PAX 2008: The Behemoth talks Castle Crashers pricing, patches and performance

What's the community's overall response to Castle Crasher since its release?
Dan Paladin: Overwhelmingly positive. It has been better than anything we expected. We had a good reception with Alien Hominid and this has been exponentially larger and cooler as everyone has been really nice with us.
You mentioned Alien Hominid, what were the differences between working on it and working on a game like Castle Crashers?
Dan: It was much bigger, Alien Hominid was 15 months of work whereas Castle Crashers took us 3 years and it's bigger on every level. The amount of art assets necessary, the depth of the game and gameplay as well as the entire role playing aspect with four player game versus a two player game.
Tom Fulp: Even just being a multiplayer game all of a sudden it's a ten times bigger game than anything we've done in terms of effects and the amount of coding.
You say Castle Crashers took you about three years to create, why did the development process take so long?
Dan: That's the average timespan it takes to develop any game, but the reason seemed so long with us because we told people about as soon as we started. When we announced the game it was about two or three months into development and people were under the impression that we were already done. We guess others tell you about their games when it's about to come out, but we just showed what we had and I guess we weren't clear enough and now we know better.
Over a year ago, when Microsoft announced the Xbox Live Arcade size limit increase to 150MB, you guys came out and said that Castle Crashers would be delayed into 2008 citing the size limit increase was part of the reason. You later retracted that statement and confirmed that Castle Crashers would release under 50MB. Now, with its release, we find that the game is a hefty 140MBs. In all honesty, was the size limit increase the cause of Castle Crashers' delay?
Dan: Well no, that was misquoted because I was asked directly if we are taking longer to develop because of the limit change and I said no. My answer was N. O. and the next thing I saw was an article saying otherwise and we didn't understand why that was printed.
Tom: We don't know if it was their agenda or the reporter's scoop or what.
Dan: At that time, we gave that reporter a half hour interview and told them things about Castle Crashers that we hadn't told anyone else at the time and the only article that came out of it was the size limit increase delaying Castle Crashers' release. So yeah, it was a disappointment and we cleared it up at the time and everyone ended up on good terms.
But the game did balloon into 140MBs after you said the game would clock in under 50MBs.
Dan: You know, we could crunch the code as small as we need but we didn't and the size limit had nothing to do with the game's release.
Are you working on any Castle Crashers downloadable content or do you have any plans to release some in the future?
Tom: Well, there's plans but we have nothing to announce right now.
How about secrets, can you tell us about any hidden Castle Crashers secrets that haven't been found yet?
Dan: Well, we don't know if we want to spoil a secret seeing that the game just came out.
Tom: They're there, just keep your eyes peeled for them.
How about telling us a little something, any tidbit of hidden Castle Crashers secret info.
Dan: Well, let me tell you one thing. A lot of people are surprised by the arena and if you play it alone you'll battle a bunch of enemies. Once you defeat the wave of enemies, you'll then unlock that enemy type as a playable character. Some people think the waves of enemies are endless, but it isn't. A lot of people play through the arena in multiplayer alone and battle each other, but fighting alone you get waves of enemies. By doing this, you can unlock four or five characters.
Tom: Also, if you're trying to unlock the Thieves, try not to let them get on both sides of your player and just do jumping combos going back and forth. Don't let the Thieves flank you either.
Dan: Yeah, jumping helps because, when you're in the air, the arrows don't hit you
Over the past few years and leading up through launch, Castle Crashers almost generated a cult-like following among Xbox Live Arcade fans. Knowing this, did your development plans change or did you feel any added pressure to fulfill your fans' expectations?
Dan: No, we didn't feel any pressure, it was more exciting. I don't think anyone was feeling pressured by the excitement, though I was nervous sometimes because some people were already calling Castle Crashers the best game they'd ever play for the rest of their lives. It's one thing to promise that, but we just tried to make the best game we could. And I was just nervous that some people would be so excited that we could never create a game that could live up to their expectations, but overall I was excited.
Now that Castle Crashers has been out for a few days now, have you heard about the game's sales?
Tom: We don't have official numbers, hopefully we'll be getting them soon. As far as we know we're record breaking, because we aren't sure of anyone else selling as many copies. But we have to wait for official confirmation from Microsoft.
