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Fri 10/11/00 at 21:20
Regular
Posts: 787
Too Human - X Box
One of the PlayStation's very first role-playing titles was an action RPG known as Blood Omen: Legacy of Kain. While some were turned off by high loading times and camera issues, others found Kain to tell a story of surprising depth and artistry. The company behind Kain, Silicon Knights, has remained remarkably silent since the release way back in 1996. Just recently, however, the company revealed that since Kain, a futuristic, "cyberpunk" 3D adventure RPG has been in the works: Too Human.
John Franks, our hero
What's it all about? Much like Kain's dark nature, Too Human is a "futuristic psychological thriller which contemplates the effects of genetics, prosthetics, and the struggle of humankind to deal with the symbiosis of man and machine." Taking place in the year 2450 A.D., technology has evolved to the point where humanity has lost its soul and identity. The game's hero, John Franks, is an undercover police officer who must infiltrate and investigate a company after the death of a fellow officer and friend. The company is known as the Aesir Corporation, a business which has grown and expanded to play a massive role in the new cybernetic age. Like all other denizens of the world, Franks is certainly not immune to the symbiosis -- players can cybernetically enhance Franks to greater strength, jumping distance, aiming accurancy, and much more. The game's designers seem intent on telling a mature storyline which delves into a variety of issues troubling society today as we look towards the future.

According to director and Silicon Knights president Denis Dyack, Too Human's gameplay is "best described as a cross between Final Fantasy and Metal Gear Solid." The four-CD monster uses a 30 frames-per-second portal engine running at the PlayStation's high resolution mode without having to resort to distance fog (the use of fogging to eliminate detail and increase frame rates). Late in the PlayStation's life, developers are using past skills and newer optimization tools to pump as much power out of the system as technically possible.


Beautifully rendered environments
We had the fortunate chance to be invited by Silicon Knights to check out Too Human in action at their Canadian studio. Sitting down with an early version of the gameplay engine, one can't help but marvel at the skillful blending of elements from recent industry hits. The game's camera perspective is executed much like Nintendo's Zelda 64 -- the camera trails behind the player as they explore the game's detailed environments. Push against a wall, and the hero leans with his back against the obstruction, able to slink carefully to avoid detection or surprise an enemy. Move towards a chasm, and Franks will make the leap across automatically -- and won't jump if the distance is too great to be travelled successfully. A large variety of weapons can be locked on and targetted at foes with the aid of Franks' optical implant. The influence from Metal Gear Solid, however, is instantly recognizable as one progresses through the game. Also using Franks' optical implant, players can detect enemy foes, security lasers, and more with infrared and night-vision modes. Further on in the game, one can enhance the implant to actually see through walls. Additionally, other elements throughout levels must be utilized strategically -- security cameras may be used to gather data on previously unreachable areas, and shutting off the power to selected areas of a building may clear the way to progress further, at the danger of alerting armed guards. Throughout the exploration, however, one will notice that Too Human contains no loading time whatsoever, a technical feat in itself for a CD-based game.

In terms of role-playing and the "Final Fantasy" element of the mix, Dyack explains that players will find incredible depth and interaction within Too Human's plot, in addition to the extensive character interaction and development common to most RPGs. Only when a CD full of cinematics was displayed on the projection television did another level of interaction emerge. Much like Final Fantasy VIII, Silicon Knights has created 60 minutes of highly detailed and extensive CG movie artistry for play throughout too human -- complete with voice acting. The cinematics have come a long way since Kain. Characters express themselves not only through voice, but subtle (and not so subtle) nuances of body language. The technical skill gained since Kain is also evident in the quality and fluidity of the movies. Also impressive is the transition from cinematics to the 3D gameplay engine -- there is none. In the blink of an eye, a dramatic scene told through the standard engine transitions to a full-blown movie without hesistation.
Asguard Tower, connected via an "orbital string"

Silicon Knights has gone through extensive research to ensure Too Human's futuristic world is as scientifically and realistically feasible as possible. For example, Asguard Tower is a geosynchronous satellite high in orbit above the Earth. The facility is connected to a fixed point on the surface with a cable of sorts, meaning payloads and spacecraft can be transported into orbit without having to fight and waste energy within Earth's gravitational field. The concept is hardly idealistic science fiction -- known as a "space elevator" or "orbital string," the idea was popularized by Arthur C. Clarke in his novel The Fountains of Paradise, and has also been researched extensively by NASA. "We're not going for a 'space opera,'" Dyack says, enthused, "we are going for science fiction that is grounded in true science."

