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* RereleasedForFree: In 2019 on the Xbox digital storefront, with full compatibility for the UsefulNotes/XboxOne (and piggybacking on that, the Platform/XboxSeriesXAndS). A truly shocking moment, considering the game's litigious history.
* SavedFromDevelopmentHell: The game was first announced in 1999 for the Platform/PlayStation, with a trailer at UsefulNotes/{{E3}} the same year. Development of the title then shifted to the Platform/NintendoGameCube due to signing an exclusive partnership with Creator/{{Nintendo}}, though it was slowed due to the studio focusing most of their efforts on making ''VideoGame/EternalDarkness'' and ''VideoGame/MetalGearSolid: [[UpdatedRerelease The Twin Snakes]]''. The game would finally settle on the UsefulNotes/XBox360, when Silicon Knights CEO Denis Dyack cut ties with Nintendo upon learning how underpowered the UsefulNotes/{{Wii}} would be, teaming up with Creator/MicrosoftStudios instead.

to:

* RereleasedForFree: In 2019 on the Xbox digital storefront, with full compatibility for the UsefulNotes/XboxOne Platform/XboxOne (and piggybacking on that, the Platform/XboxSeriesXAndS). A truly shocking moment, considering the game's litigious history.
* SavedFromDevelopmentHell: The game was first announced in 1999 for the Platform/PlayStation, with a trailer at UsefulNotes/{{E3}} the same year. Development of the title then shifted to the Platform/NintendoGameCube due to signing an exclusive partnership with Creator/{{Nintendo}}, though it was slowed due to the studio focusing most of their efforts on making ''VideoGame/EternalDarkness'' and ''VideoGame/MetalGearSolid: [[UpdatedRerelease The Twin Snakes]]''. The game would finally settle on the UsefulNotes/XBox360, Platform/XBox360, when Silicon Knights CEO Denis Dyack cut ties with Nintendo upon learning how underpowered the UsefulNotes/{{Wii}} Platform/{{Wii}} would be, teaming up with Creator/MicrosoftStudios instead.
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* CreatorKiller: Or at the very least Creator Crippler. The game's failure to catch on set up Silicon Knights for the eventual deathblow with VideoGame/XMenDestiny.

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* CreatorKiller: Or at the very least Creator Crippler. The game's failure to catch on set up Silicon Knights for the eventual deathblow with VideoGame/XMenDestiny.''VideoGame/XMenDestiny'' and the related lawsuit described above.
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* BudgetBustingElement: ''Too Human'' was, at the time of its release, estimated to have a budget of between $60-$100 million USD, due to the fact that development moved from the Platform/{{Playstation}} to the Platform/NintendoGamecube before ending up on the Platform/Xbox360, and the shift in [=SKUs=] required development to restart from scratch. Developer Silicon Knights ended up trying to save money by not paying Creator/EpicGames's licensing fee for its Unreal Engine, a move which resulted in a legal battle that eventually led to the destruction of all unsold physical copies of the game and the shuttering of Silicon Knights.
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* WhatCouldHaveBeen: The game's premise when development started in the late 90s was ''very'' different from the final product. Intended for the Platform/PlayStation and released on a staggering ''[[MultiDiscWork five discs]]'' (later reduced to four),[[note]]For comparison, the contemporary ''VideoGame/FinalFantasyVII'' was released on three discs[[/note]] the game would have been set in the year 2450 AD in a {{Cyberpunk}} setting. The main character, John Franks, would be an undercover police officer who witnesses the murder of his partner at the hands of a cyborg, sending him into the world of corporate espionage. The game would encourage players to have Franks cybernetically modified to make him stronger, saying the player was [[TitleDrop "too human"]] to win otherwise, but the story would raise concerns about Franks losing his metaphorical soul because of this. The game also promised over 15 different weapons with six different types of ammo and four different targeting systems that could be mixed and matched according to preference. See the original pre-release info from 1999 [[https://www.gamespot.com/articles/new-too-human-screens-and-info/1100-2451246/ here]].

