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1* 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.
2* 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'' and the related lawsuit described above.
3* 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, and the studio is best remembered for ''VideoGame/EternalDarkness''.
4* RereleasedForFree: In 2019 on the Xbox digital storefront, with full compatibility for the Platform/XboxOne (and piggybacking on that, the Platform/XboxSeriesXAndS). A truly shocking moment, considering the game's litigious history.
5* 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 Platform/XBox360, when Silicon Knights CEO Denis Dyack cut ties with Nintendo upon learning how underpowered the Platform/{{Wii}} would be, teaming up with Creator/MicrosoftStudios instead.
6* 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, and ultimately torpedoed the company, which was already reeling from several failed projects.
7* StillbornFranchise: This game was intended to be the first in a trilogy. However, the game had [[SoOkayItsAverage average reviews]], and didn't sell very well. Creator/SiliconKnights losing its lawsuit with Creator/EpicGames killed the company, making the sequel impossible.
8* WhatCouldHaveBeen: The game's premise when development started in the 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 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]].

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