End Game Approaches

In the last play through, I decided to try a “Cybernetic Bioengineer Skuld’s Embrace Shooting Variant.” What does this mean? Through the combination of skill selection in my skill trees I was able to create a kiting shooting class that not only is a healer, but turned enemies to fight each other at the same time. Oh the chaos! Not only did I find this effective, but also significantly different from almost everything else I have tried in the game.
Dear Mr. Shane Bettenhausen, I beg to differ with your calling the Bioengineer a “nurse”! Just kidding. Given the short playtime you have had with the game, I understand the label. The depth in “Too Human” is pretty staggering, though, and despite playing the game for months now I have not been able to exhaust all of the combinations. It is definitely not reasonable to expect anyone to understand all the depth by playing limited demos. With the latest uproar on perfect scores and rushed review processes, we have good news – there will be plenty of time for press to critique Too Human as they will receive evaluation copies well in advance of the release date.

Finishing the game my last time around, I received 605 achievement points – I ended the game at level 29. Usually I get about 680-700 points for completing the game. We expect the average gamer to get at least 600 points their first time through. Here is shot of some of characters stats:

Despite it being a very rough road, I feel we have gone beyond what we expected to achieve with “Too Human.” Through the pure talent and determination of the team, we have created an awesome experience that gamers should appreciate for a long time. It is our best game to date. And, with our deep love for “Eternal Darkness” that is saying something! Hopefully gamers will agree.
I look forward to reading about different character build strategies, and stories on how well they worked on the boards.
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