first-served), Random (even allocation by rarity), or (alternating assignments) to promote and reduce conflict over resources. Trading items directly between players is also supported by approaching one another in-game and accessing a dedicated inventory exchange screen. These mechanics extend the game's loot-driven elements into multiplayer, fostering collaboration without requiring separate sessions for advancement. Xbox Live integration facilitates friend invites for private matches, party chat for real-time coordination during raids and battles, and automatic achievement unlocking that syncs across both players' profiles. Online leaderboards rank participants by mission completion times and high scores in arena challenges, providing a competitive layer to play through global or friends-list comparisons. Notably, the game excludes any player-versus-player modes, concentrating solely on cooperative enhancements to the narrative campaign.

Plot

Setting and world-building

Too Human is set in a post-apocalyptic devastated by a cataclysmic between and , where and weapons have plunged the planet into a thousand-year winter, leaving on the brink of extinction. In this dystopian future, survivors have merged with advanced cybernetic , evolving into a society that reveres the —cybernetically enhanced humans modeled after gods such as and Thor—as divine protectors against mechanical threats. These god-like figures, augmented with biomechanical implants, embody a fusion of organic and machine precision, worshiped by the remaining populace in a world where permeates every aspect of existence. The game's universe reinterprets through a sci-fi lens, structuring reality around the nine worlds connected by , depicted as a colossal world-tree that serves as a central nexus of knowledge and a gateway to alternate realms via portals. represents the ruined, frozen remnants of human cities, scarred by endless conflict and mechanical incursions, while functions as a gleaming high-tech hub for the , a fortified bastion of advanced and strategic oversight. This interconnected framework allows for diverse environments, from icy wastelands and barren deserts to digital overlays, blending mythological realms with futuristic decay. Key factions define the ongoing struggle: human survivors clinging to life in fortified enclaves, the benevolent machine-god hybrids defending against extinction, and the antagonistic forces aligned with , comprising hordes of rogue machines and biomechanical abominations designed for relentless assault. Cultural motifs infuse the setting, with cybernetic warriors donning armor evoking Viking —rugged, rune-etched exoskeletons that merge historical brutality with mechanical efficiency. Visually and thematically, the world-building draws from epic mythological retellings akin to those in , but filtered through a Blade Runner-inspired , featuring holographic projecting ethereal glows amid crumbling megastructures and swarms of biomechanical creatures that blur the line between flesh and circuitry. appear as cybernetic entities piloting sleek vessels, tasked with scanning battlefields to select worthy fallen warriors for upload into a digital , an eternal virtual paradise preserved within Yggdrasil's network. This lore frames mission environments as traversable extensions of the nine worlds, where Baldur, a cybernetically augmented , navigates as a pivotal guardian figure in the mythological hierarchy.

Story summary

In Too Human, players control Baldur, the cybernetically enhanced son of and a champion of the Aesir, who awakens from cryogenic sleep after a premature death in battle to confront an escalating threat to humanity. This revival occurs amid Loki's rebellion, as the trickster god—once imprisoned for treachery—has allied with the machine hordes to overthrow the Aesir and eradicate the remnants of human civilization. Baldur's journey drives the narrative, motivated by fragmented memories and a quest to protect , the last human stronghold, from mechanical invaders that have plagued since a cataclysmic a millennium prior. The main quest unfolds across four acts, each escalating the conflict through raids on enemy strongholds, strategic alliances with fellow Aesir like Thor, and pivotal revelations about humanity's ancient fall to dominance. Baldur leads assaults alongside human fighters and engages the Aesir , whose members debate the ethics of their god-like enhancements and the burdens of . Key events highlight Baldur's encounters with clones of fallen heroes, which trigger glitchy recollections that question his own and in the endless . Central themes explore the tension between humanity and cybernetic enhancement, woven through Baldur's unreliable memories and interactions with supporting characters, including and the human allies who view the Aesir as both saviors and overlords. These interactions underscore debates on godhood, artificial existence, and the cycle of rebellion among the enhanced beings. The story builds to climactic confrontations that invoke the Ragnarok prophecy, resolving immediate threats while establishing foundations for ongoing struggles against Loki's forces and hinting at a larger arc.

