6. More varied enemies

There are only three base enemy variants in Too Human - the goblin, dark elf and troll. While they come in different colours, and cause different status effects, it's not enough to prevent almost mind-numbing boredom as you trudge through wave after wave of endless mechanised beasts. The bosses too are anti-climactic. So, for the next game, we want more than three base enemies to kill, which should ensure the combat doesn't get as boring as it does in the first game. We want bigger, more spectacular bosses too - the kind of things that will stick in our heads months after we've stopped playing. And we want better AI - in Too Human the machines either rush you or hang back and fire rockets or shield allies. It would be nice to have a few enemies with more than two brain cells to contend with, and that should ensure a much richer, more satisfying dungeon crawl all round.

5. Better animations

It was particularly surprising to find that the animation in Too Human were poor. Baldur himself has terrible animations - his attacks are boring, his finishers uninspiring and his jump a horribly wooden affair. On the whole we liked the cut scenes, but they too suffered from awful animation. Given that the game has been in the works for nearly a decade, we can't understand why the game suffers from these problems. Which is why we want much, much better animations for the next game, not just in terms of Baldur himself, but in the cut scenes, too. We quite like the overall art style, so we're not demanding a revolution, just better execution.