Take a good look at this loading screen," said director Denis Dyack as he started up the game from the title screen. "It's the only time you'll see it during the demo." By the time he was finished with the sentence, the near-final version of Too Human was off and running, and not once did we see a load screen for the first thirty minutes of the game.
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The "Commando" is best with firearms, explosives, and the "spider", a device you get early in the game which allows you to deploy a variety of attacks. The "Bioengineer" is a healer who uses nanotechnology to heal and fight. (He gets "mana fuel" from killing enemies, which allow him to use these powers.)
The "Berserker" has low HP, but excels in melee combat and can dual-wield. His best defense is a constant offense. And the "Defender" is a tank who wears a Cylon-style helmet and is the only class who cannot get knocked down by enemy missiles.
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You can use the D-pad to adjust the camera's position in relation to the action. If you want it zoomed up tight, that's fine; if you want it zoomed far out looking like Diablo, that is also appropriate. I found I liked it zoomed out, as there are a lot of enemies at times. In fact, the battle system is based on juggling a whole bunch of foes at once -- between 50 and 70 at times, says Dyack.
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Anyway, all this is surely only a tiny slice of Too Human. Did I have a good time? I am not exactly an RPG person. I do not grind epic mobs for loot, or mob epic loots for grind, or any of that. But Too Human was certainly fun, and the story is definitely intriguing, and if anybody can have me looting epic grinds, it's Silicon Knights.