Development

Early concepts and iterations

Too Human originated as a project conceived by , founder and president of , in 1999, initially pitched as a multi-disc action-adventure title for the and PC platforms, heavily inspired by and action mechanics akin to Diablo's loot systems and dungeon exploration. A emerged in 2000 following ' partnership with , shifting the project to the ; this early iteration emphasized loot-driven gameplay in realms drawn from mythological lore, though technical constraints of the era limited its scope. The project was canceled for the in 2000 due to the studio's pivot to Nintendo-exclusive titles, with development continuing on the , incorporating a third-person perspective and a stronger focus on cooperative play to enhance the action elements. The project's tone drew significant influence from ' prior work on the series, blending aspects with mythological narratives; however, following early reveals, the vision evolved to integrate themes by the mid-2000s, reimagining gods as cybernetically augmented beings in a futuristic setting. Persistent budget overruns and culminated in the 2005 announcement of a platform switch to as a strategic pivot amid ongoing technical and financial challenges.

Xbox 360 production phase

In 2005, entered into an exclusive publishing agreement with Game Studios to relicense and develop Too Human for the , securing substantial that enabled the project to evolve into the first installment of a planned trilogy. This partnership provided the financial backing necessary to leverage the console's capabilities for cinematic production values comparable to films. The team grew considerably under Microsoft's support as the studio focused on refining the game's core systems and integrating advanced technologies like the Unreal Engine 3, which had been licensed in 2005. This expansion allowed for parallel work on art, animation, and programming to meet the ambitious scope of a mythology-inspired sci-fi epic. A key innovation during production was the adoption of motion-sensitive controls using the , where directional tilts of the right simulated melee swings for the Baldur, creating fluid, gesture-based . This system was tested and iterated through multiple prototypes to balance with tactical depth, ensuring players could execute and dodges intuitively without relying on full-body motion hardware. Time constraints led to the trimming of expansive content, such as deeper exploration of realms like Jotunheim, ultimately structuring into five focused chapters that prioritized narrative momentum over broader world-building. The collaboration with voice actors, including portraying , involved recording sessions designed to capture an epic, mythological tone through layered performances that blended human emotion with cybernetic undertones. Internal milestones included achieving an alpha build in 2006, which solidified the core gameplay loop of action-RPG elements like loot collection and cybernetic upgrades, followed by a beta phase in 2007 that emphasized polishing progression mechanics and multiplayer integration ahead of certification. These steps, amid ongoing refinements, positioned Too Human for its eventual 2008 release despite delays from the original 2006 target. The development of Too Human encountered significant technical hurdles stemming from the decision to switch to ' 3. Initially, had planned to use a engine, but in 2006, the studio transitioned to 3 under a licensing agreement signed in 2005, aiming to leverage its advanced capabilities for the exclusive. This switch, however, introduced integration delays and compatibility issues with the hardware, as the engine struggled with performance optimization on the console, contributing to production setbacks that postponed the game's release. These engine-related problems exacerbated broader funding tensions with publisher , which had invested heavily in the project to support its ambitious scope as a trilogy opener. Disputes arose over the expanding development timeline and , leading to clashes on project boundaries and culminating in a rushed process in 2008 to meet release deadlines, despite unresolved optimization challenges. The most prominent legal conflict emerged from the engine licensing, culminating in a 2007 lawsuit filed by Silicon Knights against Epic Games. Silicon Knights alleged that Unreal Engine 3 was inadequately functional and delivered late, causing a two-year delay for Too Human and contributing to its commercial underperformance; the studio claimed Epic withheld enhancements used in titles like Gears of War. Epic countersued, accusing Silicon Knights of breaching the licensing agreement by incorporating stolen Unreal Engine 3 code into the studio's own proprietary engine and misusing trade secrets across multiple projects, including Too Human. The protracted litigation, spanning from 2007 to 2012, resolved in Epic's favor. A North Carolina federal court ruled that Silicon Knights had infringed copyrights, misappropriated trade secrets, and violated the contract, ordering the studio to pay Epic $4.45 million in damages and destroy all infringing code, assets, and unsold copies of affected games, including Too Human. This judgment, later upheld on appeal with additional legal fees pushing the total liability over $9 million, severely strained Silicon Knights' finances and contributed to the studio's eventual downsizing and closure in 2014. Technical challenges persisted beyond the engine disputes, particularly with the game's innovative control scheme and procedural elements. The melee combat system, which relied on right analog stick gestures to simulate motion controls, suffered from inaccuracies and responsiveness issues during development, making precise inputs unreliable on the and requiring post-launch patches to refine hit detection and feedback. Additionally, for loot and environmental variations introduced bugs, such as inconsistent item scaling and generation glitches that disrupted gameplay flow, which were addressed in title updates after the August 2008 release but highlighted the rushed final stages. These issues, tied to the engine integration delays, impacted the overall polish and player experience.

