Worlds of Too Human


The worlds of Too Human are as tricky to describe as the game itself. Based heavily on two distinct and different genres - sci-fi cyberpunk and Norse mythology - the setting promises to be one that players have never, ever visited or experienced before.

Gods and goddesses still rule over mankind, but enhance their divine powers through cybernetic upgrades. Machines threaten to eradicate all humans, but only by reaping our blood and limbs, thus becoming more human themselves. Alternate universes can be traversed through cyberspace, which is accessed via a giant, magical tree.

Intrigued? Mystified? Overwhelmed? We understand, which is why we've asked the developers to give us - and you - an exclusive, in-depth tour into the game's world... and into their imaginations.

For part one, exploring Aesir, the Halls of Gods, the Orbital Tower and Cyberspace,click here.

For part two, exploring the Hall of Heroes, the Funeral Path and Grendel's Mere,click here.

Our third part ventures into the dark and treacherous Ice Forests, home to elves, goblins and crumbling glaciers. Not many return from this place...

The following descriptions were provided by Silicon Knights. For more exclusive screenshots and concept artwork,head here.

The Ice Forests of Svartalfheim

As the Fimbulwinter took hold in the aftermath of wanton anti-matter detonation, the planet was brought into a premature ice-age. Glaciers formed with remarkable, unnatural rapidity, changing the landscape seemingly forever. But even glaciers aren't static and - over the intervening centuries - they move and crumble, giving rise to other features.

So it is with Svartalfheim, remnant of a deteriorating glacier leaving pillars and mesas, forming a forest of ice. The dark elves and goblins have made this place their home, waging war against the humans from this distant eerie landscape.

Storm Warning

Approaching the Ice Forests is a dangerous proposition. The dark elves' machinery draws energy from the nanotech grid of cyberspace, causing massive electrical disturbances throughout the region. Most high potential electrical sources are shorted out, or channel enormous energies through them, destroying them in the process, particularly at high altitude. The machines, of course, are impervious to this, having been shielded from most forms of natural radiation by the masters.