SDCC 2012: Hybrid Hands-On Preview

We previewed Hybrid a few months back thanks to the public beta, and at the end of our preview we stated that "if the game's multiple modes and maps can hold up to the same standard that those in the beta adhere to, [we] think we'll have a winner on our hands." Well, we got our hands on a finished version of the game today at the San Diego Comic Con and played through a vast number of maps and modes, and we're happy to report that Hybrid remains a fun, fresh, and overall intriguing play.

A number of new modes were being shown on the show floor. The most notable of these was a Sabotage-esque bomb placement mode where both teams were fighting to capture a bomb at the center of the level and deliver it to their enemy's base. In this mode there were no respawns, so careful play was an absolute must. We found it a particularly potent strategy to find a cover point on a ceiling or wall and try to flank around the enemy team, cutting them off as they attempted to reach the bomb. Thanks to Hybrid's unique controls, we didn't have to worry about the specifics of moving around, which allowed us to focus all of our energy on the important stuff; we speak, of course, of the aiming and shooting.

Another interesting mode we discovered was Crazy King, a territory-capture mode in which the contested territory was constantly moving around the map. It played out sort of like a game of Annex in Gears of War, but with the added insanity of territories occasionally appearing on walls and ceilings. 

We also got to dig deeper into the game's customization and leveling systems. For the purposes of the floor demo, all of the weapon, perk, and armor unlocks had already been unlocked. This included a few great Micecraft-themed helmets. Somehow, capping a Creeper in the face was just that much more satisfying. In addition to these novelty helmets, we found plenty of other unique helmets almost reminiscent of Spartan armor in Halo. They didn't impart any passive bonuses or anything like that, but it was nice to have the option of customizing more than just the loadout.

Speaking of loadouts, there were plenty of weapons to choose from before each spawn. There were assault rifles, shotguns, submachine guns, and light machine guns for the picking, with around four of each adding plenty of variety. And then there were two "special" weapons. One was a sort of swarm-based rocket launcher, while the other was an area-of-effect based electricity gun that had to be charged before being fired. The former was great for taking out enemy Drones, while the latter would work best in a game of King of the Hill or Crazy King, when trying to clear out the capture zone. 

Hybrid seems like a very strong bet, not just for fans of shooters, but for those who have tired of the genre as well. The unique mechanics and vast customization options, coupled with the massive overworld game that pits players against each other for control of the world, is promising to say the least. Stay tuned to GameShampoo to hear the final, official word when the game releases in August.


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