Release

Marketing and launch

Too Human was first showcased to the public at the 2006 Electronic Entertainment Expo (E3), where developer Silicon Knights unveiled a cinematic trailer emphasizing the game's mythological spectacle through a fusion of Norse gods and cybernetic warfare against machine hordes, generating substantial hype as the inaugural entry in a planned trilogy. Microsoft's marketing campaign supported the promotion with a series of developer diaries distributed via the Xbox Live Marketplace, offering behind-the-scenes looks at the game's world-building and mechanics; the fourth diary was released in May 2008 to build momentum ahead of launch. Pre-order incentives at participating retailers included five exclusive armor sets, providing one unique option per character class to encourage early reservations and highlight customization features. The game launched exclusively on the in on August 19, 2008, followed by on August 29, 2008. In the lead-up to release, press events and interviews featured president articulating his vision for Too Human as an innovative action RPG that blended deep elements with accessible combat, aiming to redefine the genre for next-generation consoles.

Commercial performance

Too Human achieved modest initial commercial success but ultimately underperformed in the market. In , the game sold approximately 168,200 units during its first two weeks of availability in August 2008, according to NPD Group data. In the , it debuted at number 8 on the all-formats sales chart and number 1 on the -specific chart for the week ending August 30, 2008. However, sales momentum waned quickly, with the title dropping out of the top 10 to number 16 the following week and being outsold by titles such as Mercenaries 2: World in Flames. Globally, lifetime sales reached approximately 780,000 units, far below expectations for a high-profile exclusive. The project's estimated $60 million development budget, funded in part by through an exclusivity agreement, was not recouped, resulting in only partial recovery of the investment for the publisher. Several factors contributed to this outcome, including the standard $59.99 launch price point typical of titles at the time and the absence of a version, which limited its potential audience to [Xbox 360](/page/Xbox 360) owners. Marketing campaigns generated hype that boosted early sales, but subsequent word-of-mouth decline influenced longer-term performance. The title was removed from the Xbox Marketplace in 2013 at the request of developer , following a court ruling in their lawsuit against . In June 2019, Microsoft temporarily made the game available for free download for one week via , providing renewed access before its permanent delisting from digital marketplaces. As a result, physical copies have become scarce, with remaining inventory ordered destroyed as part of the legal settlement, fostering a among collectors who value its rarity.

