Dyack says, "With Too Human, we're trying to seamlessly integrate multiplayer with the single-player. If you're really going to do that, you should be able to jump in any time, anywhere and go on a 15-minute mission with friends or play five or six hours straight if you want to. In order to do that, the world has to be pretty open and hub-based so you can jump anywhere and come back very much like Diablo."
The cooperative mode will have players utilizing different character classes in a team structure. There are five initial classes to choose from and more will be available through downloadable content -- the talk of downloadable content in the piece smacks of trying to regain lost development revenue, otherwise why not just put it in the game upfront? Dyack says the single-player campaign is balanced differently from cooperative to keep players on an even playing field.
IGN talks about the game a bit saying, "It's functional, it's fun, but so far it lacks the graphic umph that we would like to see accompany the combat scenes, especially since they play such an integral role to the game ... the fluidity, which drops below 30 frames per second, should be locked." Dyack says they haven't optimized the frame rate yet (video after break) and that they're going "to hit a solid 30 frames per second." We hope so ... we really hope so. Last year's lashing will be nothing compared to what Silicon Nights will experience after an extra year of development and delivering another Too Human flip book simulator.
See also: Too Human's Dennis Dyack pokes fun at Penny Arcade