TOO HUMAN (2008)
Dennis Dyack’s too-hyped magnum opus turned out to be somewhat of a clusterfuckupus. The combat system was built around the right analog stick, which just ended up feeling floaty and mashy. Also problematic was the fact that the camera wasn’t intelligent enough to warrant the total lack of camera control. The story was interesting at times, but the real problem was the hype that engulfed the game. When it didn’t deliver on our expectations, we Marie Antoinette’d it.