Reception

Critical analysis

Upon release, Too Human received mixed reviews from critics, earning a score of 65/100 based on 80 reviews. Reviewers frequently praised the game's atmospheric world-building, which blended with cybernetic sci-fi elements to create an immersive, dystopian setting. The voice acting was highlighted as a standout feature, with strong performances enhancing the mythological narrative's depth and emotional weight. , awarding the game a 7.8/10, commended the story's ambitious retelling of ancient myths through a futuristic lens, noting its engaging lore and character-driven plot as a highlight amid technical shortcomings. Critics commonly pointed to repetitive mission structures as a major flaw, with often devolving into linear treks through similar environments filled with waves of identical mechanical foes. The motion controls, reliant on the right for combat, were described as clunky and imprecise, leading to frustrating targeting issues and inconsistent responsiveness. Shallow progression systems further hampered engagement, as loot collection and character upgrades felt underdeveloped and failed to provide meaningful variety or long-term motivation. GameSpot's 5.5/10 review encapsulated these issues, criticizing the combat's repetitive frustration and lack of tactical depth that undermined the core action-RPG loop. Despite these criticisms, the game's strengths in mythological reinterpretation and mech customization were acknowledged as innovative attempts to fuse genres, though ultimately unpolished in execution. , scoring it 6/10, appreciated the five distinct classes and extensive gear options for Baldur, which allowed for personalized cybernetic builds inspired by gods, but lamented the camera woes and control inconsistencies that prevented these elements from shining. Overall, the critical consensus viewed Too Human as an ambitious vision hampered by technical limitations and design flaws, resulting in a mediocre that tempered its potential impact.

Player feedback and controversies

User scores for Too Human on averaged 6.3 out of 10, based on 129 ratings, reflecting a mixed reception among players. Many users praised the game's narrative for its immersive cybernetic retelling of , noting the story's depth and world-building as standout elements that kept them engaged despite other flaws. However, significant backlash focused on the repetitive loop, where players repeatedly navigated similar crawls and combat encounters without meaningful variation, leading to frustration over the lack of progression diversity. Online bugs further compounded issues, with frequent reports of connectivity problems, glitched multiplayer sessions, and companions failing to assist effectively during co-op play. The game's control scheme drew particular ire, often described as gimmicky due to its reliance on right analog stick flicks for melee attacks, which many found imprecise and uncomfortable for extended sessions, mimicking mouse controls from PC action-RPGs but poorly adapted to console. This led to widespread complaints about the fixed camera and inability to manually adjust aiming, exacerbating combat clunkiness and accidental inputs. Silicon Knights released a post-launch update in September 2008 that addressed some multiplayer connectivity issues, improving stability for online co-op modes, though it did not overhaul core mechanics. Despite this patch, persistent complaints about these elements continued on forums like GameFAQs, where users highlighted ongoing multiplayer desyncs and repetitive level design as barriers to replayability. Controversies surrounding the game's promotion intensified player distrust, particularly accusations against president for overhyping Too Human as a groundbreaking trilogy that would redefine action-RPGs. Dyack's public defenses, including forum posts challenging critics and dismissing negative previews, fueled backlash and comparisons to other overhyped titles in online discussions, amplifying perceptions of unmet expectations. As an exclusive, the game's console limitations restricted efforts, with no significant community tools emerging to remap controls or fix bugs, leaving players reliant on official updates that fell short of resolving foundational issues.

Legacy

Canceled sequels and series plans

Too Human was envisioned as the opening chapter of a trilogy by , stemming from a publishing agreement with Game Studios announced in May 2005. The series was positioned to delve deeper into its cybernetic reinterpretation of across three installments, with the second game, subtitled Rise of the Giants, planned to emphasize themes of rebellion led by Thor against the Aesir, and the third to culminate in the apocalyptic events of Ragnarok. These ambitions were showcased at E3 2007, where highlighted the trilogy's narrative arc and expansive world-building potential. Post-release in 2008, initiated brief prototype work on the sequels, incorporating enhancements like broader multiplayer co-op systems and explorations of additional mythological realms, including an expanded depiction of Helheim. from this phase depicted larger-scale conflicts and new character dynamics, but development stalled amid mounting external pressures. The sequels were formally canceled in 2012, triggered by Silicon Knights' decisive defeat in its protracted lawsuit against over misuse of 3 code. The federal court ruling imposed a $9.2 million penalty, mandated the recall and destruction of all unsold copies of Too Human and related titles like : Destiny, and required the scrapping of any associated and assets—effectively dismantling the technological foundation for the trilogy. This financial and operational blow coincided with the studio's pivot to : Destiny (released in 2011), as resources were reallocated amid shrinking staff and budgets. Numerous narrative threads planned for the sequels remained unresolved in the standalone first game, such as an in-depth examination of Loki's motivations and origins as a betrayer of the Aesir, as well as the evolving strategic partnerships between humanity and the cybernetically augmented gods amid escalating machine threats. These elements were designed to interconnect across the trilogy, building tension toward Ragnarok's cataclysm. Silicon Knights' bankruptcy declaration in May 2014 extinguished all prospects of resurrecting the series, as the studio ceased operations and the prior ensured that prototypes and assets were irretrievably destroyed. The original game's modest commercial reception further eroded publisher confidence in funding continuations.