Other elements of the game also have a solid foundation in realism. Many weapons John Franks' obtains in his arsenal have been designed and created with the help of Silicon Knights' Ted Traver, a self-confessed military buff. Traver, the game's lead designer, has taken current weapon designs and speculated what would likely be available in the twenty-fifth century. While most of the weapons we've seen so far are projectile-based, a few exceptions, such as a laser cannon, will be available further in the game.

Please don't point that thing at me!
Indeed, much of the strategy in Too Human is based upon the weaponry one chooses and the cybernetic enhancements given to Franks. The player is given a choice -- either they can stock up with the heaviest, most powerful arsenals and enhancements possible and blow away everyone in their path, or they can travel light and accomplish their missions nearly undetected, a-la Metal Gear Solid. According to Dyack, many missions can be completed either way. Watch out, though, because with a heavy pack of weapons and enhancements, your player can't run or jump nearly as effectively -- and can easily be caught by alerted guards. Similar to most role-playing titles, Franks grows more powerful and experienced as he progressed through the game. While the hard "experience points" aren't visible to the player, the more a certain gun or limb is used, the more powerful and skilled the character becomes. Additionally, with more powerful cybernetic devices, new areas of a level can open up to the player -- a previously unreachable platform may be accessible once your legs are powerful enough to jump the distance.

Based upon the choices one makes in the game throughout the detailed plot, 4 different endings, each with their own minor variations, will be available at the completion of the storyline. Over 80 hours of gameplay is promised, and even if cynics follow the "half" rule and cut the expected play-time in two, 40 hours for an RPG still remains impressive. However, while many games follow a typical plot monomyth -- call to adventure, trials and tests, a supreme ordeal, and finally a reward and a return home -- Too Human differs from the norm. "There's definitely no going back home," Dyack remarks, laughing.

Silently scope out targets with spy cameras
Copious voice acting is planned for Too Human, much like the text-less environment of Kain. Well over two hours of speech has already been recorded for both cinematic and in-game voiceovers. A large chunk of the audio comes from commentary given by Franks as he travels through the game. "That's the main focus, actually," Dyack explains. "It's very much like a Blade Runner noir...how does he feel as he goes through the prison and sees the inmates in there? How does he feel when he's on the floating city?" From what we've seen and heard, the quality and skill of the actors is evident. Many will recognize "Mother" from Too Human as the same actress who voiced Meryl in Metal Gear Solid. Additionally, as befits the mature and serious environment of Too Human, there is a small amount of vocal swearing found within the game -- though it's questionable whether or not such content will see its way past Sony's censors.

After Silicon Knights was acquired by Nintendo as a second-party developer, the PlayStation version of Too Human was cancelled. Recently, though, it's shown up again as one of the first confirmed games for Nintendo's GameCube. Nintendo and Silicon Knights are noticably excited about Too Human -- judging by what we've seen so far, Too Human will definitely generate quite a bit of excitement in the industry as the release date nears. Be sure to check out our exclusive interview with the Silicon Knights team for more background and info on the PSX version of the game.

Goldsun - The Advance

Traditional RPGs on handheld systems have historically been a fairly static genre. Aside from several Neo Geo Pocket games that never made it to America, fewer still have aspired to be anything more sophisticated than the sort of fare that appeared on the Nintendo Entertainment System ten years ago.

With the pending release of GameBoy Advance, however, simplistic 8-bit RPGs may soon be nothing but a memory. Leading the upcoming wave of more sophisticated handheld RPGs is Camelot's Ougon No Taiyo, which translates into English as "Golden Sun." Camelot is most recently known for developing the popular and highly acclaimed Mario Tennis and Mario Golf for N64, but their experience with RPGs stretches back for a decade to titles such as the popular Shining Force games for Sega Genesis.

Originally slated to be a Nintendo 64 title, Golden Sun appears to be a step above the usual handheld role-playing fare, beginning with its impressive visuals. The backgrounds revealed so far look closer in style to 32-bit titles such as SaGa Frontier 2 or Legend of Mana than to the tile-based affairs common on the SNES or Genesis. Random combat transpires in a turn-based format, viewed in an over-the-shoulder perspective that's somewhere between Breath of Fire and the battle cutscenes in Shining Force. The standard swords-and-magic battle tools are the order of the day; magic is referred to as Energy, but a rose is a rose. Camelot has stated in interviews that they want the game to progress in a fashion unlike most contemporary RPGs, and that the player should not be limited to a linear course of actions. If implemented successfully and without the lack of focus that often results from non-linearity, this approach would make Golden Sun one of the most ambitious RPGs ever to appear on a portable system.

