One feature that developers Almost Human have failed to grasp from the past is depth and balance. For a start there are only three classes (Fighter, Rogue and Mage) to choose from, effectively destroying replayability since your team of four will inevitably contain all character types, but also each class, with the possible exception of the Mage, feels like it is a weak shadow of the avatars we are used to seeing in role playing games. Fighters for example have no option than to simply pick a single weapon type from the start and level this up as they progress since splitting your points across other styles will inevitably result in a weaker character. Furthermore, the Fighters’ options are limited to just a basic attack, with random elements causing extra damage. There are no special moves, double handed fighting or clever tactics available. This results in rather uninspired character progression that remains unchanging throughout the game. The Rogue, which arguably is actually a bit of a misnomer, fares even worse since they have been stripped of their common roguish duties such as picking locks and disarming traps which are oddly omitted from the game. And, since their missile attacks seem neutered to the point of being virtually useless, the class seems completely irrelevant.