Retrospective views and impact

In the years following its release, Too Human has been the subject of several retrospectives marking its tenth anniversary in 2018, which highlighted the game's ambitious vision despite its technical and design shortcomings. Analyses praised its innovative blend of action elements with reimagined in a setting, positioning it as a "what if" scenario for genre fusion that could have defined Xbox 360 exclusives had development challenges been overcome. For instance, a video retrospective emphasized the title's bold scope, noting how it aimed to merge cinematic , loot-driven progression, and third-person in ways that felt ahead of its time, even if execution faltered due to repetitive gameplay and control issues. These reflections often frame Too Human as a curiosity, appreciated for its narrative depth and atmospheric world-building rather than as a mainstream success. The game has garnered a modest in the , sustained through community efforts to make it accessible via on modern hardware. Enthusiasts have tested and shared footage using emulators like , allowing players to experience the title without original consoles, which has helped preserve interest amid its delisting from digital storefronts. Additionally, the game remains playable on newer consoles through as of 2025. User reviews on platforms like reflect this reevaluation, with some contemporary players lauding its customization options, replayability, and story as underrated strengths, contributing to a user score that highlights its appeal to niche audiences despite original criticisms. The protracted development of Too Human, spanning over a decade and marked by protracted disputes over the licensing and use of the , has served as a in the industry regarding engine licensing and project scope management. Disputes over the 's reliability led to allege breaches by , resulting in a countersuit that exposed code misuse and delayed the game by years, ultimately inflating costs and compromising quality. This saga underscores the perils of overambitious scopes for mid-sized studios, where reliance on licensed technology can lead to legal entanglements and resource drains if not carefully managed from inception. The fallout from Too Human significantly contributed to the demise of developer , illustrating the high-stakes risks for independent studios partnering with major publishers. A 2012 court ruling favored , ordering to pay $4.45 million in damages—nearly doubled by legal fees—for violations related to engine code, alongside mandates to destroy unsold copies of Too Human and other titles. These financial burdens culminated in the studio's filing on May 16, 2014, after staff reductions and asset sales, serving as a stark example of how ambitious projects tied to large-scale licensing deals can jeopardize an entire company's viability when legal and developmental hurdles compound.