Dan: Though, we do have leaderboard totals to go off of and the last time we check, it was at about 103,000 players.
In regards to pricing, we initially heard a rumor about Castle Crashers being priced at 1800 Microsoft points, but ultimately you settled on 1200 points. How much of a say does Microsoft have in the pricing of games or is it all you, the developer's decision?
Dan: Microsoft determines the price of all the content and we confer with them regarding pricing, but they have the final say. We negotiate and talk, but at the end of the day the price is set by Microsoft which isn't something everyone really knows. Most think that developers set the price, but that isn't the case.
Tom: Sometimes though, you can meet in the middle.
Dan: Yeah, and some developers say they set their price but at the end of the day, it's more of that's the price they requested and Microsoft agreed. So yeah, Microsoft sets the price of all Arcade content no matter how much mis-communication there is about that.
Okay, so let's say Microsoft wasn't in the picture. What price would you set Castle Crashers at?
Dan: Personally, I'm very happy with the price. Now that it's out, we're happy with it.
Tom: Yeah, it's worth the 1200 points.
Dan: If you think about it, Alien Hominid was a retail title and this game is bigger than that. So, to pay fifteen dollars for a game that is bigger than our retail title is pretty good.
It doesn't sound like the community is really up in arms about the games pricing.
Dan: Everyone seemed really nice about it.
Tom: We actually benefited from that whole 1800 Microsoft point rumor that came out of Japan.
Dan: That was a curious thing, because we weren't even deciding the price at that time.
We've been hearing about some Castle Crashers problems where people can't connect to their friends over Xbox Live to play co-op. True, the problem could have been blown out of proportion, but there are legitimate cases of connection problems nonetheless. What are you doing to fix this?
Tom: This was something that never came up in testing and now that there are problems with the Live release we're looking into it. We had six hour play sessions and nothing ever came up.
Dan: When we went through testing, Microsoft approved all our network code and we had no problems at all. There are those things in real world scenarios that we couldn't account for. Just look at Call of Duty 4 when it came out, you couldn't play for a week straight and now it's fine.
So, you acknowledge that there are bugs that need fixing?
Tom: We have some bugs that have been fixed.
Dan: Yeah, there are certain network settings where, if you're in a very specific network environment, it won't work with another person's connection and that's what's happening. But that's something we're already addressing by working with Microsoft to get a patch out as fast as possible.
Will the patch release in a few days, a few weeks or a couple months?
Tom: We're hoping soon, as soon as possible. Though, there isn't any official time frame yet.
Dan: We're trying to get it out as soon as possible, because we know it's important to people. I've played through half the game with a friend online and it runs fine. And when it works, it runs like it's local. But there's those certain people whose connections we have problems with and that's exactly the problem we're onto. It's that certain connection where two people just don't work, but we're on it. The good news is that it'll work ... at least half the time.
Finally, we have to ask, what's next for The Behemoth and when will we hear about it?
Tom: Yeah, we're a bit gun shy because we don't want to torture people with the long release wait. We aren't saying anything now, but know something is definitely in the works.





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Reader Comments (Page 1 of 2)
WhoMe @ Aug 31st 2008 10:11AM
I'm sorry but this interview? LOL.
First off, 3 years for a game such as this? That's a long, long time no matter how you slice it. And it still has bugs!
Secondly, they come off as liars, what with the size limit debacle and are now trying to talk their way out of it.
Then they further compound it by the whole pricing deal. 1200 is a lot, let's be honest, but then I don't think they would have wanted it any lower, since the game was in development for so long. I wouldn't be surprised if that 1800 pricepoint was "leaked" on purpose to either test the water or having the current price seem reasonable.
I know they get a lot of credit from people, but looking at this interview... yeah.
Megadanxzero @ Aug 31st 2008 10:26AM
1200 points is a lot? What the fuck are you on... I didn't hear anyone complain when Alien Hominid was released as a FULL PRICE RETAIL GAME. Castle Crashers is enormous compared to AH and people are complaining?
It's been out for what... 4 days and I've probably already played it more than all my other 360 games (Apart from Halo). I got most of them second-hand too, and they STILL all cost at least double what Castle Crashers costs
People seriously need to stop moaning about the price of Live Arcade games...
