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IGN: Is there a character upgrade system in place? How does this work?
Denis Dyack: Yes there is a detailed cybernetic system in place. However we are not discussing details of this system at this time. Long time followers of Too Human should rest assured that system is deeper than anything we planned previously and this is a large component of the main game.
IGN: Paint us a picture of the universe in Too Human. What types of locations will players visit? Does Too Human feature off-world travel?
Denis Dyack: The universe of Too Human has a spectacular scope where players will be able to explore long lost mythical lands from ice forests to cold and dark Hel. For the most part in the Too Human Trilogy players will remain on the planet and not travel beyond the planet.
IGN: Can you play as anybody other than Baldur in Too Human?
Denis Dyack: We are not going into detail about the design of the game at this time, sorry.
IGN: Too Human uses the Unreal Engine 3. Why?
Denis Dyack: The Unreal Engine 3 has been one of the best strategic decisions that we made coming into this new generation of gaming. It has allowed us to start production on gameplay immediately while also allowing our art staff to start art asset production. Previously we have developed our own technology and there would be a lag of game development anywhere between 6-12 months working on the technology before the actually game could go into full production. By using the Unreal Technology 3 engine we are able focus on content, start production sooner and deliver a polished game like never before. With our previous engine experience we are also able to heavily customize the engine to our needs. The final bonus is that while Epic continually updates their engine, we can take these updates and incorporate them into the trilogy as development continues. Overall, we see this as a huge win.
Denis Dyack: We are happy with the fact that we feel we can now achieve Hollywood production value sets and design with the Xbox 360 that were previously not possible last generation. We feel we will be able to take the player on a graphical tour de force like never before. Although all of the screen shots are very early, the shots of the ice forest are really examples of some of the game's visual potential. The power of the Xbox 360 not only allows us to create a beautiful and believable game play area, but an expansive game play world as you will see in Too Human.
IGN: How does the game's camera system work?
Denis Dyack: The camera system in Too Human is perhaps one of the most developed areas in the game. We have substantially modified the Unreal Engine 3 to give us the tools to go far beyond anything that we did with ED and MGS:TS. Although we are not going into detail about the system at this time, we will say that cameras in the game will be very dynamic and intelligent. They will adjust contextually to what the player does at all times and the cinematography in Too Human will be on par with movies while being completely interactive and without compromising playability.
Denis Dyack: We are currently planning for a Holiday 2006 release. At this point, we aren't releasing any information on when the remaining chapters will be available.
IGN: About how long would you estimate each chapter in the Too Human series lasts?
Denis Dyack: I must point out that each chapter will feel like a complete, fulfilling, and entire game in and of its own. We are not discussing any length of gameplay estimates at this time, but as you hear more details some of Too Human's unique and unannounced features in the future, you will see how deep the game will eventually be.
12:00 am PDT October 10, 2005