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Exclusive: Inside Too Human

First, check out an extended trailer of the game in high-definition resolution. Then read our detailed interview with SK president Denis Dyack.

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IGN: The title features an online mode. Can you elaborate on how this works?

Denis Dyack: We can not discuss details of the game, but as more details emerge it is safe to say the online component is a very important part of Too Human and its effect will reach all aspects of the game.

IGN: Does Too Human feature substantial cinematics and voice acting?

Denis Dyack: Too Human does feature substantial cinematics and voice acting. Gamers can expect to be treated to a cinematic script that we have been thinking about for over 10 years. Using the Xbox 360 as a foundation for creation, we feel we will present something that is unparalleled to our previous work. We hope to change gamers' expectations of entertainment with video games on this level with Too Human.

IGN: Why should gamers who followed Too Human before be excited about the 360 games?

Denis Dyack: Hardcore fans of Too Human should be excited about Too Human because with the Xbox 360 we finally have the tools available to realize our full vision for Too Human. Not only are we going to create what we planned previously with our designs but we will be able to take it far beyond what we ever could have done before. Too Human will appeal to all games on different levels, and the goal is that for hungry hardcore fans, the more they want to get out of the experience, the more they can take from it. It truly is that deep on all levels if the player wants it.

IGN: What framerate are you striving for in the Too Human games?

Denis Dyack: It is too early to really discuss this but we will aim for a frame rate that is most appropriate the game. With Eternal Darkness we averaged 60fps at a true 640x480 resolutions on the NGC, which not many other games achieved. However, we are not sure the players noticed this and in many respects we feel that reducing the frame rate to 30fps and adding substantially more effects as we did in MGS is more favorable to gamers. We are currently leaning towards a heavy effects approach in games for next generation as you see in games like MGS 4. The Xbox 360 is very powerful and the final hardware is beyond our expectations for performance and we are confident that it will allow us to go in any direction that we choose to during the development. Whichever path Too Human takes, we are very aware of the improved game experience a smooth and steady frame rate provides and we will always keep that paramount.

IGN: Does Too Human take place entirely in third-person mode or are there first-person elements?

Denis Dyack: Too Human does take place in the 3rd person mode. We are strong believers in 3rd person cameras because of the cinematic value. Although many people in our industry believe that 1st person is more immersive and engaging we believe that the opposite it true. 3rd person games allow for the best expression in characters and story to come through - face expression is key to emotional attachment. This is why you see movies in 3rd person and not 1st.

IGN: Can you pilot ships or vehicles in the game?

We are not releasing specific details at this time. However, the Too Human world is a massive universe that we have been thinking about for a very long time. Over the course of the epic tale we will introduce the player to many things beyond what many games will provide. Controlling vehicles may only be one small part of this.

IGN: Any final thoughts for gamers excited about the franchise?

Denis Dyack: This trilogy is a dream come true for Silicon Knights. It is something that we have been dreaming about for a long time. Microsoft could not be better partners for the development of this epic and we hope the gamers will enjoy playing it as much as we love to make it.

©2005, IGN Entertainment, Inc. All Rights Reserved

12:00 am PDT October 10, 2005

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