Battleblock Theatre: So, this was weird for me. On the one hand, I think it's actually funny, it's really good looking, and I actually enjoyed it a lot more than Castle Crashers or Alien Hominid, neither of which I really liked or thought were particularly interesting examples of their genre. On the other hand, it doesn't feel like there's much here. The level designs end up feeling simple because of their segmented nature, most of the level design elements seem pretty atomic--the way I'd compare this game to Raskulls is that both defy expectations... Raskulls levels appear to be random but actually have very very strategic block placements, while Battleblock Theatre levels appear to be elaborately constructed but actually don't have very much to think about. Perhaps the co-op levels are a little more meticulous in their design?
I like the emphasis on being able to create your own levels and share them, and I'm sure the community will take off. There's a ton of unlockable content, too, although it's not clear how many levels there with which to gain currency to unlock stuff--it's possible you'll have to grind levels to get more currency? The EGM review suggests 100 levels, which would give you 700 gems, which would be enough to unlock 70 characters? Not sure if there's more or fewer than that in total?
I'd really like to get a sense of the competitive modes. The movement and the level designs themselves in the campaign don't seem to lend themselves well to really quick intense competition, so I'm guessing the competitive modes involve more open stages or stages with more parallel paths?
I read just about every review available right now, and none of them really introduced any element of comparison to any other games or gave me context to answer the questions I had. Mostly just very surface-level "It was so fun! It's really intense! It's fun! I had a lot of fun!" stuff... thanks, guys.
I bought the game, played first two chapters thus far.
The number I've been hearing thrown around is 460 levels from people who appear to be beta testers (might include the co-op counterpart for levels and then the hard mode's levels and their co-op counterparts (though I haven't tried hard mode yet) and multiplayer levels for all the various modes). And
there are 320 characters to unlock, 64 of them might not be tied directly to gems though (star/golden heads) because the Alien Hominid and Castle Crashers heads. It's too early to know if maybe a new store opens up later. Those may require specific feats to unlock, as there's no place to purchase them. Also you don't have to buy all the heads. That's why the trading system exists. Two players can go into a part of the shop and just trade heads to get them all, there's even an achievement for trading with 10 different players.
As you progress they open up a ton of different block types which you have to deal with. Movable blocks, conveyor belts, ice, power pads, fans with switches on their opposite sides, transparent blocks you can move through, ice blocks, cannons working in tandem, sticky blocks which let you cling to walls SMB-style. There are a lot of platforming options, eventually you have to make use of jetpacks, wings, propellors, boats. And this is just what I've seen in the first two chapters. No idea if it ramps up significantly, but I wouldn't say anything was too demanding thus far. Otherwise, the game is not really "hard" thus far, on the easy mode anyways. You can reset the level at any time in case you kill an enemy you need to manipulate to reach a platform, etc. or if you just want to start at a previous checkpoint. They are very segmented, but the challenge comes in trying to get the time condition too, adding that speedrun element (to get A++ rank you need to beat it in time, and get all of the collectables too). Each boss level is considerably harder than the regular levels and is on a clock ticking down. Also some levels randomly have hidden bonus levels that you can access from within the level and have a pretty much free additional 7 gems + yarn.
To 100% each level there are 7 gems in each level (10 used to put into a machine to unlock a random character with a specified head shape), 1 ball of Yarn (exchange 5 to get a random weapon), and you have to beat the time under par. If you do so, you get two bonus gems. Sometimes (I think randomly?) a hat appears on some part of the level and you have to get it and bring it to the finish, which will reward you with 10 bonus gems. Haven't tried grinding thus far, but I assume grinding doesn't work and you just get the difference if you improve. Weapons are sort-of designed to provide their own little advantages, but you don't really need any of them to beat a level (i.e a dart gun that can stick to walls and use as a temporary platform, bomb frog that crawls along surfaces and explodes when in proximity of an enemy, vacuum that sucks things closer, bubble gun which shoots bubbles you can bounce on, etc.). In my eyes a metagame will develop in both competitive and co-op where the most effective weapons are found out and employed to get faster times.
The co-op is working together rather than with parallel paths, stuff like you needing to throw your partner to reach something you couldn't otherwise reach, having one player sacrifice themselves to move forward, a lot that reminds me of Splosion Man in that case. The competitive stuff is generally open levels. I haven't played competitive myself but it seems like they've got a robust set of creative gametypes. Generally, I expect the competitive to die out quick like it did for Castle Crashers, and from the OT it seems like people are experiencing some netcode issues? But all of it being playable locally with 4 players means it'll probably be a riot, though maybe a bit unbalanced and "messy."
I think how much you enjoyed the demo and if you like what you see in the GiantBomb QuickLook of the game which shows the first few levels and the competitive + co-op MP should be a good indicator on if you should buy the game or not, because it's more of that.
I'm the odd one out in not enjoying Castle Crashers (don't generally like any brawlers) so I haven't been looking forward to this all that much. I watched a linked video to TotalBiscuit and then watched the Giant Bomb guys and it looks extremely boring. Then again, both videos were really early on but I agree in that nothing looked too interesting.
As for the gems I think there's nine total per level as the Giant Bomb guys got a +2 gem bonus when they got all the gems, yarn, and time awards for a single level. Aside from that, I would expect they want you to get more gems simply from playing multiplayer? I guess that could be seen as grinding? Also, do you get gems on user created levels?
Anyhow, unless I hear something about the levels really picking up I don't see myself picking it up. I'll probably grab the demo to give co-op a try with the girlfriend and see what she thinks but I'll likely save my money for Monaco.
You don't get gems from multiplayer or user created levels or user level playlists (chapters people can string together from multiple levels they make), you get strawberries instead, which can't be used as a currency for anything.
Frankly, it's just too early to see if anything picks up. Game's been out a day and even The Behemoth's own forums are kind-of dead. I think this game has been coming so long with slowly drip-fed info that people stopped caring, and they didn't ramp it up enough pre-launch.
EDIT: Some people on The Behemoth forums are saying it ramps up gradually featuring timed levels and trickier jumps. I also forgot to mention there's also Furbottom's Feature, which features more levels made by Behemoth as well as featured Community playlists, and which also people are saying is more challenging. I guess if you want a challenge there's that and the hard mode, which I'm sure is hard considering how Castle Crashers' hard mode was.