The developers may have done a good job skinning Too Human so that it feels as though you are playing through multiple levels, all with there own unique style. After a couple hours of play though it’s easy to see the only difference is the layer of graphics placed on top of the mechanical underwire. All the levels have doors and are a massive maze of corridors or platforms, each of these areas are full of instances featuring a number of different looking enemies. These enemies all have strikingly similar battle styles, attacks, and defenses. Although this is annoying I was still able to play without paying too much attention to the far from unique monsters.
Too Human features a very diverse amount of gameplay options, from swordplay to gun intensive firefights. Basic attacking is done in entirety with the right analog stick in what may be both the simplest and complicated control scheme ever devised. For the first hour or two of play I was a bit disappointed with the entire thing; it was only after a decent amount of time that I began to see how detailed the fighting mechanic can become, should the player choose for it to be. A quick flick of the stick in any direction will send bad guys flying into the air, where a jump juggle can continue the combo, or they can be disintegrated with the pull of a plasma rifle. The combo system in Too Human is very similar to that of Devil May Cry or God of War and adds to the overall insanity during a dungeon battle.

Graphically Too Human is one of those games that will impress your socks off one minute and have you wondering why all of a sudden you are playing the original Playstation 1 game made over ten years ago. Lighting effects and the overall setting of the game are both done very well, never once did I start feeling “out” of the universe Dyack and company built for me. At some times almost a hundred highly detailed enemies can be on screen at once with little to no slowdown in frame-rate. Some serious clipping and draw-distance issues come into play throughout the game but solid cut-scenes and impressive textures help round out a decent graphical experience.
The armor/weapon system in Too Human is what took a decent action-RPG and turned it into one of my personal favorite games of the year so far. Each style of God has a huge choice of weaponry and armor, all customizable with add-ons and an expansive skill system. It’s true that the looting system in the game is by no means flawless; you can still however have a very enjoyable experience fine tuning your weaponry and destroying every thing in sight to find that last pair of badass kneepads. While it may be a bit weird, the option to manipulate each and every aspect of your hero's visual style is addicting (the dual swords were my favorite). Once the game is completed you can take your maxed-out character into battle again, kicking ass and taking names the second time through. Let me be the first to warn you that this game is hard, very hard but the fact that you can continue an unlimited amount of times makes it beatable.

I won’t argue that the game is perfect, hell it has a lot more problems that some other games out there; the one thing it does have that is very important is the fun-factor. The single player experience was enough to make me happy with my purchase but full on-line (can we get a co-op game to include offline play) co-op play helps me recommend this game even more. Too Human is one of the most addicting games that I put into my 360 in a long time and for that I want to ask Denis for my countless hours of my life back. If World of Warcraft had a baby with Star Wars and the doctor pumped it full of steroids the final result would be Silicon Knight’s Too Human; if that doesn’t sound like something you would be interested in try the demo or rent before picking up the full game at retail, available everywhere today. For me it was worth the wait.