to:

* WhatCouldHaveBeen: The game's premise when development started in the late 90s was ''very'' different from the final product. Intended for the Platform/PlayStation and released on a staggering ''[[MultiDiscWork five discs]]'' (later reduced to four),[[note]]For comparison, the contemporary ''VideoGame/FinalFantasyVII'' was released on three discs[[/note]] the game would have been set taken place in the year 2450 AD in a ''Franchise/BladeRunner''-like {{Cyberpunk}} setting. The main character, John Franks, would be an undercover police officer who witnesses the murder of his partner at the hands of a cyborg, sending him into the world of corporate espionage. The game would encourage players to have Franks cybernetically modified to make him stronger, saying the player was [[TitleDrop "too human"]] to win otherwise, but the story would raise concerns about Franks losing his metaphorical soul because of this. The game also promised over 15 different weapons with six different types of ammo and four different targeting systems that could be mixed and matched according to preference. See the original pre-release info from 1999 [[https://www.gamespot.com/articles/new-too-human-screens-and-info/1100-2451246/ here]].
Is there an issue? Send a MessageReason:
None


* RereleasedForFree: In 2019 on the Xbox digital storefront, with full compatibility for the UsefulNotes/XboxOne (and piggybacking on that, the UsefulNotes/XboxSeriesXAndS). A truly shocking moment, considering the game's litigious history.
* SavedFromDevelopmentHell: The game was first announced in 1999 for the UsefulNotes/PlayStation, with a trailer at UsefulNotes/{{E3}} the same year. Development of the title then shifted to the UsefulNotes/NintendoGameCube due to signing an exclusive partnership with Creator/{{Nintendo}}, though it was slowed due to the studio focusing most of their efforts on making ''VideoGame/EternalDarkness'' and ''VideoGame/MetalGearSolid: [[UpdatedRerelease The Twin Snakes]]''. The game would finally settle on the UsefulNotes/XBox360, when Silicon Knights CEO Denis Dyack cut ties with Nintendo upon learning how underpowered the UsefulNotes/{{Wii}} would be, teaming up with Creator/MicrosoftStudios instead.

to:

* RereleasedForFree: In 2019 on the Xbox digital storefront, with full compatibility for the UsefulNotes/XboxOne (and piggybacking on that, the UsefulNotes/XboxSeriesXAndS).Platform/XboxSeriesXAndS). A truly shocking moment, considering the game's litigious history.
* SavedFromDevelopmentHell: The game was first announced in 1999 for the UsefulNotes/PlayStation, Platform/PlayStation, with a trailer at UsefulNotes/{{E3}} the same year. Development of the title then shifted to the UsefulNotes/NintendoGameCube Platform/NintendoGameCube due to signing an exclusive partnership with Creator/{{Nintendo}}, though it was slowed due to the studio focusing most of their efforts on making ''VideoGame/EternalDarkness'' and ''VideoGame/MetalGearSolid: [[UpdatedRerelease The Twin Snakes]]''. The game would finally settle on the UsefulNotes/XBox360, when Silicon Knights CEO Denis Dyack cut ties with Nintendo upon learning how underpowered the UsefulNotes/{{Wii}} would be, teaming up with Creator/MicrosoftStudios instead.



* WhatCouldHaveBeen: The game's premise when development started in the late 90s was ''very'' different from the final product. Intended for the UsefulNotes/PlayStation and released on a staggering ''[[MultiDiscWork five discs]]'' (later reduced to four),[[note]]For comparison, the contemporary ''VideoGame/FinalFantasyVII'' was released on three discs[[/note]] the game would have been set in the year 2450 AD in a {{Cyberpunk}} setting. The main character, John Franks, would be an undercover police officer who witnesses the murder of his partner at the hands of a cyborg, sending him into the world of corporate espionage. The game would encourage players to have Franks cybernetically modified to make him stronger, saying the player was [[TitleDrop "too human"]] to win otherwise, but the story would raise concerns about Franks losing his metaphorical soul because of this. The game also promised over 15 different weapons with six different types of ammo and four different targeting systems that could be mixed and matched according to preference. See the original pre-release info from 1999 [[https://www.gamespot.com/articles/new-too-human-screens-and-info/1100-2451246/ here]].

