I, as many of you have, played the recently released Too Human demo. My impressions could be stated in one word, meh! I didn't think it was terrible, but I definitely don't think it is a huge success. This game has been Dr. Dyack's science project for over ten years now and it is functional, but some of the design decisions seem to be a little quirky. I love the items and inventory systems along with the points system used in the skills tree. What I do not like is the unresponsive controls. It seemed to me that, as a champion, you pushed the Right Stick to the direction of the enemy. This was about the only instructions that you got during the entire demo. It seemed like Dr. Dyack decided to get this demo out ASAP and didn't give the team enough time to polish it up. As for the the story, I was completely confused and didn't really pay too much attention to it. Overall I would say that the game functions and could be fun for the Diablo, Kill it, Loot It crowd, which includes me. I think what is going to hold everyone back from crowning this game is the repetitiveness of the combat, which in other games like hampers most brawlers. I hope Dr. Dyack tries to keep the "social experiments" of Neogaf to a minimum in the next few months as the SK teams tweak and playtest Too Human before it goes Gold, sometime soon.
As for Dr. Dyack's recent apologies and comments on the Neogaf debacle, I would say, "Dr. Dyack, I understand what you were trying to do, but you might want to be a little more upfront about what you are trying to achieve." Also, I would recommend not doing it so soon to your games release. I will probably pick up this game when the price drops a little bit because I am not going to drop 60 bucks on it. Let me know what everyone else thinks about the demo if you tried it. read