References

  1. [1]
    Too Human Release Information for Xbox 360 - GameFAQs
    Rating 65% (80) Platform: Xbox 360 · Genre: Action Adventure » General · Developer: Silicon Knights · Publisher: Microsoft Game Studios · Release: August 19, 2008.
  2. [2]
    Too Human Reviews - Metacritic
    Rating 65% (80) The game is a triumph in everything it aims to do: an intriguing story, breathtaking cinematography and narrative, a unique and effective combat system.
  3. [3]
    Too Human Game Review | Common Sense Media
    Rating 3.0 · Review by Marc SaltzmanPublisher : Microsoft; Release date : August 19, 2008; Genre : Action/Adventure; ESRB rating : T for Blood, Language, Mild Suggestive Themes, Violence; Last ...
  4. [4]
    Too Human - IGN
    Rating 7.5/10 · Review by IGNAs the Cybernetic God Baldur, players are thrust into the midst of an ongoing battle that threatens the existence of mankind.
  5. [5]
    The Bizarre Story Behind 'Too Human' — The Game That Killed ...
    Jun 16, 2019 · The story of Too Human is part tragedy and part comedy and altogether ridiculous. This is a game that probably never should have been made, let alone released.Missing: reception | Show results with:reception
  6. [6]
    Too Human (Video Game 2008) - IMDb
    Rating 5.3/10 (151) It's set in a science fiction reimagining of Norse Mythology, wherein the Norse gods are cybernetically augmented warriors worshipped by so-called mortals.
  7. [7]
    Too Human - Plugged In
    Too Human invites players to step into the armor of a warrior defending humanity from a never-ending horde of robotic foes.
  8. [8]
    Gaming's Greatest Flops: Too Human - VG247
    Aug 15, 2014 · Denis Dyack's misguided epic saw its development cancelled on two different platforms before sputtering to life on the XBox 360.
  9. [9]
    Gods among menus: a review of Too Human - Ars Technica
    Aug 18, 2008 · As a total package, Too Human is a good game. It's not a flawless title, or even an excellent one, but it's certainly a welcome addition to the ...
  10. [10]
    Too Human Review - GameSpot
    Rating 5.5/10 · Review by Kevin VanOrdAug 18, 2008 · Too Human is a game of false starts and unrealized potential that infiltrate almost every aspect of the game, from story, to combat, to balance.
  11. [11]
    Too Human Co-op Showcased - IGN
    May 13, 2008 · First things first: Too Human will only support two players co-operatively, not four. According to Dyack, the decision was made after ...
  12. [12]
    Too Human (Xbox 360) Co-Op Information - Co-Optimus
    The Co-Op Experience Play with up to 2 players online with drop-in/drop-out co-op support. The entire game was designed from the ground up for co-op including ...
  13. [13]
    Too Human Updated Hands-On - Two-Player Cooperative Mayhem
    Jun 26, 2008 · ... Too Human will feature drop-in/drop-out cooperative play over Xbox Live. Our brief time with Too Human created as many questions as answers ...
  14. [14]
    Too Human - Xbox 360 : Video Games - Amazon.com
    In Too Human, players experience a nonstop barrage of action powered by the integration of melee and ranged firearms combat and fueled by breathtaking visuals.
  15. [15]
    Too Human dev diary: new details, more goblin man - Engadget
    . Of particular note are the loot sharing options and skill manipulation. Co-op ... Too Human dev diary: new details, more goblin man ... co-op partner, for ...
  16. [16]
    Too Human Co-Op Review - Co-Optimus
    Aug 27, 2008 · The entire game was designed from the ground up for co-op including co-op specific character perks, item trading, character classes, and more.Missing: multiplayer | Show results with:multiplayer
  17. [17]
    Too Human - Game Overview - Xbox Achievements
    Check out all the Too Human achievements, latest news, previews, interviews, videos, screenshots and review from your number one Xbox One resource site.
  18. [18]
    Too Human review | Eurogamer.net
    Rating 6/10 · Review by Dan WhiteheadAug 19, 2008 · It's ancient mythology rewritten as science fiction, with Norse legends retold as an advanced civilisation where cybernetically-enhanced humans ...<|separator|>
  19. [19]
    In a Game for Xbox 360, It's Norse Gods Against a Plague of Robots
