Too Human Review
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The flaws hadn't kicked in yet. There wasn't time to see the flaws. There was so much new material in the game so far that nearly everything I encountered seemed like a breath of fresh air. I learned that my character came from a city of gods among men, and I wanted to learn more. Another wave of enemies was always welcome: I could try out another one of my character's combos. And when I first set foot in Cyberspace, which is a mystical, Elder Scrolls-esque place, I was intrigued by the possibilities that could arise from interaction between that world and the real world ("real world" in terms of the setting of the game, of course). But the flaws were there they were just overshadowed at the time.
They started to creep in soon enough. The environments in the second level started to look homogenous after a while, and I started wishing for a more varied level design. The novelty of the combat system was wearing off, and battles were becoming less like exciting bouts of finesse and more like taxing tests of perseverance. And because the thrill of battle was waning, the game started to feel formulaic: I'd go to one area and battle a wave of enemies, then go to another area and battle another group of enemies, then repeat the equation once more. This is about the point that I started thinking about that 6.5 and 6.0.