I've realized some of my blog posts are a bit wordy. Do I ramble? Good. I have more to ramble about, this time it centers around The Behemoth's recent success with Castle Crashers.
(Note: I know full well I've not released a finished game yet, and The Behemoth is quite a few steps ahead of me on just about everything... But since I think I know every thing, I'll give my input on their new title.)
With Castle Crashers breaking all Xbox Live Arcade (XBLA) sales records (accumulating $1.1 million+ and 78,000+ units sold in 3 days [
source]), I'd like to touch on what I personally think The Behemoth (developers of Castle Crashers) did right. I'd also like to touch on what I think they did wrong, or could have done better. Some constructive criticism, if you will.
Let's get this first bit out of the way; I think Castle Crashers is a great game. I love it. It has plenty of content, fairly good re-playability, great sense of humor, and it's just plain fun. Now, on to specifics, both why the game is amazing (and why it is so successful) and also why it isn't quite as popular or fun as it could have been, at least in my eyes and from my many hours I've already wasted towards it.
What The Behemoth Did Right #1: They Already Had a CommunityI'm talking about
Newgrounds.com. The Behemoth was co-founded by Tom Fulp, creator of the immensely popular flash games/movies website, Newgrounds. Anything Tom Fulp is doing, the big group of Newgrounds fans know about it.
"He's making a game, you say? Well, as avid Newgrounds visitors, we should all support him, since we know it will be as awesome as this website!"
The Behemoth had a good start out of the gate, both with a highly skilled artist, creative minds, and the Newgrounds community at their back.
What The Behemoth Did Right #2: They ExistedWell, duh. Of course they existed, you say. That's not quite what I'm referring to. I'm referring to the fact that they
showed up. They made a presence, whether or not they had a lot of new content to show. They came to every PAX, every Comic-Con, and every other gaming convention that I would deem "important". They had a booth, they talked to people, people got to know the name, recognize the faces, and recognize the
art style especially. Alien Hominid, Behemoth's first title, did not have nearly the hype or community Castle Crashers has been and still is generating. Few people knew The Behemoth already, but many who were not even fans of Alien Hominid were still seeing, learning about, and interacting with The Behemoth as they were developing Castle Crashers.
What The Behemoth Did Right #3: They Value Community/Developer InteractionThis somewhat falls under #2, but it's different enough that I'll talk about it.
Gamers love talking and interacting with developers of their favorite games. Some developers don't really interact on a very personal level, but The Behemoth definitely knows how to keep people happy. Community is asking for something? You'd best get it out there in any way you can. The Behemoth swiftly answered some questions (and concerns, which I'll talk about later on here) immediately after Castle Crasher's release. They were prompt, and on a more friendly level than many developers usually are, making the community members feel more like The Behemoth is talking to
them as a small group, not as a crowd. (Admittedly, that might be because they're still so small, their fans really are still a small group, but they are well on their way to becoming a crowd!)
On top of that, some of The Behemoth staff will frequently visit the community forums and join in on the regular discussion. This is key to having customers who will keep coming back for more. When The Behemoth's next game releases, you can bet almost every one who bought Castle Crashers will buy it.
What The Behemoth Did Right #4: Creativity is KeyOk, so maybe this isn't so much something they did, but more something they
have. They are clearly a very creative bunch of guys. Dan Paladin is a clever artist, and while I don't know the specific roles of many, the rest of the team is surely great at coming up with hilarious ideas, great events, and really timing the game so that it never gets dull. Well, almost never.
What The Behemoth Did Right #5: Good ControlsHow many times have you picked up a game wondering how on Earth the developers figured [this] control setup would be fun, easy, and make sense to the player? I've played quite a few games that, even though it might be an FPS or sidescroller, the controls are completely different than the usual setup for that genre. Are they attempting to be groundbreaking? Innovative? Just plain different? Whatever the reason, I think it's appalling that a game can be worked on for over 1 year (or even more) and come out with controls that are not smooth to the average player.
The Behemoth, on the other hand, they got it right. They did it. A is jump! X is fast attack! Y is hard attack! B is ranged attack! While combo attacks can be somewhat complex, just picking up the game and running through the first level is not
hard or
confusing! (As far as controls go, that is.)
What The Behemoth Did Right #6: They showed it can be done!As part of a very small developer, they showed it's still possible. In a world of Halo, Gears of War, and other blockbuster hits, The Behemoth has shown that small games can still thrive, build communities, and succeed. I owe them many thanks for being incredible role models for me.
