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Posted by Joystiq Dec 23 2012 20:00 GMT
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Today's Xbox Live deal, as part of the Xbox Live Countdown to 2013, includes sales on Dust: An Elysian Tail, Deadlight and Hybrid.

Both Dust: An Elysian Tail and Deadlight are on sale for 600 Microsoft points, 50 percent off from their original prices. Hybrid can be downloaded for 400 Microsoft points, a 67 percent savings on its original 1200 point price tag. These deals are on for today only, so get downloading!

Posted by Giant Bomb Oct 23 2012 14:00 GMT
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Hybrid and Scribblenauts are about as far away on the spectrum of game design as you can get.

There was a full six months between my first and second exchange with 5th Cell creative director Jeremiah Slaczka about the decision to brand some 5th Cell releases as “a Jeremiah Slazcka game.” To be fair, Slaczka had some good reasons: he was launching the studio’s first multiplayer game and preparing to have a child.

That’s why my letter opens up with a mention of Hybrid moving into beta. The finished game was eventually released as part of this year’s Summer of Arcade lineup in August.

Not wanting to risk the prospect of another six-month lapse, I told Slazcka to view our second exchange as our last one. There’s no reason to stretch a discussion further than it needs, and as I was tapping out the last sentences of my response, it felt like we’d said all we needed to. If you guys have lingering questions, leave 'em in the comments.

Hopefully you’ve enjoyed our back-and-forth, and if I’m playing my cards right this time, it won’t be six months before another one happens. I’ve already started reaching out to potential collaborators, and by kicking off several of them at once, hopefully we’ll avoid this problem a second time around.

In any case, links to our previous exchange are featured below, in addition to the first installment with Mass Effect 3 designer Manveer Heir, in which we talked about the role of critics, journalists, and reviews.

  • The Authorship of a Video Game -- Part 1
  • On Games, Reviews, And Criticism -- Part 1
  • On Games, Reviews, And Criticism -- Part 2
  • On Games, Reviews, And Criticism -- Part 3

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Hey Jere…Miah,

Congrats on Hybrid finally launching into beta! That game's been a long time coming--the year delay still surprises me--and I'm anxious to finally play it. It's still hard to grasp that the developer who brought us whimsical games like Scribblenauts and Drawn to Life is putting out a sci-fi shooter.

As I read your email, your thoughtful response seemed to fully address my concerns and questions about the decision to brand 5th Cell games with your name. It might not be a direction for every studio, but for a company like 5th Cell, where each release clearly looks like a game that could have only come from the halls of 5th Cell, it makes sense. Then, I wondered why that was, and my mind wandered towards a recent experience.

Not long ago, I had the pleasure of co-hosting the San Francisco arm of the What Would Molyduex? game jam (aka Molyjam). More than 100 developers showed up to our new home in the CBS building, including both amateurs to professionals. As a member of the press, I've talked to hundreds of developers, but you know what? I couldn't tell you many truths about game development. It's not to say I don't have an idea of how games are made, but the way I'm typically exposed to them, I'm shown a tiny slice with a very focused message. With the Molyjam, I watched the creative process from start to finish. It was raw, enlightening, stressful, interesting--and I wasn't even tasked with making a video game in 48 hours.

Indie Game: The Movie has narrative issues, but it offers our best look at the realities of development to give outsiders a glimpse within.

This comes not long after finally catching a screening of Indie Game: The Movie, a documentary that was both inspiring and depressing. It broke my spirit because these yahoos who hadn't covered games prior to Indie Game: The Movie produced 90 minutes of material that was more provocative than my own collective body of work, but seeing how game development can be portrayed as dramatically as other mediums gave me pause.

It ties into your point about connecting games to an individual. With Hybrid, it's you, but it's bigger than that, right? Human beings make games, not robots. If I can't tell you very much about game development, imagine what the average player is thinking, let alone the new folks coming from Facebook, iOS, and other non-traditional avenues where games are played. If you asked those people how games are made, you'd likely get a blank stare. Yeah, that's partly driven by a lack of accessible ways to learn about game development that isn't from the hardcore-focused places like Giant Bomb. Outlets like us assume users come to them with a base knowledge about video games from the outset. Documentaries like Indie Game: The Movie will begin to bridge that gap, and allow people to emotionally connect with game creators. There's a face to the games they play every day.

