Genre: Action RPG
Developer: Konami
Publisher: Konami
Release Dates:
Japan - 5th August 1999
Japan - 5th August 1999
North America - 31st August 1999
Europe - 24th September 1999
Konami's Osaka studio developed Hybrid Heaven in competition with the development team that released Metal Gear Solid. Most would argue they failed to come close, but it is a matter of subjective opinion. As someone who didn't enjoy MGS, I certainly had a lot of fun with Hybrid Heaven.
Part of that enjoyment comes from the very over the top sci-fi B movie plot. You take control of Mr. Diaz, a synthetic human hybrid created by aliens. However, despite the respect and familiarity with which you are treated, your goal is disruption and chaos as you assassinate the hybrid clone of Johnny Slater, bodyguard to the U.S president. Subsequently, you then sow panic in the enemy ranks by releasing numerous bio-weapon monsters in an underground compound. Naturally there is more going on here than meets the eye and later revelations bring much needed context. This sets you off on a campy, high stakes rollercoaster that I thoroughly enjoyed but may be too corny for some.
The initial gameplay is that of a 3rd person action-adventure - you climb, run, jump and shoot your way through levels and puzzles filled with security bots (your gun is designed mainly to disable them) and collect key cards to unlock doors as you make your way through the levels. There are also save points which will also refill your health. The camera is largely a fixed one that follows you around for a more cinematic view, which looks great during certain action sequences, such as when being chased by a large monster in the second level (incidentally, possibly the most memorable part of the game). Often, though, it can be an irritation in tight spaces or even when emerging from doors into hallways. You can mitigate this by pointing your gun, but it frequently becomes annoying.
From time to time you run into humanoid enemies, and this is where the gameplay gets much more interesting.....and weird. The screen switches to a square arena using the levels backgrounds, where you compete in a 1v1 deathmatch which mixes turn based combat with wrestling and brawling. You have an action meter which ticks up and when full gives you the opportunity to attack. Selecting the button brings up a RPG style menu that allows you to either select an item for healing or buffs/debuffs, or select an attack from a list of options. On the enemy turn, you can step out of the way, guard or counter.
If you are familiar with THQ wrestling games, your attacks will depend on positioning. Going face to face with your foe standing upright will result in various kicks or punches, along with the option to click the R button to grapple. This is where the fun begins. Once you use a grab move to get your enemy on the floor, you can the perform submission moves such as arm bars and sharpshooters. It definitely feels like a really bad Pay-per view event doing a chokehold on an alien monster, but fun nonetheless. During an attack both you and your opponent can choose to absorb the damage by taking the fall, escape or perform a reversal.
Using certain parts of your body to defend or attack will strengthen them, allowing you to inflict or absorb damage better in the future. You and the enemy can target specific body parts to disable them, preventing their use and causing greater damage. Once you defeat your enemy, you are graded based on performance and given items according to your rank. Perhaps the most curious aspect of this system is that in order to learn new moves (especially grappling moves) you need to allow enemies to carry them out on you first. This seems counterintuitive but perhaps speaks to some balancing issues in the combat. The movement and execution of this portion of the gameplay can also feel quite slow, and what is otherwise a fun aspect to the game feels much more tedious later in the game when multiple battles are fought in a very short span of time. In spite of that, this is where the game really shines.
Graphically, Hybrid Heaven looks fantastic for an N64 game. Sure, there are the occasional fuzzy textures, but overall it is one of the better looking early 3D games. Some environments can look a bit bland but given the majority takes place in an underground bunker, the developers did the best they could. Hybrid Heaven makes use of the N64's Expansion Pak peripheral to massively improve the graphics as well, and offers a widescreen and letterbox mode for a cinematic experience. Given this is meant to be in the style of a glorious, cheesy sci-fi romp this is a welcome addition. The music is suitably dramatic and, at certain times, quite eerie. This fits nicely with the theme, although apart from the boss fight and regular fighting themes I didn't find them especially memorable.
If you have never sampled the wacky sci-fi weirdness and quirky gameplay of Hybrid Heaven, I highly recommend it, if just for the unusual experience. It won't be beloved by everyone. The contrived, over-the-top cinematic thrills, highly eccentric and seemingly out of place turn-based wrestling gameplay and impressive graphics are a welcome addition as a particularly unique experience on a Nintendo console burdened with a lack of 3rd party offerings. Even the camera and pacing issues can't mar what is a top tier if somewhat idiosyncratic experience.
Summary
+ Some of the best graphics on N64 with the help of the Expansion Pak
+ Unique battle system taken from Sports Entertainment
+ Thrillingly goofy alien cloning plot
+ Exciting set pieces to break up the action
+ Thrillingly goofy alien cloning plot
+ Exciting set pieces to break up the action
+ Unique experience unlike any other game on the system
+ Music fits the action well
- Camera can be bothersome in places
- Very little variety to the backgrounds, which is understandable given the setting
- Gameplay is an acquired taste
Overall Score
9/10
9/10













