Now let's move on to the scary part; what they did wrong!
What The Behemoth/Microsft Did Wrong(ish) #1: Bad ReleaseCastle Crashers was highly anticipated, and by all means, it sold like it was going out of style. I can't really say it was a terrible release, so I want to get my few almost-minuscule points out of the way. I realize full well that Microsoft sets a release date for XBLA titles, but the timing was fairly rough. Right during PAX, a lot of the hype and attention was focused on other things. I know myself, for one, didn't really get to enjoy the game quite as much since I was actually
AT PAX. My perception of the release was obviously different than the
majority of people who
didn't go to PAX. So, first issue with the release was the timing; right near the start of PAX.
Now why was this also good? Many people came to PAX, saw The Behemoth, played Castle Crashers, and then likely went home and bought it. Was it really a wrong move, then? Maybe. Now that's all just timing, I want to talk about things that are really hurtful towards the game. These all center around what state the game released in.
It is broken. As of writing this, Castle Crashers has some major flaws that are really hurting some experiences myself and others are having with the game. The Behemoth has already (within 10 days of release!) promised a Title Update/Patch to fix these flaws.
The first one is connectivity issues. I'm fairly surprised that they didn't catch such harmful networking issues in testing, but it's there all the same. Castle Crashers is primarily a coop game. It's build entirely around 4 player coop, it's even in the title of the game! "Castle Crashers: A 4-Player Adventure!" So what are these connectivity issues? I can't play on Xbox Live with anyone! You can blame my Moderate NAT settings, but even so, I can play other games just fine over Xbox Live. This is really hurting my experience with the game, as I'm forced to play locally with any one who's around, or entirely alone. I can't play with my friend over in some other state, so my first impressions of this game as a great Multiplayer title are a bit ... hurt, so to speak. On the other hand, I've had great fun playing Locally as well. The sooner this is fixed, the sooner their game can really take off as a great Xbox Live title.
The second issue is player save data. Again, more promises to fix this have been made, showing The Behemoth's attentiveness and speedy response to their community. Playing through a game, and then finding out your game save data has all (or partly) been deleted is a sad, sad feeling. This holds especially true for RPGs and games where you progress your character, not just your character's progress in the game. Another issue that will indeed turn players away, sometimes permanently. Having all your save data loss can really make you never want to play a game again.
I had a similar experience with the game Overlord. Great game, pretty fun, but not one I would play twice. About half way through, I was no longer able to progress in the game due to a glitch. An item I had (and needed) disappeared, and it was impossible for me to go back and get it again. Right then and there I turned off the game and never played it again since. Good game, horrendous glitch.
The sooner Castle Crashers is patched, it will become one of the greater games I have played.
What The Behemoth Did Wrong #2: Repetition and MonotonyWhile I compliment The Behemoth for incorporating combos and progression, the gameplay in Castle Crashers can fall under the category of repetitive button mashing. Yes, we can mix it up with X, X, Y, instead of just hitting X over and over again, we're still mashing our thumb into the controller over and over. Every game does that, right? It's all about smashing the controller buttons in one form or another, right? Not quite. Castle Crashers falls victim to forcing the player into hitting the buttons far too often. If there is a horde of enemies, you generally are left hitting X and/or Y over and over and over and over... Until they are all dead. Very little is the combat broken up into strafing, moving and dodging. The real redeeming quality is that jumping changes the way you attack, and the ability to block gives the combat some actual skill-factor. I find the game, if you're not thinking about it much or aren't being careful, it can be very boring. Once you really get into it and start blocking, shooting your bow, and jumping around a bit more, then the combat becomes a bit deeper. (Did I over and overdo it there?)

(Image Courtesy of Gamer2.0)
In short; while the game does have deeper combat for those who pursue it, it still leaves the casual or lesser skilled players a bit bored. Games, especially arcade titles, should yield a bit more fun for the players who aren't as skilled, or aren't as attentive or adept in their controls. I can see a lot of casual players getting bored easily, as the game doesn't naturally yield in depth combat.
Again, just my opinion as a casual but skilled player. I could be off by a mile in the opinion of others! (Ok, on second thought, maybe the game is not in depth enough? I can't seem to pin point the problem, but it's there. Something about the combat is dull and repetitive, at times.)
