Xbox 360 action game "Too Human" does two things well, but if those two things have nothing to do with each other, then do these two successes add up to one stumble?
I spent 15 hours playing through "Too Human" this weekend, dying more than 90 times, leveling to a human-aligned bioengineer class of skill-rank 29. I conquered thousands of the game's enemies and, despite plenty of nagging issues with the game, felt hungry to go back for more.
Say what you will about the game, but it's clear to me that its developers had at least two key things they wanted to attempt:
1) They wanted to translate "Diablo"-style loot-collecting gameplay from its native mouse-driven control scheme to a twin-stick control configuration that requires physical skill to command effectively.
2) They wanted to tell a story of cyber-Norse god Baldur, using four major environments and a hub world to gradually illustrate how Baldur relates to everyone from the grunts fighting for him to the women in his life past and present. By the end of the game, Baldur has been revealed as a distinct character who occupies a distinct and thematically rich position in his world.
We can debate how successful the goals were achieved, but clearly these were the two key attempts, one of them based in gameplay and the other set in story. But having played the game for 15 hours I have had a similar reaction as I have to many other games that push gameplay and story: Disappointment that the two don't seem to have much to do with each other accompanied with an uncertainty that they could be much more tightly connected.
Most of the gameplay in "Too Human" is divorced from the story, succeeding or failing on its own without the narrative having any bearing on it. Most of the story and character development -- with the exception of chatter overheard during battles -- is drawn from non-gameplay cut scenes.
So often this is the case with video games. Their parts can succeed separately. But is that alone a success? Is that the norm?
Is there something about games that just won't allow them to combine the qualities we may demand from them together? After all, how could good loot-collecting gameplay be used to reinforce storytelling? How could good storytelling improve twitch-based combat and stat-driven upgrading of abilities?
Can a game be considered a creative success even if it fails, pun intended, to braid gameplay and story/theme/character together?
Next: For the first time in a year I have nothing on tap to play on my Xbox 360 or PS3. Perhaps I'll give my two Wii leftovers a try: "Order Up" and "Blastworks."