to:

* WhatCouldHaveBeen: The game's premise when development started in the late 90s was ''very'' different from the final product. Intended for the UsefulNotes/PlayStation Platform/PlayStation and released on a staggering ''[[MultiDiscWork five discs]]'' (later reduced to four),[[note]]For comparison, the contemporary ''VideoGame/FinalFantasyVII'' was released on three discs[[/note]] the game would have been set in the year 2450 AD in a {{Cyberpunk}} setting. The main character, John Franks, would be an undercover police officer who witnesses the murder of his partner at the hands of a cyborg, sending him into the world of corporate espionage. The game would encourage players to have Franks cybernetically modified to make him stronger, saying the player was [[TitleDrop "too human"]] to win otherwise, but the story would raise concerns about Franks losing his metaphorical soul because of this. The game also promised over 15 different weapons with six different types of ammo and four different targeting systems that could be mixed and matched according to preference. See the original pre-release info from 1999 [[https://www.gamespot.com/articles/new-too-human-screens-and-info/1100-2451246/ here]].
Is there an issue? Send a MessageReason:
None


* WhatCouldHaveBeen: The game's premise when development started in the late 90s was ''very'' different from the final product. Intended for the UsefulNotes/PlayStation and released on a staggering ''[[MultiDiscWork five discs]]'' (later reduced to four),[[note]]For comparison, the contemporary ''VideoGame/FinalFantasyVII'' was released on three discs[[/note]] the game would have been set in the year 2450 AD in a {{Cyberpunk}} setting. The main character, John Franks, would be an undercover police officer who witnesses the murder of his partner at the hands of a cyborg, sending him into the world of corporate espionage. The game would encourage players to have Franks cybernetically modified to him stronger, saying the player was [[TitleDrop "too human"]] to win otherwise, but the story would raise concerns about Franks losing his metaphorical soul because of this. The game also promised over 15 different weapons with six different types of ammo and four different targeting systems that could be mixed and matched according to preference. See the original pre-release info from 1999 [[https://www.gamespot.com/articles/new-too-human-screens-and-info/1100-2451246/ here]].

to:

* WhatCouldHaveBeen: The game's premise when development started in the late 90s was ''very'' different from the final product. Intended for the UsefulNotes/PlayStation and released on a staggering ''[[MultiDiscWork five discs]]'' (later reduced to four),[[note]]For comparison, the contemporary ''VideoGame/FinalFantasyVII'' was released on three discs[[/note]] the game would have been set in the year 2450 AD in a {{Cyberpunk}} setting. The main character, John Franks, would be an undercover police officer who witnesses the murder of his partner at the hands of a cyborg, sending him into the world of corporate espionage. The game would encourage players to have Franks cybernetically modified to make him stronger, saying the player was [[TitleDrop "too human"]] to win otherwise, but the story would raise concerns about Franks losing his metaphorical soul because of this. The game also promised over 15 different weapons with six different types of ammo and four different targeting systems that could be mixed and matched according to preference. See the original pre-release info from 1999 [[https://www.gamespot.com/articles/new-too-human-screens-and-info/1100-2451246/ here]].

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* WhatCouldHaveBeen: Prerelease information from 1999 had a very different premise for the game:
-->''Set in 2450 AD, ''Too Human'' is a futuristic psychological thriller that has you contemplate the effects of genetics, prosthetics, and the struggle of humankind to deal with the symbiosis of man and machine.''

to:

