
We heard the rumblings. We smelled the awesome. We knew that Castle Crashers was somewhere at GDC. It was just a matter of finding it. After what seemed like days of searching, we found the title in the Independent Games Festival pit, loaded up on an HD screen with some pumping speakers, Castle Crashers was ready and raring to go.
Before the play session began I had a chance to sit back and watch a level being played (I also got a chance to shoot the breeze with Dan Paladin). The level was highly reminiscent of Golden Axe with plenty of enemies and destruction to go around. With so many enemies and spell effects happening at once, the action can be hard to follow if you're not playing. The level ended with an enormous boss. Clad in armor and carrying a huge board with protruding spikes, it took quite a bit of effort to take him out. In an interesting twist, once the boss is destroyed, all four players fight to the death. The winner gets to untie a maiden in distress and claim the, ahem, spoils of victory.
Now it was our turn to play. Our game session was shared with The Behemoth's own Tom Fulp and Emil Ayoubkhan. Those guys, to put it simply, were much better than me. But it's a co-op game, so who cares, right? The demo level was set in a forest. The characters look great, the backgrounds are detailed (complete with a few critters), and the music is bumping. Hacking and slashing is easy enough, with the X and Y buttons doing the duty of light and heavy attacks respectively. The magic system is easy to use. Simply hold the right trigger and the normal actions will be boosted. For instance, hold the trigger and press Y to unleash a magical strong attack (as opposed to a normal strong attack).
The action is fast and fluid. Of course, this is The Behemoth, so old school difficulty definitely creeps into the game. After finishing off the forest level, we entered a wooden building. It isn't long before a massive black beast appears on the left side of the screen. Our four knights mounted 4 deer (of all things) and began to ride as fast as possible. Once you begin riding, you must alternately jump over logs in your path and squeeze through doorways. Failing in either case results in the beast catching you and putting you in a world of hurt. Tom Fulp fell victim to the beast (as did I) and noted that it's really hard not to die after making one mistake. Did you hear that? Even the developers acknowledge the difficulty!
I said during the last Fancast that Castle Crashers may be destined to become the signature experience of Xbox Live Arcade. Having finally played the game for myself, I stand by that statement. The game is great. It's original, it's pretty, and it's fun to play. What more could you ask for? Oh, that's right: a release date. Sorry, fanboys, no release date yet. In fact, Tom Fulp said it has a ways to go. We can't wait.












Reader Comments (Page 1 of 1)
3-07-2007 @ 6:28PM
Archangel004 said...
Due to buying to many arcade games lately and finding myself not playing them again... ever... after the first week, I will not be buying any more till Castle Crashers is out! I can't wait for this game in all it's maiden saving saving glory. ^_^
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3-07-2007 @ 7:05PM
Toph said...
Hey, editors...is CastleVania SOTN there? If so, can you let us know if it's widescreen please? Thanks!
As for Castle Crashers..yay.
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3-07-2007 @ 7:14PM
spambot said...
…but I want it now!
I played this at PAX last year, and it was the game that convinced my wife that we needed to get a 360 in the first place
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3-07-2007 @ 7:15PM
DjDATZ said...
the game sounds awesome...cant wait!
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3-07-2007 @ 8:16PM
Jason said...
I really hope they turn down the difficulty. I like to play this kinda stuff and so does my girlfriend, but neither one of us buy arcade (or Wii VC) games that are really hard. We play 'em to laugh and have a good time, not to to proclaim victory over some punishing algorithms and variables. The days of me "suffering" through a really hard game for the rediculous false pride of saying I did so and beat it are long, long over.
Here's an even better note for The Behemoth--I SPECIFICALLY didn't buy Alien Hominid HD because, while it is beautiful and charming and nifty as hell, it's too hard. If it was a lot easier, they would have my money by now.
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3-07-2007 @ 10:03PM
Les said...
I bought Alien Hominid because of all the good press and hype around it. And while I admit it's an awesome looking game with tons of style, it's just way too hard for me to get into. I'm just not going to put the time into playing a game that's so difficult.
Casual games should be for the casual player in my opinion. At least give us different levels of difficulty if you want to make it hardcore.
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3-07-2007 @ 10:19PM
Dolla Dolla said...
I am seriously waiting for this game (and Zephyr). They will solidify a new 360 owner when they drop.
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3-07-2007 @ 11:08PM
Hello said...
Just turn the difficulty in Alien Hominid down to easy? You start out with a shield and all weapon powerups give you a shield, with that even my non gaming family members lasted quite a while without running out of continues. (on co-op though, I did alot of the boss killing)
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3-07-2007 @ 11:32PM
Tucker said...
Ok, so since I had to hear it on every post about Worms in the last few months, I really don't get the appeal/what's so great about this game. Etc., etc. Now, typically I would just recognize that it's not for me and move on, but I figured I'd waste your time just like so many of you wasted ours on the Worms posts.
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