When people think about what Steven Spielberg does, popular culture has given us a general idea, even if it's probably not totally accurate, about a film director's role. It's even easier with books and music, making it easy to daydream about how we could be those people, too. None of that is clear with video games, and I wonder how that makes you feel. Do you have the same problem I do, when I have to explain what my day job is to friends and family, the ones who don't play games? Most of them assume I sit around all day with a controller in my hand. Man, I wish that were true!

Part of the reason individuals in other mediums have so much power is because the consumer directly associates them with their creations-- Steven Spielberg's new movie, Radiohead's latest album. That does not happen with games, though we're beginning to see how personalization can empower developers through services like Kickstater. Tim Schafer has spent his career making a name for himself, and people gave him millions.

Slapping your name on the game is a small but important step towards putting more power in the hands of creators. The industry will be better for it. Right?

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Hey Patrick,

Sorry for the late reply, life has been very hectic! My wife and I had a daughter a few months ago, so we’re adjusting to that. On the studio front we’re shipping a Wii U launch title, a first for our studio, and starting to ramp up on our next projects as we speak.

Game development as a craft is still so young. There’s so much learning that we need to do on almost every level. We need better business standards, better crediting standards, better development pipeline practices, better sharing of technology – and that’s just the tip of the iceberg.

Not only do we, as developers, still have a lot of growing to do, but so does our perception of the community at large. The stigma of the typical gamer is rapidly fading, almost day-by-day, due to the exploding “non-gamer” market. That doesn’t even make sense, right? The “non-gamer gamers”.

I absolutely understand what you mean about the general perception of game development. Wouldn’t that be nice if the industry was all about us sitting in our office, kicking back, playing games all day? That would be awesome.

Who would buy another game from this mad man? Okay, I would buy all the games from him.

Sadly it’s nowhere near true, but that fault is no one’s but our own for not making the development process as transparent as it could be to the players. The work involved in game development is gradually being documented and presented to the community, but in a lot of ways it is still a mystery to those who don’t have a passionate interest in it.

Part of the reason that, generally, people don’t have a particularly strong interest in, or understanding of how game development works yet is because we are just now on the cusp of breaking through the zeitgeist of pop culture. It’s getting there, but if we don’t keep pushing – I mean, if people don’t even try – how can we progress our medium? How can we call something art if we can’t name any of its artists?

Adding a name to a piece of art is not about selling more, it’s not about marketing, it’s not about fame; it’s about communication. Let’s say I’m a player looking to buy a new game, but I’m not totally sure what I want to get. I like Costume Quest and Stacking. If I can find another game by Tim Schafer, chances are good I’m going to enjoy it, right? It is intended to guide the community towards the kinds of games they might be interested in. It’s easy to counter that argument by saying, “What’s wrong with just putting the studio name on it, like always?” That’s easy... the reason is that studios aren’t people. It’s the people who drive our favorite games. That’s why there are studios out there that used to have great brands, but their key people left and now the studio is a shell of what it used to be. But if those people want to start something else, we should be following them.

That being said, those who do put their name out there need to be humble about it. It’s a big responsibility to be the face of your team, the person associated with the product. Ultimately, as you said, it’s for the betterment of the industry and the community. But for the individual, like any public figure, it will always be a double-edged sword.

Best,

Miah


Posted by IGN Sep 19 2012 23:49 GMT
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Learn how this unique strategy/first-person shooter mash-up works.

Posted by Kotaku Aug 13 2012 23:00 GMT
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#review "Innovative" is a word marketers and developers try to sell us often, but it's rare to find a game—particularly within the shooter genre—which deserves the label. Hybrid is an exception, but it takes more than a novel idea to craft an engaging, worthwhile experience. More »

Posted by Joystiq Aug 13 2012 15:00 GMT
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Two hovering islands sit nestled in the skyline of a war-torn city. My decked-out soldier crouches behind a wall on one island, my opponent sitting comfortably behind cover on the other. A massive chasm separates us, but that's not a problem thanks to our handy jet packs. No, the problem is that traversing the gulf means launching myself into the air at the risk of becoming the world's biggest clay pigeon.

The ultimate goal is to take down my foe, sure, but the real challenge of Hybrid - and the real joy - is in bridging the gap between us.

Posted by IGN Aug 13 2012 07:24 GMT
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The creators of Scribblenauts draw up something entirely different: an online-only third-person multiplayer shooter. And yep, you guessed it -- it's as creative as it is fun.