Al2x @ Aug 31st 2008 10:43AM
I believe Behemoth stated that the reason it took so long was the hand-drawn graphics. Everything else (engine, game idea, execution) was done in normal time.
Poisoned Al @ Aug 31st 2008 11:00AM
The bulk of this game was made by TWO GUYS, so cut them some fucking slack. What have YOU done in the last three years?
Jakka(Naked Peach Brigade) @ Aug 31st 2008 11:44AM
@ Al
That's not a fucking excuse for the bugs and online issues.
If I'm ordering a soup at a restaurant and my soup has flies in it and tastes like shit, I don't want to hear from the manager how all Chefs are sick so there's only one left having to take care of all those orders and that I should cut him some slack.I simply don't give a shit because I've payed for this soup and expect it to be up to the standards.
Tiptup300 @ Aug 31st 2008 11:48AM
Guys, be a little considerate. WhoMe must come from a really poor family. Like REALLY poor. Seriously $15? That's like a good diner.
CatBurglar @ Aug 31st 2008 11:54AM
@Jakka
That is a horrid analogy!
Obie @ Aug 31st 2008 11:58AM
@Jakka..I was just eating soup!!
Well, after that post, not anymore. :(
Exo @ Aug 31st 2008 12:16PM
also they totally redesignd the game after it was shown, go look up the original videos of the game. completely diffrent drawings
Tiptup300 @ Aug 31st 2008 12:29PM
Jakka, lets see all the games you've made.
Jacob @ Aug 31st 2008 12:33PM
I'm fucking sick of hearing about pricing. if $15 for a fucking full size game seems expensive to you, fucking quit buying games you broke asshole.
Also, three years is a perfectly reasonable development time. Would you rather this game be made in 1 year and look and play like shit?
And now you're calling them liars because of some confusion about file size? That's bullshit. What else can I say?
Honestly, the gaming community is quickly becoming a gigantic nitpicking wad of assholes and idiots.
ice~ @ Aug 31st 2008 12:46PM
This game was made chok full of tender love and care :P. Everywhere you look there are little silly details, especially in the backgrounds, that give you a little laugh. Also, 3 years is a reasonable time, especially for a flash game with all hand drawn elements, plus Ive played through this game 12 times or so, trying to beat it with all characters with my friend, I wish it told me my playtime cause I've played of 3 days in a row, OH and look at the leaderboards, over 120,000 people have this game....so seems like your one of the few who thinks $15 is unreasonable, he'll I'd pay $40 for a disc version, especially if it had more achievements :)
Jakka(Naked Peach Brigade) @ Aug 31st 2008 1:07PM
Select > Rubber > Use Rubber on... > TipTup.
Tiptup,and how many games have you made?
What fucking point does that make anyway? Do footballers ask their referees "How many goals did you score?" when getting a Yellow Card? The guys fucked up and it's not like the game is free.They're charging money for it and thus they do deserve the customer backlash if the product doesn't deliver (ie: Online).
Also regarding the price: You're looking at it the wrong way.It's not about CC/Braid being/not being worth the money.Most people who are against $15 are worried that Microsoft might try to bring out more and more games at 1200P making it a standard and coming to the point where every hyped and known Arcade releases will be priced at 15$.Then they will be happy for a year or two before finding another game that will attempt to "push the limit".If you let them charge 15$, you'll soon find yourselves paying 25$.It will be just like when Next-Gen games jumped from $50 to $60.
Tiptup300 @ Aug 31st 2008 1:15PM
Hmmm,
First there was Fliptris, Slaam!, Slaam! Mobile, My Zune Quiz, I also made Zune Home, NZE, and I'm usually working on Sperks. Plus all the small tech demos I work on. Also all the stuff I forgot to mention.
Megadanxzero @ Aug 31st 2008 1:53PM
Jakka, they're not going to put all fucking games up to 1200 points. There's been what... 5 games this year on XBLA that cost 1200 points? All of which are longer and less shit than the standard 800 point stuff. To be honest, even if they DID start making all the games cost more most of them would still be worth it. You sound like you expect people to just give away their games for free...