Golden Sun takes a traditional approach to its gorgeously-rendered gameworld by dividing it into the usual RPG regions such as towns and dungeons. The playable dungeon area shown at Spaceworld featured simple puzzles such as placing jewels into statues and so forth; these are certainly nothing as elaborate as the puzzles in Wild Arms or Lufia, but promise to make Golden Sun more than a simple dungeon crawler. Additionally, battle sequences are visually stunning, with simple Super FX-like 3D effects reminiscent of SNES games and screen-filling battle animations that far surpass the modest graphics sported by current handheld RPGs such as Azure Dreams or Harvest Moon.

Of all the game's components, it is the story which seems least impressive at this point. Golden Sun tells the tale of a young lad named Robin who finds himself caught in the middle of a sinister plot involving the revival of an ancient civilation, a premise only slightly less hackneyed than saving princesses. Of course, the game's redemption will be in how the plot twists as it unfolds and how well the dynamic gameplay is integrated into the adventure. Between the impressive technical capabilities of the GameBoy Advance and the proven talent and experience of the Camelot team, Golden Sun has a great deal of promise that belies its simple backstory.

Although the game (as with everything GameBoy Advance-related) has not been officially announced for US release, it could be a great asset to the system's launch. In fact, if Golden Sun lives up to its potential, the GBA could be the first system ever to launch with a great RPG - which alone is reason enough to anticipate this game.

As you can see the Cube and Advance are both looking promising but can they beat the PS2 or the X Box, only buying will tell.
Fri 10/11/00 at 21:20
Posts: 0
Too Human - X Box
One of the PlayStation's very first role-playing titles was an action RPG known as Blood Omen: Legacy of Kain. While some were turned off by high loading times and camera issues, others found Kain to tell a story of surprising depth and artistry. The company behind Kain, Silicon Knights, has remained remarkably silent since the release way back in 1996. Just recently, however, the company revealed that since Kain, a futuristic, "cyberpunk" 3D adventure RPG has been in the works: Too Human.
John Franks, our hero
What's it all about? Much like Kain's dark nature, Too Human is a "futuristic psychological thriller which contemplates the effects of genetics, prosthetics, and the struggle of humankind to deal with the symbiosis of man and machine." Taking place in the year 2450 A.D., technology has evolved to the point where humanity has lost its soul and identity. The game's hero, John Franks, is an undercover police officer who must infiltrate and investigate a company after the death of a fellow officer and friend. The company is known as the Aesir Corporation, a business which has grown and expanded to play a massive role in the new cybernetic age. Like all other denizens of the world, Franks is certainly not immune to the symbiosis -- players can cybernetically enhance Franks to greater strength, jumping distance, aiming accurancy, and much more. The game's designers seem intent on telling a mature storyline which delves into a variety of issues troubling society today as we look towards the future.

According to director and Silicon Knights president Denis Dyack, Too Human's gameplay is "best described as a cross between Final Fantasy and Metal Gear Solid." The four-CD monster uses a 30 frames-per-second portal engine running at the PlayStation's high resolution mode without having to resort to distance fog (the use of fogging to eliminate detail and increase frame rates). Late in the PlayStation's life, developers are using past skills and newer optimization tools to pump as much power out of the system as technically possible.


Beautifully rendered environments
We had the fortunate chance to be invited by Silicon Knights to check out Too Human in action at their Canadian studio. Sitting down with an early version of the gameplay engine, one can't help but marvel at the skillful blending of elements from recent industry hits. The game's camera perspective is executed much like Nintendo's Zelda 64 -- the camera trails behind the player as they explore the game's detailed environments. Push against a wall, and the hero leans with his back against the obstruction, able to slink carefully to avoid detection or surprise an enemy. Move towards a chasm, and Franks will make the leap across automatically -- and won't jump if the distance is too great to be travelled successfully. A large variety of weapons can be locked on and targetted at foes with the aid of Franks' optical implant. The influence from Metal Gear Solid, however, is instantly recognizable as one progresses through the game. Also using Franks' optical implant, players can detect enemy foes, security lasers, and more with infrared and night-vision modes. Further on in the game, one can enhance the implant to actually see through walls. Additionally, other elements throughout levels must be utilized strategically -- security cameras may be used to gather data on previously unreachable areas, and shutting off the power to selected areas of a building may clear the way to progress further, at the danger of alerting armed guards. Throughout the exploration, however, one will notice that Too Human contains no loading time whatsoever, a technical feat in itself for a CD-based game.