    Sep 15, 2008 · In Too Human the deities known as the Aesir have been rendered as cybernetically enhanced godlings with the charge of protecting the human race ...Missing: procedural generation mechanics
  20. [20]
    Too Human sees the light: tons of details emerge - Ars Technica
    Apr 18, 2007 · Set in the archaic past, the realization of Norse mythology as reality renders the game world an ancient masterpiece of art and technology: ...Missing: cyberpunk | Show results with:cyberpunk
  21. [21]
    Worlds of Too Human - GamesRadar
    Jul 3, 2008 · Based heavily on two distinct and different genres - sci-fi cyberpunk and Norse mythology - the setting promises to be one that players have ...<|control11|><|separator|>
  22. [22]
    Too Human Review - IGN
    Rating 7.8/10 · Review by Erik BrudvigAug 18, 2008 · Too Human is a game that is going to excite some, confuse others, and leave ... There's also a two player online cooperative mode that ...
  23. [23]
    Too Human (Game) - Giant Bomb
    Aug 19, 2008 · Too Human is an action role-playing game developed by Canadian studio Silicon Knights for the Xbox 360, the first in a planned trilogy.
  24. [24]
    Too Human Retrospective Review - GameCloud
    Aug 6, 2014 · Too Human is a game that tried to exceed the sum of its parts, and failed. It began with a unique premise, but then barely managed to scratch the surface.Missing: Yggdrasil nine
  25. [25]
    Too Human: the game that will never be - Unseen64
    Apr 18, 2008 · Denis: Too Human is a futuristic psychological thriller. It's a real-time adventure game that mixes elements of role-playing, like Kain, ...Missing: summary - | Show results with:summary -
  26. [26]
    Too Human [GameCube - Cancelled] - Unseen64
    Apr 9, 2008 · In 2005, Silicon Knights went under the control of Microsoft and the Too Human project was moved to the XBOX 360. The game was finally released ...
  27. [27]
    Too Human Cancelled for PlayStation - IGN
    May 8, 2000 · Too Human Cancelled for PlayStation. With Silicon Knights' new Nintendo-only status, its massive four-disc RPG, Too Human, is history.Missing: prototype isometric view 2001
  28. [28]
    Microsoft gets Too Human with Silicon Knights - GamesIndustry.biz
    May 20, 2005 · Eternal Darkness developer signs up its latest exclusively for Xbox 360.
  29. [29]
    Too Human Developer Losing Too Many Humans - SPOnG.com
    Nov 1, 2011 · Too Human developer Silicon Knights has seen its workforce cut from nearly 100 to 25 core human members of staff.
  30. [30]
    Rumor: Too Human dumps Unreal Engine 3 [update 1] - Engadget
    Aug 13, 2006 · The developer, citing difficulties with the Unreal Engine working well on the Xbox 360, will supposedly build their own engine from scratch.
  31. [31]
    Epic prevails in suit against Silicon Knights, receives $4.45M in ...
    Silicon Knights, which licensed Unreal Engine 3, alleged that issues with the engine resulted in Too Human's two-year delay and low sales. An analyst brought in ...
  32. [32]
    Silicon Knights Sues Epic - IGN
    Jul 19, 2007 · The lawsuit further alleges that Epic in fact never intended to deliver Unreal Engine 3 as a fully functional game engine as promised.
  33. [33]
    Silicon Knights sues Epic over Unreal Engine 3 'inadequacies ...
    Jul 19, 2007 · The main allegations against Epic involve late delivery of the latest versions of the Unreal 3.0 Engine. Silicon Knights claims that an ...<|separator|>
  34. [34]
    Epic Games wins lawsuit against Silicon Knights, awarded $4.45 ...
    May 30, 2012 · Epic Games has emerged the victor in a nearly half-decade civil suit filed against the publisher by Too Human developer Silicon Knights.Missing: $449000 | Show results with:$449000
  35. [35]
    Epic judgment doubled, Silicon Knights ordered to pay over $9 million
    Nov 9, 2012 · Silicon Knights has been ordered by a North Carolina federal judge to pay Epic Games over $9 million, essentially doubling the $4.5 million a jury awarded Epic ...
  36. [36]
    Silicon Knights owes Epic games $9.2 million, latest court ruling ...
    Jan 12, 2014 · Appeals court rejected Silicon Knights' claims, entitling Epic Games to $9.2 million in damages for breach of contract, copyright infringement, and legal fees.