* WhatCouldHaveBeen: Prerelease information The game's premise when development started in the late 90s was ''very'' different from the final product. Intended for the UsefulNotes/PlayStation and released on a staggering ''[[MultiDiscWork five discs]]'' (later reduced to four),[[note]]For comparison, the contemporary ''VideoGame/FinalFantasyVII'' was released on three discs[[/note]] the game would have been set in the year 2450 AD in a {{Cyberpunk}} setting. The main character, John Franks, would be an undercover police officer who witnesses the murder of his partner at the hands of a cyborg, sending him into the world of corporate espionage. The game would encourage players to have Franks cybernetically modified to him stronger, saying the player was [[TitleDrop "too human"]] to win otherwise, but the story would raise concerns about Franks losing his metaphorical soul because of this. The game also promised over 15 different weapons with six different types of ammo and four different targeting systems that could be mixed and matched according to preference. See the original pre-release info from 1999 had a very different premise for the game:
-->''Set in 2450 AD, ''Too Human'' is a futuristic psychological thriller that has you contemplate the effects of genetics, prosthetics, and the struggle of humankind to deal with the symbiosis of man and machine.''
[[https://www.gamespot.com/articles/new-too-human-screens-and-info/1100-2451246/ here]].
Is there an issue? Send a MessageReason:
None


* MagnumOpusDissonance: The game had been in development on and off for nearly ten years, with Denis Dyack clearly meaning for it to be a grand, epic trilogy and Silicon Knights' biggest hit ever. Instead, it garnered middling reviews and sales.

to:

* MagnumOpusDissonance: The game had been in development on and off for nearly ten years, with Denis Dyack clearly meaning for it to be a grand, epic trilogy and Silicon Knights' biggest hit ever. Instead, it garnered middling reviews and sales.sales, and the studio is best remembered for ''VideoGame/EternalDarkness''.
Is there an issue? Send a MessageReason:
None


* CreatorKiller: Or at the very least Creator Crippler as the game's failure to catch on set up Silicon Knights for the eventual deathblow with VideoGame/XMenDestiny.
* MagnumOpusDissonance: As said below, the game had been in development on and off for nearly ten years with Denis Dyack clearly meaning for it to be a grand, epic trilogy and Silicon Knights' biggest hit ever. Instead, it garnered middling reviews and sales.

to:

* CreatorKiller: Or at the very least Creator Crippler as the Crippler. The game's failure to catch on set up Silicon Knights for the eventual deathblow with VideoGame/XMenDestiny.
* MagnumOpusDissonance: As said below, the The game had been in development on and off for nearly ten years years, with Denis Dyack clearly meaning for it to be a grand, epic trilogy and Silicon Knights' biggest hit ever. Instead, it garnered middling reviews and sales.



* ScrewedByTheLawyers: A rare self-inflicted version; Silicon Knights sued Creator/EpicGames over claims that it had intentionally withheld key data on its Unreal III Engine, effectively sabotaging ''Too Human'' in favor of their own game, ''VideoGame/GearsOfWar''. Not only did the jury ultimately throw out Silicon Knights' claims, but found "overwhelming evidence" of Epic's counterclaims that Knights illegally used large parts of Unreal III's code to make their own engine. This ended up costing Knights $9 million, forced them to destroy all unsold copies of ''Too Human,'' pulled the game from Xbox Live and ultimately torpedoed the company, which was already reeling from several failed projects.

to:

* ScrewedByTheLawyers: A rare self-inflicted version; Silicon Knights sued Creator/EpicGames over claims that it had intentionally withheld key data on its Unreal III Engine, effectively sabotaging ''Too Human'' in favor of their own game, ''VideoGame/GearsOfWar''. Not only did the jury ultimately throw out Silicon Knights' claims, but found "overwhelming evidence" of Epic's counterclaims that Knights illegally used large parts of Unreal Engine III's code to make their own engine. This ended up costing Knights $9 million, forced them to destroy all unsold copies of ''Too Human,'' pulled the game from Xbox Live Live, and ultimately torpedoed the company, which was already reeling from several failed projects.

