Too Human
Too Human is a Xbox 360 shooter game released in 2008 developed by Silicon Knights. It centers on combat encounters, positioning and evasion, and weapon and firepower management, with controls and information arranged around the Xbox 360 wired or wireless controller's twin sticks, analog triggers, directional pad, and face buttons.
- AI score · out of 10
- 6.2 / 10
About this game
Too Human is a Xbox 360 shooter game centered on combat encounters, positioning and evasion, and weapon and firepower management. Missions pace progress through enemy waves, routes, objectives, and weapon opportunities, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Aiming feedback, projectiles, hits, and danger zones need to remain readable, while HD video, DVD streaming, surround audio, HDD installs, and television-distance interfaces need to keep action, state, and text readable. The genre-specific limitation is that camera turning, aiming methods, dense encounters, and peripheral support can increase control pressure. Platform conditions also include disc and HDD installation, storage devices, controller batteries, video connections, resolution and frame rate, Kinect space and calibration, and retired online services affect the current release. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.
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Xbox 360AI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Functional Xbox 360 shooter experience
Too Human centers on combat encounters, positioning and evasion, and weapon and firepower management. Missions pace progress through enemy waves, routes, objectives, and weapon opportunities, giving the release understandable goals and a recognizable play rhythm. It arranges controls and information around the Xbox 360 wired or wireless controller's twin sticks, analog triggers, directional pad, and face buttons. Aiming feedback, projectiles, hits, and danger zones need to remain readable, while the main genre limitation is that camera turning, aiming methods, dense encounters, and peripheral support can increase control pressure. The assessment also covers disc and HDD installation, storage devices, controller batteries, performance, Kinect requirements, and retired services for this release. GameNavo judges four dimensions independently before applying fixed weights and excludes press aggregates, user ratings, sales, popularity, source length, media count, and title recognition. Platform merit is recorded only when a concrete hardware use or version implementation supports a small adjustment.
Strengths
- combat encounters, and positioning and evasion provide a readable mechanical foundation.
- Progress is divided into understandable stages, tasks, matches, or growth milestones.
- Visual, audio, and interface feedback support the principal rules and state changes.
Weaknesses
- Camera turning, aiming methods, dense encounters, and peripheral support can increase control pressure.
- disc and HDD installation, storage devices, controller batteries, video connections, resolution and frame rate, Kinect space and calibration, and retired online services affect the current release.
Who it is for: Players who enjoy shooter games, accept Xbox 360 control and information conventions, and want to judge this release on its own terms.
Play notes: This review covers the Xbox 360 release without conveniences from emulators, remasters, or other platforms and does not represent a complete playthrough.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Missions pace progress through enemy waves, routes, objectives, and weapon opportunities. This dimension weighs new-goal frequency, the difficulty or progression curve, repetition, and recovery after failure. | Reviewed | 6.3 / 10 | Not provided |
| Dimension Too Human builds its main loop around combat encounters, positioning and evasion, and weapon and firepower management. The score considers whether input feedback, decision space, and system depth continue to support its goals, while accounting for camera turning, aiming methods, dense encounters, and peripheral support can increase control pressure. | Reviewed | 6.2 / 10 | Not provided |
| Dimension Aiming feedback, projectiles, hits, and danger zones need to remain readable, and this platform specifically asks whether HD video, DVD streaming, surround audio, HDD installs, and television-distance interfaces need to keep action, state, and text readable. Readability and stylistic consistency matter rather than resolution or hardware scale by itself. | Reviewed | 7.1 / 10 | Not provided |
| Dimension Technical usability covers response, camera behavior, loading, saving, controllers, language, video standard, accessories, and service status for this release. disc and HDD installation, storage devices, controller batteries, video connections, resolution and frame rate, Kinect space and calibration, and retired online services affect the current release; conveniences from emulators or later platforms receive no credit. | Reviewed | 5.1 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Silicon Knights
- Publisher
- Xbox Game Studios
- Release date
- 2008
- Platforms
- Xbox 360
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Role-Playing · Primary genre
- Tags
- ShootingDodge3D GraphicsSolo-friendlyScience FictionPlayer versus EnvironmentReplayableMain Story Under 10 HoursThird PersonReal-time CombatFast-pacedLinear Levels
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- MultiplayerCo-opSingle player
- Perspectives
- First personThird person
Release editions
- Xbox 360Worldwide2008
Game gallery
Sources
Not provided