Now I want to touch on the other side of monotonous gameplay, not related to the player's movements. The enemies and bosses come readily to mind. The enemies are generally fairly boring after awhile. The only real changes are the look of the enemies and the spells they use. Other than that, they rarely block and they really cast magic in different ways. The biggest challenge in enemies as you progress is the fact that their health and damage are increased. The AI and movements don't really change an awful lot between biped enemies. As for other enemies you come across, they do break up the pace enough to keep it interesting. These include blobs that attach to your head (you must wiggle the joystick to remove them), fish that arch over your head in the water, and any other enemies that move or act differently than just walking about and swinging a sword at you. There aren't many, but again, just enough to keep the game fun.
The bosses are usually different, but the concept is always the same. Each boss is a damage sponge. While they all move differently, and a few of them even require you to attack something else to open the boss to stronger attacks for a short time, the way of defeating them remains identical among every single one; attack it in any way you see fit until it dies. While there are some minor exceptions, this holds true.
What The Behemoth Did Wrong #3: General ConfusionI get confused playing this game. Three things really bother me. Three things I believe could be fixed somewhat easily, without hurting the gameplay as is.

(Image Courtesy of Gamer 2.0)
"I can't find my guy!" - I get this happening a lot, especially when playing as a character that also appears in the game as an enemy. It would be fantastic if the game were inclined to temporarily put the player's name over the head of each character when there were a certain number of enemies on screen. They already do this when the level starts, so the feature of displaying names is clearly in game already. I don't
imagine it would be a hard addition, but it would save me lots of annoying times trying to figure out what just happened in that giant mess of characters and spell effects.

(Image courtesy of IGN)
"Why can't I hit this guy?" - I understand the inherent problems with sidescrollers, especially ones that have depth to them, as Castle Crashers does. (By depth, I mean the players can not only move left to right, but also up and down, as if they were standing on a 3D plane) While shadows help, (without shadows, I would be
really upset) I still often have trouble hitting enemies that I see myself standing next to, or jumping up at. It seems at times if you're almost on top of an enemy, but slightly above or below it, you will miss entirely. A bit of an annoyance, but this is not new to Castle Crashers. I was just hoping they would fix this problem with perhaps a slightly wider 'hit' radius when the player swings their sword. The up and down movement also seems to often make spells and ranged attacks useless, as they will go right by enemies without leaving a scratch.
"What do I have to do?" - Interestingly enough, this one might seem so small and pointless, I don't expect a lot of you to agree with me, but it really bothered me on multiple occasions the other night. On the screen, you get certain pop ups telling you to wiggle your joystick, or press the Y button over a dead friend. At times, these don't pop up, or are covered by spells, etc. Shouldn't these "HUD" elements be on top of everything else? Small, but somewhat irritating when I can't find my friend, or figure out where the enemy just bashed me into the ground.

(Image courtesy of IGN)
To summarize; the game has some confusing visual elements, and the range/radius/splash of attacks and spells could/should be increased a bit to alleviate some "2 and a half D" woes.
That's all, folks. That is all I have to say about wrongness in and around Castle Crashers. But... Just one more thing.
Can they keep doing this? Are they prepared for the future?Dan Paladin is a fabulous artist and his art style he has done for Alien Hominid and Castle Crashers leaves me holding him in some of the highest regard. But can they keep making cartoony 2D games forever? I understand that there's always more 2D cartoon-type games to create, there will always be a platform similar to Xbox Live Arcade, and I know that they are making money off of their last two titles... I'm just wondering if it will hold up forever. If the Behemoth wants to really make a living on games, I'm not sure if they can keep that up with simple Arcade-esque titles. (Castle Crashers took them 2+ years, and while it has made a great sum of money, is it enough to pay for more 2+ year long projects?)
Will Dan Paladin's art style hold up and continue to allow them to make games with just a single artist?
I believe, from my entirely naive and silly viewpoint that the Behemoth will have to expand their team and start going slightly larger and higher quality (read: 3D, or at least full retail) on their games to continue doing what they want to do.
I don't mean to say Castle Crashers is low quality, by any means, they have certainly set a bar with XBLA titles. By higher quality, I really mean to say... Larger games, more content. A larger game for the same time-span of development. Perhaps The Behemoth's next title should be something.. Surprisingly large and complex?
Oh, what am I saying? Don't listen to me, I don't really know anything. I'm going to play some Castle Crashers while I wait for The Behemoth's next title...