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Changed: 556

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----



* RereleasedForFree: In 2019 on the Xbox digital storefront, with full compatibility for the UsefulNotes/XboxOne (and piggybacking on that, the UsefulNotes/XboxSeriesXAndS). A truly shocking moment, considering the game's litigous history.

to:

* RereleasedForFree: In 2019 on the Xbox digital storefront, with full compatibility for the UsefulNotes/XboxOne (and piggybacking on that, the UsefulNotes/XboxSeriesXAndS). A truly shocking moment, considering the game's litigous litigious history.



%% * WhatCouldHaveBeen: Prerelease information from 1999 described the game thus: "Set in 2450 AD, ''Too Human'' is a futuristic psychological thriller that has you contemplate the effects of genetics, prosthetics, and the struggle of humankind to deal with the symbiosis of man and machine." [[SarcasmMode Sounds just like the game that was released over a decade later, right]]?

to:

%% * WhatCouldHaveBeen: Prerelease information from 1999 described had a very different premise for the game thus: "Set game:
-->''Set
in 2450 AD, ''Too Human'' is a futuristic psychological thriller that has you contemplate the effects of genetics, prosthetics, and the struggle of humankind to deal with the symbiosis of man and machine." [[SarcasmMode Sounds just like the game that was released over a decade later, right]]?
''
Is there an issue? Send a MessageReason:
None


* SavedFromDevelopmentHell: The game was first announced in 1999 for the UsefulNotes/PlayStation, with a trailer at UsefulNotes/{{E3}} the same year. Development of the title then shifted to the UsefulNotes/NintendoGameCube due to signing an exclusive partnership with Creator/{{Nintendo}}, though it was slowed due to the studio focusing most of their efforts on making ''VideoGame/EternalDarkness'' and ''VideoGame/MetalGearSolidTheTwinSnakes''. The game would finally settle on the UsefulNotes/XBox360, when Silicon Knights CEO Denis Dyack cut ties with Nintendo upon learning how underpowered the UsefulNotes/{{Wii}} would be, teaming up with Creator/MicrosoftStudios instead.

to:

* SavedFromDevelopmentHell: The game was first announced in 1999 for the UsefulNotes/PlayStation, with a trailer at UsefulNotes/{{E3}} the same year. Development of the title then shifted to the UsefulNotes/NintendoGameCube due to signing an exclusive partnership with Creator/{{Nintendo}}, though it was slowed due to the studio focusing most of their efforts on making ''VideoGame/EternalDarkness'' and ''VideoGame/MetalGearSolidTheTwinSnakes''.''VideoGame/MetalGearSolid: [[UpdatedRerelease The Twin Snakes]]''. The game would finally settle on the UsefulNotes/XBox360, when Silicon Knights CEO Denis Dyack cut ties with Nintendo upon learning how underpowered the UsefulNotes/{{Wii}} would be, teaming up with Creator/MicrosoftStudios instead.
Is there an issue? Send a MessageReason:
This entry is nothing but complaining about marketing, which always hypes things up.


* WhatCouldHaveBeen: Prerelease information from 1999 described the game thus: "Set in 2450 AD, ''Too Human'' is a futuristic psychological thriller that has you contemplate the effects of genetics, prosthetics, and the struggle of humankind to deal with the symbiosis of man and machine." [[SarcasmMode Sounds just like the game that was released over a decade later, right]]?

to:

%% * WhatCouldHaveBeen: Prerelease information from 1999 described the game thus: "Set in 2450 AD, ''Too Human'' is a futuristic psychological thriller that has you contemplate the effects of genetics, prosthetics, and the struggle of humankind to deal with the symbiosis of man and machine." [[SarcasmMode Sounds just like the game that was released over a decade later, right]]?
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RereleasedForFree: In 2019 on the Xbox digital storefront, with full compatibility for the UsefulNotes/XboxOne (and piggybacking on that, the UsefulNotes/XboxSeriesXAndS). A truly shocking moment, considering the game's litigous history.
Is there an issue? Send a MessageReason:
None