  37. [37]
    Too Human: Top 5 Quick Fixes - IGN
    Jul 1, 2008 · Here are our top 5 points we want to see sorted out before Too Human reaches shelves in its final month of development. Camera Control Woes.
  38. [38]
    E3 06: Too Human Trailer Impressions - GameSpot
    May 9, 2006 · The short trailer reveals the basic storyline of the game and shows some gameplay footage of the main character in battle. Read on for our ...Missing: cinematic | Show results with:cinematic
  39. [39]
    Too Human | GamesIndustry.biz
    Silicon Knights Shows Off the Inner Workings of "Too Human's" Co-Op Mode. ... distribute their loot, build their characters and execute killer combos.
  40. [40]
    Too Human Offers Pre-Order Bonus - IGN
    Jun 9, 2008 · According to Microsoft's Gamerscoreblog, pre-ordering the title at participating retailers will net you five sets of armor, giving each ...
  41. [41]
    Too Human co-opting August - GameSpot
    May 13, 2008 · Silicon Knights' long-awaited 360 epic role-playing game will finally arrive August 19 in North America and August 29 in Europe; new online co- ...
  42. [42]
    Too Human is one of the most innovative games on the 360 says ...
    Aug 20, 2008 · You can really customise your co-op game too and set things like loot sharing. ... "Too Human guy says Too Human is ace" "Sony guy says Nintendo ...Missing: distribution | Show results with:distribution<|control11|><|separator|>
  43. [43]
    Too Human UK Review - IGN
    Rating 7.5/10 · Review by Alec MeerAug 19, 2008 · OverviewIntroductionBasicsToo Human. Too Human UK Review. 7.5. Review scoring. good. Alec Meer Avatar Avatar. Alec Meer. Official IGN Review ...
  44. [44]
    Too Human user reviews - Metacritic
    It is painful to remind myself that Too Human was and is an excellent game. It is some of the most co-op fun I had last generation. It's criminal that a game ...Missing: companion | Show results with:companion
  45. [45]
    repetitive gameplay ? - Too Human - GameFAQs
    Rating 65% (80) Aug 22, 2008 · I just want too know if this game keep repeating the same thing over again? or do you do side quest like Mass effects. MistaSkyline ...
  46. [46]
  47. [47]
    Too Human update fixes connectivity, nothing else - Engadget
    Sep 6, 2008 · In a forum post this morning, Silicon Knights president Denis Dyack revealed that the update "fixed some connectivity issues and was done prior ...
  48. [48]
    Too Human Reviews for Xbox 360 - GameFAQs
    Too Human Review: 5.5 / 10. Metacritic. 65. metacritic. Based on 80 critics. 7.0. User Score. Based on 484 user reviews. 42. 1UP. Too Human is also not a good ...
  49. [49]
    Dyack hits out at Too Human criticism - VideoGamer
    Too Human boss Denis Dyack could never be accused of holding back on what he's thinking. Following an almost constant barrage of negativity aimed at his ...<|separator|>
  50. [50]
    Dyack calls on Too Human critics to "stand up and be counted"
    Jun 26, 2008 · The game also received criticism during its early days after a lacklustre showing to press, which prompted Dyack to question the marketing of ...
  51. [51]
    'Too Human 2' & '3,' 'Eternal Darkness 2' Among Silicon Knights ...
    Dec 12, 2012 · Denis Dyack's studio Silicon Knights entered a downward spiral after releasing 2008's heavily hyped Too Human to disappointing sales and reviews.
  52. [52]
    Silicon Knights prototyped Eternal Darkness 2 before troubles ...
    Dec 12, 2012 · Too Human developer Silicon Knights was developing a string of intriguing games before it ran into trouble. Get the list and a collection of concept art from ...Missing: sequel | Show results with:sequel
  53. [53]
    Silicon Knights must recall, destroy X-Men Destiny and Too Human
    Nov 9, 2012 · Silicon Knights has until December 21 to pay the $9.2 million (roughly half for damages and half covering Epic's legal costs) and comply with ...
  54. [54]
    Epic awarded nearly $4.5 million in Silicon Knights lawsuit
    May 31, 2012 · Epic awarded nearly $4.5 million in Silicon Knights lawsuit. Unreal Engine maker wins all counterclaims in case started in 2007. Kyle Orland – ...
  55. [55]
    5 Video Game Stories That Will Never Be Completed
    ### Summary of Too Human Trilogy Details