Posted by Joystiq Aug 09 2012 13:00 GMT
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Microsoft states local currency options on the Xbox Marketplace that showed up yesterday were a "display error." SaveandQuitGaming caught the real money options early in the day, which also appeared on the European marketplace as well.

"Today, a few Avatar items appeared with an option to purchase with local currency, instead of Microsoft Points," a company spokesperson told Joystiq. "This display error doesn't signal a change in payment options, but rather an error in how the offers were configured in our services which resulted in an inconsistent experience. It is in the process of being resolved."

Initially it appeared this conversion was the beginning of the rumor from earlier this year that Microsoft would do away with its space bucks in favor of real currency. But, that simply seems to not be the case at this time.

Posted by Giant Bomb Aug 08 2012 22:56 GMT
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Maybe punch in "functional server" and see what happens? I don't know, I'm not a tech guy.

5th Cell's online-only third-person shooter, Hybrid, launched as planned earlier today, but server issues have forced it offline for the time being. And when I say "online-only" I mean it--the entire game is dependent on a server connection that, if said server isn't available, prevents you from even getting past the title screen.

That server has been choking since the game's launch. Jeremiah Slaczka of 5th Cell posted this to Hybrid's official message board:

We are working with Microsoft to fix these server issues. Many people from both 5TH Cell and MS are working together to sort the problem out. We are making progress, but it will take time unfortunately. Sorry for the inconvenience, however we don't foresee this problem to continue once it's fixed.

Along with this, the game has been pulled from Xbox Live, so if you're looking to purchase it (which seems like a bad idea given these current circumstances) you'll have to hold on. For what it's worth, though, now that they aren't dealing with all these pesky new players purchasing and jumping onto that overloaded server, I can connect to it just fine. It seems like it's probably pretty cool?

We'll throw up an update once Hybrid's status changes. In the meantime... man, has Summer of Arcade been a bummer this year, or what? Huh? Oh, yes yes, "Bummer of Arcade." Yeah, I get it. No, really, thanks, I get it. You don't have to keep saying it. Please stop talking.


Posted by Kotaku Aug 08 2012 20:45 GMT
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#hybrid Hybrid—the gravity-defying action title developed by Jeremiah Slaczka's 5th Cell's studio—is supposed to be launching today on Xbox Live. But the experimental shooter doesn't even appear to be available to download. More »

Posted by Joystiq Aug 08 2012 21:11 GMT
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Hybrid, 5th Cell's third-person shooter that's been suffering server issues all day, has been pulled from the Xbox Marketplace.

"We'd like to confirm that we have identified a problem and are in the process of finding a solution," Microsoft wrote in a statement. "We will make the game available as soon as we can, and we apologize for the inconvenience! Thank you for your patience in the meantime."

5th Cell creative director Jeremiah Slaczka wrote on the game's forum: "We are working with Microsoft to fix these server issues. Many people from both 5TH Cell and MS are working together to sort the problem out. We are making progress, but it will take time unfortunately. Sorry for the inconvenience, however we don't foresee this problem to continue once it's fixed."

Posted by IGN Aug 06 2012 16:00 GMT
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Dig the first 10 minutes of Hybrid narrated by the developers!

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Posted by Giant Bomb Jul 30 2012 20:27 GMT
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I'm pretty sure Bags O' Shame were officially outlawed by The Hague.

Posted by IGN Jul 27 2012 20:04 GMT
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Robomodo has revealed that 120,000 copies of Tony Hawks Pro Skater HD were sold in the games first week on sale.

Posted by Kotaku Jul 17 2012 23:00 GMT
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#minecraft As part of a (kinda random!) cross-promotional stunt, 5th Cell's upcoming Hybrid will allow for unlockable helmets that let you dress your character up as a Minecraft creeper, among other things. More »

Posted by Kotaku Jun 08 2012 18:00 GMT
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#hybrid The Xbox Live Summer of Arcade will be upon us soon, and one of the games coming with it is Hybrid, a multiplayer shooter from 5th Cell. More »

Posted by GameTrailers Jun 07 2012 23:56 GMT
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Move from cover to cover, instead of freely moving around the map, in 3v3 fights in Hybrid.

Posted by Giant Bomb Jun 04 2012 16:34 GMT
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Via Spike TV's pre-Microsoft conference coverage, Microsoft's Phil Spencer was on hand to reveal 2012's Summer of Arcade lineup. Here's the list of games headed to XBLA this summer as part of the promotion:

  • Hybrid
  • Deadlight
  • Tony Hawk HD
  • Wreckateer
  • Dust: An Elysian Tail

Dates/Prices forthcoming.