In terms of role-playing and the "Final Fantasy" element of the mix, Dyack explains that players will find incredible depth and interaction within Too Human's plot, in addition to the extensive character interaction and development common to most RPGs. Only when a CD full of cinematics was displayed on the projection television did another level of interaction emerge. Much like Final Fantasy VIII, Silicon Knights has created 60 minutes of highly detailed and extensive CG movie artistry for play throughout too human -- complete with voice acting. The cinematics have come a long way since Kain. Characters express themselves not only through voice, but subtle (and not so subtle) nuances of body language. The technical skill gained since Kain is also evident in the quality and fluidity of the movies. Also impressive is the transition from cinematics to the 3D gameplay engine -- there is none. In the blink of an eye, a dramatic scene told through the standard engine transitions to a full-blown movie without hesistation.
Asguard Tower, connected via an "orbital string"

Silicon Knights has gone through extensive research to ensure Too Human's futuristic world is as scientifically and realistically feasible as possible. For example, Asguard Tower is a geosynchronous satellite high in orbit above the Earth. The facility is connected to a fixed point on the surface with a cable of sorts, meaning payloads and spacecraft can be transported into orbit without having to fight and waste energy within Earth's gravitational field. The concept is hardly idealistic science fiction -- known as a "space elevator" or "orbital string," the idea was popularized by Arthur C. Clarke in his novel The Fountains of Paradise, and has also been researched extensively by NASA. "We're not going for a 'space opera,'" Dyack says, enthused, "we are going for science fiction that is grounded in true science."

Other elements of the game also have a solid foundation in realism. Many weapons John Franks' obtains in his arsenal have been designed and created with the help of Silicon Knights' Ted Traver, a self-confessed military buff. Traver, the game's lead designer, has taken current weapon designs and speculated what would likely be available in the twenty-fifth century. While most of the weapons we've seen so far are projectile-based, a few exceptions, such as a laser cannon, will be available further in the game.

Please don't point that thing at me!
Indeed, much of the strategy in Too Human is based upon the weaponry one chooses and the cybernetic enhancements given to Franks. The player is given a choice -- either they can stock up with the heaviest, most powerful arsenals and enhancements possible and blow away everyone in their path, or they can travel light and accomplish their missions nearly undetected, a-la Metal Gear Solid. According to Dyack, many missions can be completed either way. Watch out, though, because with a heavy pack of weapons and enhancements, your player can't run or jump nearly as effectively -- and can easily be caught by alerted guards. Similar to most role-playing titles, Franks grows more powerful and experienced as he progressed through the game. While the hard "experience points" aren't visible to the player, the more a certain gun or limb is used, the more powerful and skilled the character becomes. Additionally, with more powerful cybernetic devices, new areas of a level can open up to the player -- a previously unreachable platform may be accessible once your legs are powerful enough to jump the distance.

Based upon the choices one makes in the game throughout the detailed plot, 4 different endings, each with their own minor variations, will be available at the completion of the storyline. Over 80 hours of gameplay is promised, and even if cynics follow the "half" rule and cut the expected play-time in two, 40 hours for an RPG still remains impressive. However, while many games follow a typical plot monomyth -- call to adventure, trials and tests, a supreme ordeal, and finally a reward and a return home -- Too Human differs from the norm. "There's definitely no going back home," Dyack remarks, laughing.

Silently scope out targets with spy cameras
Copious voice acting is planned for Too Human, much like the text-less environment of Kain. Well over two hours of speech has already been recorded for both cinematic and in-game voiceovers. A large chunk of the audio comes from commentary given by Franks as he travels through the game. "That's the main focus, actually," Dyack explains. "It's very much like a Blade Runner noir...how does he feel as he goes through the prison and sees the inmates in there? How does he feel when he's on the floating city?" From what we've seen and heard, the quality and skill of the actors is evident. Many will recognize "Mother" from Too Human as the same actress who voiced Meryl in Metal Gear Solid. Additionally, as befits the mature and serious environment of Too Human, there is a small amount of vocal swearing found within the game -- though it's questionable whether or not such content will see its way past Sony's censors.

