Some of the interesting questions IMO...re: the meaning of the title - "Too Human", Unreal Engine 3, release date, cinematics + voiceacting, and another developer who thinks 30fps is fine
IGN: Readers may not know this, but the concept for Too Human goes way back, predating even Eternal Darkness. Can you talk about how the idea for the series was born?
Denis Dyack: The concept for Too Human actually pre-dates Blood Omen: Legacy of Kain and was conceived in 1993-1994. The concept for Too Human was born out of a desire to create a game that addressed issues of technology and its effect on society. By addressing issues of what separated man from machine we hope that we could create a game were we could address the nature of the human soul.
The original concept was written on a 3 page outline describing an action orientated game with depth. Key to the concept was (and still is) that you are always being told that you are "Too Human" and that you need to cybernetically enhance yourself to deal with the growing threats surrounding you.
IGN: Why create a Too Human trilogy?
Denis Dyack: Next generation development has changed significantly from previous generations. The technology of the Xbox 360 has finally allowed us to create games with production value that is on equal to or greater than Hollywood scale productions. This takes a tremendous amount of effort. However, creating games at these high standards takes much more time then what it used to create games for the previous generation. Combine this issue with how content rich the game of Too Human is, and it became clear to us the only way to achieve our vision was to break it up into three parts. Silicon Knights has always concentrated on content for our games and we wanted to deliver something that is unprecedented in this regard to the gamers and paint a robust and spanning game universe. What we have planned will take us years to develop and a Trilogy seemed like the obvious direction
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.
IGN: When will the three different chapters of Too Human be released?
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: 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.