Too Human Survival Guide

August 6th, 2008 at 1:00 pm · 15 Comments

Editor’s Note: Yes, we know it’s just a touch early, but our resident Too Human expert and SGC Member, Rcwpong, already freaking knows everything about the game and we thought we’d share it with you. Enjoy!

Fellow Sarcastic Gamers, the SGC’s own Silicon Knights’ uber fanboy is here to help you get started in the ancient, yet futuristic world of Too Human. I expect my Little Orphan Dyack secret decoder ring in the mail any day now. Soon I’ll be able to decode all those eccentric posts he leaves on boards like NeoGAF that are actually secret messages to his devoted followers. “Be sure to drink your cybernetic Ovaltine”

Check out my exhaustive Survival guide for Too Human and an exclusive walkthrough of the Demo, with every secret revealed! After the jump!

Now, on with the show. To help clarify some terminology that I will be using later, we need to get the basic controls and combat mechanics out of the way. Many people were not able to gleam from the Xbox Live Demo, the various nuances of Too Human’s action elements, so I will explain in full. Many thanks to LegenDerelict for the multiple bits and pieces I snagged from his well put together Too Human Wiki.

1. Basic Combat and Controls

Too Human’s control scheme for both ranged and melee is controlled in a similar style to a twin stick shooter like Geometry Wars, or perhaps a better match would be Smash TV. The left stick controls movement, while the right stick will control the direction that Baldur directs both melee and ranged attacks.

Ranged attacking works by the combo of RS plus the triggers. If you have pistols, the left and right triggers are the left and right guns, accordingly. If you have a rifle, the left trigger is a secondary fire, (usually grenade or more powerful shot) while the right trigger is your regular rifle shot. Both abilities draw from the same ammo pool which is unlimited but does need to be reloaded. Your right stick controls what you fire at. Depending on your class or armor bonuses, you’re lock on range will vary.

For melee attacking, SK has tried a new approach to third person melee fighting, by adding a slide mechanic that brings you into melee range of a enemy without a lot of swinging at dead air, or swinging and missing a monster just outside of reach. There is still a limited distance to the slide mechanic, depending on your class, so you can’t slide through the whole level but certain classes and armor bonuses can give increased slide distance which can help you chain slides together, but we’ll discuss that later. This leaves no analog stick for the camera but you can use the D-Pad up and down to move the camera closer or further away and tap the Left Shoulder Button to re-center it behind you. Left on the D-Pad toggles the HUD on/off and right toggles a Damage Meter.

Now, it’s time to dive into the actual combat moves.

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    Categories: Sarcastic Gamer Survival Guide · Xbox 360

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