* ScrewedByTheLawyers: A rare self-inflicted version; Silicon Knights sued Creator/EpicGames over claims that it had intentionally withheld key data on its Unreal III Engine, effectively sabotaging ''Too Human'' in favor of their own game, ''VideoGame/GearsOfWar''. Not only did the jury ultimately throw out Silicon Knight's claims, but found "overwhelming evidence" of Epic's counterclaims that Knights illegally used large parts of Unreal III's code to make their own engine. This ended up costing Knights $9 million, forced them to destroy all unsold copies of ''Too Human,'' pulled the game from Xbox Live and ultimately torpedoed the company, which was already reeling from several failed projects.

to:

* ScrewedByTheLawyers: A rare self-inflicted version; Silicon Knights sued Creator/EpicGames over claims that it had intentionally withheld key data on its Unreal III Engine, effectively sabotaging ''Too Human'' in favor of their own game, ''VideoGame/GearsOfWar''. Not only did the jury ultimately throw out Silicon Knight's Knights' claims, but found "overwhelming evidence" of Epic's counterclaims that Knights illegally used large parts of Unreal III's code to make their own engine. This ended up costing Knights $9 million, forced them to destroy all unsold copies of ''Too Human,'' pulled the game from Xbox Live and ultimately torpedoed the company, which was already reeling from several failed projects.
Is there an issue? Send a MessageReason:
None


* ScrewedByTheLawyers: A rare self-inflicted version; Silicon Knights sued Creator/EpicGames over claims that it had intentionally withheld key data on its Unreal III Engine, effectively sabotaging ''Too Human'' in favor of their own game, ''VideoGame/GearsOfWar''. Not only did the jury ultimately throw out Silicon Knight's claim, but found "overwhelming evidence" of Epic's counterclaim that Knights illegally used large parts of Unreal III's code to make their own engine. This ended up costing Knights $9 million, forced them to destroy all unsold copies of ''Too Human,'' pulling the game from Xbox Live and ultimately torpedoing the company.

to:

* ScrewedByTheLawyers: A rare self-inflicted version; Silicon Knights sued Creator/EpicGames over claims that it had intentionally withheld key data on its Unreal III Engine, effectively sabotaging ''Too Human'' in favor of their own game, ''VideoGame/GearsOfWar''. Not only did the jury ultimately throw out Silicon Knight's claim, claims, but found "overwhelming evidence" of Epic's counterclaim counterclaims that Knights illegally used large parts of Unreal III's code to make their own engine. This ended up costing Knights $9 million, forced them to destroy all unsold copies of ''Too Human,'' pulling pulled the game from Xbox Live and ultimately torpedoing torpedoed the company.company, which was already reeling from several failed projects.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScrewedByTheLawyers: A rare self-inflicted version; Silicon Knights sued Creator/EpicGames over claims that it had intentionally withheld key data on its Unreal III Engine, effectively sabotaging ''Too Human'' in favor of their own game, ''VideoGame/GearsOfWar''. Not only did the jury ultimately throw out Silicon Knight's claim, but found "overwhelming evidence" of Epic's counterclaim that Knights illegally used large parts of Unreal III's code to make their own engine. This ended up costing Knights $9 million, forced them to destroy all unsold copies of ''Too Human,'' pulling the game from Xbox Live and ultimately torpedoing the company.
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Slashed Trivia tropes that are played with.


* KeepCirculatingTheTapes[=/=]ScrewedByTheLawyers: Subverted, shockingly. Due to losing a lawsuit with Creator/EpicGames in 2013 over the use of the the latter's UsefulNotes/{{game engine}} Unreal 3, Silicon Knights was ordered to recall and destroy all unsold copies of games they had created using the engine; those being ''Too Human'' and ''VideoGame/XMenDestiny''. Silicon Knights, being a skeleton crew by this point, didn't have the resources to actually pull this off and thus simply delisted the game from the Xbox storefront. In 2019, however, to everyone's surprise, the game was added to the Xbox One's backwards compatibility list and relisted on the Xbox store - [[RereleasedForFree for free]], to boot. When Major Nelson was announcing the addition, [[https://youtu.be/xDODX8dZa4c?t=5408 he even stated]] that it was "One I bet you never thought would happen."

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