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Posted by Kotaku Jun 02 2012 19:00 GMT
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#hybrid Owen Good asked, "What the heck are you all about, Hybrid?" More »

Posted by IGN Jun 01 2012 20:17 GMT
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See even more of 5th Cell's XBLA shooter in action (plus customization) with its E3 trailer.

Posted by Joystiq Apr 26 2012 22:30 GMT
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Hybrid is an online-only, three-on-three, cover-based, third-person shooter - with jetpacks. Phew! Don't worry, movement is very simple. You point your reticle at a piece of cover and hit a button to initiate automated flight. While moving quickly through the air you can aim and strafe, and you can switch your cover destination mid-flight. Flying out of cover is a big risk, but fighting in the air leads to the exciting stuff: dogfighting and jousting.

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Posted by Giant Bomb Apr 24 2012 19:59 GMT
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What if you removed the "moving" part from moving and shooting? What then?

Posted by Kotaku Mar 23 2012 07:30 GMT
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#hybrid When game developer Jeremiah Slaczka isn't answering your questions right here on Kotaku, he's making a multiplayer shooter called Hybrid with his team at development studio 5TH Cell. More »

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Posted by Joystiq Mar 20 2012 14:30 GMT
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5th Cell has opened registration for the beta of its upcoming XBLA game Hybrid -- true to its word, shortly after GDC. By going to the Hybrid site and signing up, you get a chance to receive one of a limited number of keys for the closed beta, which begins in "late April." Regardless of whether or not you get in -- or whether or not you sign up -- there's an exciting new trailer above.

The developer must be confident that every beta player won't find obnoxious glitches, because it holds firm to its summer 2012 release window.

Posted by Kotaku Mar 02 2012 23:37 GMT
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#blip Hybrid, the third-person online shooter set to release on Xbox Live Arcade this year, will have a public beta with signups beginning shortly after the end of GDC, which is next week. "Gamers will finally get to experience our innovative 'combat focused movement' for themselves," Developer 5th Cell said in a statement. More »

Posted by Joystiq Mar 01 2012 16:00 GMT
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5th Cell's XBLA shooter Hybrid is ready for a semi-public debut. The developer announced an XBLA beta test this morning, with signups taking place "shortly after GDC" (which runs next week, March 5-9).

This may not be as welcome as news of a release date, but it does mean that the game is in a state to be played by at least a subset of the community, which strikes us as a positive development. Now, if you get into the beta, make sure you find all the bugs immediately so 5th Cell can release the game.

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Posted by Giant Bomb Jan 31 2012 19:51 GMT
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5th Cell is reintroducing its downloadable multiplayer shooter after some extra development time.

Posted by Kotaku Jan 31 2012 18:00 GMT
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#hybrid After making a big splash during its first showing at the 2011 Game Developers Conference, 5th Cell's dizzying cover-centric 3D shooter Hybrid was dragged back behind closed doors in May in order to make sure it was the "highest quality title possible". Let's see what changed the past eight months have wrought. More »

Posted by Joystiq Jan 10 2012 15:45 GMT
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While talking to 5th Cell creative director Jeremiah Slaczka about the new iOS game Run Roo Run, I couldn't help but check in regarding the developer's delayed XBLA shooter Hybrid. "Hybrid is coming along great," Slaczka told me. "The game has been heavily refined since we gave the first hands-on at GDC last year. All the same core concepts are there, but there's a lot of new surprises we want to show off. We'll be revealing a lot very soon actually."

Slaczka said that Hybrid is one of four new games 5th Cell expects to release this year. "Run Roo Run will be our first and Hybrid may or may not be our next, we'll see." Slaczka remained adamant that Hybrid would make a 2012 release. "We may be using Source Engine," he said, "but that doesn't mean we adhere to Valve Time."

Posted by Joystiq May 12 2011 22:00 GMT
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Hybrid, developer 5th Cell's unique XBLA shooter, originally slated for a release sometime this year, can now be expected to provide an unexpected experience in 2012. 5th Cell announced the delay today, with creative director Jeremiah Slaczka explaining that "with an additional year, we can take what we've learned and really drill down on our ideas to hopefully transform this game into something great."

When we saw it a couple of months ago, it was a tactical shooter with movement mapped to the buttons. It's already a transformative experience. We kind of can't wait to see how the company is going to "transform" it further.