Anyway, you complain about $15? How about us people in Europe who have to pay the equivalent of $20 for the exact same game? Stop whining
Also ice~... It's not made in Flash you idiot XD
Exo @ Aug 31st 2008 2:51PM
wekk jakka,if all games start costing more, and arnt worht it, thenthe sales will go down wont they?
also people are makig it osund liekall games cost that much, wow2 games recently came out at that much, while 3 otehr big games came out for 800. notcie how the 2 games that are more are by indie devs, its because tehy decided with ms thats how much they want to charge, small companies need money to survive, they do not have the luxuray of releasing a few games a yaar at low prices.
you just want something to bitch about, its that simple.
if 15 is too much, then you have more then games to worry about
Exo @ Aug 31st 2008 2:53PM
@Megadanxzero
actually it is flash, its just they raster it after. the engine itself is on 360, but the game is all drawn and animated in flash
T @ Aug 31st 2008 2:54PM
@TipTup: "Jakka, lets see all the games you've made."
If one isn't allowed to criticize video games because they haven't made them, then by virtue of that same law one isn't allowed to praise video games unless they have made them.
There, we've just eliminated about 90% of professional gaming review sites.
We'll also need to expand this rule to film, TV, and music criticism as well.
As well as politics. Afterall, how many nations have we all tried to run?
Put that argument to bed, TipTup, it's tired.
Jakka(Naked Peach Brigade) @ Aug 31st 2008 2:56PM
Megadan, I am European too. I wrote that in order to simplify so I wouldn't have a bunch of Yanks "correcting me" about how it's 15$ not 20$.
I don't expect them to be free.All I'm saying is that sales of Braid and Castle Crashers mean that people are willing to spend $15 for Arcade games, thus it's not completely unreasonable to think that more devs will price their games at $15 bucks and it might become a standard.
Megadanxzero @ Aug 31st 2008 3:21PM
Well like they said, it's Microsoft who chooses the price. And yes, people are willing to pay 1200 points for GOOD games like Braid and Castle Crashers. I don't know about other people, but I don't buy shit games regardless of the price...
And Exo, being a 'Flash game' requires that the game was made, coded and runs using Flash. In fact just about the only thing that you don't have to use Flash for for it to still be a 'Flash game' is the art. It's not a Flash game
Vazquez @ Aug 31st 2008 3:27PM
Yeah 3 years is a crazy for a game like this. They must have had problems or something.
wickedpheonix @ Sep 1st 2008 2:40AM
I can't believe I even have the opportunity to post this.
1) People are complaining about $15 vs. $10?! WTF?! Listen to yourself. a) There are a hell of a lot of Live Arcade games that go for 800 points that aren't even half as good or long and b) Just drink tap water for 4 days instead of buying sugar pop. You'll have the money AND your body will thank you! Revolutionary, right?
2) People are complaining about an extra 100 MB file space? Are you serious?! Buy a fudging hard drive for your 360 for chrissakes.
3) To the people complaining about connection problems at release: you obviously think that developers have Jesus working for them, huh? Enough developers have stated that real-world conditions that cannot be replicated in a lab are the reasons for the connection problems, that I don't think it's a bunch of BS anymore. I mean, like they've said, COD4, which is as close to perfect as a game gets nowadays, had connection problems on release and they had a whole TEAM of people working on it. This is TWO DEVELOPERS. Grab a friend and a couple PCs and try to get a basic Java program running simple network chat. Seriously, Kudos for even getting the leaderboards working.
4) For the people who are complaining about bugs, the only game bug I know about occurs when people glitch their character's stats up which is something that you're not supposed to do anyways.
So seriously, guys, CALM THE F*** DOWN!!! The patch is coming and then the game's awesomeness will extend from Local to XBL, just have a little PATIENCE.
Kellydude025 @ Sep 1st 2008 11:07PM
The only thing i would like to state is the fact that you can't look at the leader boards to see how many people played. Only 1 person has to buy it for countless accounts to play on it, i bought it and i have had 5 or more people use their accounts on it.
So that 120,000 could easily be reduced to 10,000
Obie @ Aug 31st 2008 10:19AM
I agree the game has been delayed a bunch of times and still has bugs. I paid the premium $15 so I could enjoy the 4 player online co-op, but haven't had a stable game yet!
They better patch this one....pronto!
Poisoned Al @ Aug 31st 2008 10:55AM
Bar finding games, I've had not problems. Once I have someone to play with, (usually invited friends) it runs like they are sitting next to me.