After Silicon Knights was acquired by Nintendo as a second-party developer, the PlayStation version of Too Human was cancelled. Recently, though, it's shown up again as one of the first confirmed games for Nintendo's GameCube. Nintendo and Silicon Knights are noticably excited about Too Human -- judging by what we've seen so far, Too Human will definitely generate quite a bit of excitement in the industry as the release date nears. Be sure to check out our exclusive interview with the Silicon Knights team for more background and info on the PSX version of the game.

Goldsun - The Advance

Traditional RPGs on handheld systems have historically been a fairly static genre. Aside from several Neo Geo Pocket games that never made it to America, fewer still have aspired to be anything more sophisticated than the sort of fare that appeared on the Nintendo Entertainment System ten years ago.

With the pending release of GameBoy Advance, however, simplistic 8-bit RPGs may soon be nothing but a memory. Leading the upcoming wave of more sophisticated handheld RPGs is Camelot's Ougon No Taiyo, which translates into English as "Golden Sun." Camelot is most recently known for developing the popular and highly acclaimed Mario Tennis and Mario Golf for N64, but their experience with RPGs stretches back for a decade to titles such as the popular Shining Force games for Sega Genesis.

Originally slated to be a Nintendo 64 title, Golden Sun appears to be a step above the usual handheld role-playing fare, beginning with its impressive visuals. The backgrounds revealed so far look closer in style to 32-bit titles such as SaGa Frontier 2 or Legend of Mana than to the tile-based affairs common on the SNES or Genesis. Random combat transpires in a turn-based format, viewed in an over-the-shoulder perspective that's somewhere between Breath of Fire and the battle cutscenes in Shining Force. The standard swords-and-magic battle tools are the order of the day; magic is referred to as Energy, but a rose is a rose. Camelot has stated in interviews that they want the game to progress in a fashion unlike most contemporary RPGs, and that the player should not be limited to a linear course of actions. If implemented successfully and without the lack of focus that often results from non-linearity, this approach would make Golden Sun one of the most ambitious RPGs ever to appear on a portable system.

Golden Sun takes a traditional approach to its gorgeously-rendered gameworld by dividing it into the usual RPG regions such as towns and dungeons. The playable dungeon area shown at Spaceworld featured simple puzzles such as placing jewels into statues and so forth; these are certainly nothing as elaborate as the puzzles in Wild Arms or Lufia, but promise to make Golden Sun more than a simple dungeon crawler. Additionally, battle sequences are visually stunning, with simple Super FX-like 3D effects reminiscent of SNES games and screen-filling battle animations that far surpass the modest graphics sported by current handheld RPGs such as Azure Dreams or Harvest Moon.

Of all the game's components, it is the story which seems least impressive at this point. Golden Sun tells the tale of a young lad named Robin who finds himself caught in the middle of a sinister plot involving the revival of an ancient civilation, a premise only slightly less hackneyed than saving princesses. Of course, the game's redemption will be in how the plot twists as it unfolds and how well the dynamic gameplay is integrated into the adventure. Between the impressive technical capabilities of the GameBoy Advance and the proven talent and experience of the Camelot team, Golden Sun has a great deal of promise that belies its simple backstory.

Although the game (as with everything GameBoy Advance-related) has not been officially announced for US release, it could be a great asset to the system's launch. In fact, if Golden Sun lives up to its potential, the GBA could be the first system ever to launch with a great RPG - which alone is reason enough to anticipate this game.

As you can see the Cube and Advance are both looking promising but can they beat the PS2 or the X Box, only buying will tell.
Fri 10/11/00 at 22:15
Regular
Posts: 9,848
It's a bit too long and too detailed. I didn't manage to read it all in the end. Try sticking to need-to-know facts.
Sat 11/11/00 at 13:29
Posts: 0
so who u copy that off of?
i only read the first couple of paragraphs, then i saw who long it was,
Sat 11/11/00 at 18:27
Staff Moderator
"Must lose weight"
Posts: 5,778
OK Jacko - did you write this or not? People think not. What do you say. Lets have a paragraph on the subject of Software Piracy to prove you can write.

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