Too Human Preview

Wired.com presents us with a preview of Silicon Knights' Too Human based on their time hammering through a press copy of the game over the weekend.
The vast majority of the game time is spent in combat. There are four very lengthy levels in the game that take a couple hours each to complete; massive juggernauts of enemies with a few story scenes sprinkled throughout. Combat is largely handled by tapping the right analog stick. This will cause Baldur to slide (or leap elegantly) toward the nearest enemy character and start wailing on him. Double-tapping the stick will launch the enemy into the air, and you can follow it up there by jumping with A. You can finish off this little combination with standard attacks, or use a powerful Finisher move by pressing the left and right stick in the same direction. You can also do these on the ground.

Too Human starts you off with squadrons of enemies that are so weak that you can pingpong back and forth between them, sliding with the stick and building up big combos that let you use a few different special moves like the Ruiner, a wide blast that wipes out a whole area around you. But stronger enemies soon follow, and you'll have to do more of those jumping combos, which have the added side benefit of taking you into the air, away from other enemies' fire.

This is how you'll play a good deal of the game if you pick the melee-focused Berserker class, like I did. You can also choose a Commando, who is much better at ranged weapons. Berserkers can also fire guns but Commandos do it significantly better. You can split the difference and choose a well-rounded Champion as your class. Or you can go to the two other classes, which are much more extreme and therefore difficult to play as: the Bioengineer, who is weaker but can heal himself, and the Defender, whose attacks are weaker but who is much more immune to damage.