Bloo @ Aug 31st 2008 1:12PM
@Poisoned Al
I don't know. I have a top of line Road Runner connection, my 360 is straight to modem, and I'll host and the games range from 10 to 20 minutes before it kicks us all out with a game lost message. They REALLY gotta get that fixed!
Megadanxzero @ Aug 31st 2008 10:19AM
Didn't think to mention the glitch where all the weapons and animals you've collected randomly disappear? From what they said it sounds like they're only concerned about fixing the connection issues...
Dravean @ Aug 31st 2008 10:35AM
Yeah dude, I could care less about that whole interview. I really wanna know when I can feel safe that I won't lose all my secrets I've kept my eyes peeled for!
Tiptup300 @ Aug 31st 2008 11:54AM
Theirs also a bug where it will refuse to save your character.
Or an other bug where if a online game cuts out, it doesn't save at all. (This happens frequently)
The only bugs i've seen are the first big boss getting stuck and I could keep hitting him.
Another bug was the head Jedi guy stuck in the air getting hurt constantly, that was odd.
Clutch_beast @ Sep 1st 2008 3:54AM
Yesterday, a glitch that causes your save file info not to be properly recognized if you import your profile and play CC on a different box than the one you bought it on, resulted in a complete deletion of all my progress. Having to transition back to a level one knight after beating half the game on insane causes boundless frustration.
And yet, I so enjoyed my gaming experience up to that point that I feel the game was still well worth 15$, bugs and all.
Poisoned Al @ Aug 31st 2008 10:58AM
Well this goes to prove once again that you shouldn't believe everything you read or hear. Making shit up always gets you more readers, so I'm always weary of sensational "exclusives".
capt_carl @ Aug 31st 2008 11:02AM
I haven't had any problems playing with friends over Live, but maybe that's just me. I've seen more bugs with basic gameplay then anything.
OddGod @ Aug 31st 2008 11:21AM
They seem pretty genuine to me. I would've bought this game in retail for $59.99 over half the over-marketed, over-hyped titles that come out every week.
Is this your first time trolling? I assume you can't be that serious. You are either just reaaaaally slow or just all grumpy inside or both. Eat a bag of super-intelligent rainbows or something and cheer up.
Markez @ Aug 31st 2008 10:14PM
Problem is instead I think he ate a sack of smashed assholes.
CatBurglar @ Aug 31st 2008 11:51AM
@WhoME
You are a complete idiot! You do know that The Behemoth is only a handful of guys and not a huge development team that can get a game done in 1 year. Plus all the art is hand drawn which also takes a ton of time. And they are an independent developer and self publisher so they don't have the resources to be able to hire a ton of people to test their game. This is totally worth the 1200 points, there are a few xbl issues but get over it the game is ridiculously fun.
p.s. you should be supporting companies like The Behemoth who aren't a bunch of robots releasing licensed crap and actually come up with original and fun games.
xLV426x @ Aug 31st 2008 12:51PM
I couldn't agree more. Given the circumstances 3 years isn't so bad for a game like this. And lets face the facts, It was totally worth the wait :D
Mr.ESC @ Aug 31st 2008 1:10PM
“p.s. you should be supporting companies like The Behemoth who aren't a bunch of robots releasing licensed crap and actually come up with original and fun games”.
You know other companies also started small.
Support the companies you like and only if you really enjoy their work. You don’t have to support bad companies only because everyone else like them.
With that said I hope they release a patch soon.
drybones @ Aug 31st 2008 12:37PM
if they hide the chainsaw(and other weapons not yet found like lollipop) and 2 more unlockable characters as well as they did i dont doubt i taking a year, NO ONE CAN FIND THEM D:
xLV426x @ Aug 31st 2008 12:49PM
tom fulp wins the internet
BPMOmega [gamertag] @ Aug 31st 2008 1:00PM
It saddens me when people complain about $15 for a game like Castle Crashers, when they'll gladly fork over $60 for a retail game with 5-hour single player modes. :/
Oh, that's right, it isn't in THREE-DEE so it isn't worth a lot of money, right?! I bet if it was, you'll all be wetting your panties over it.
Just because we have the technology for 3D games, it doesn't make creating 2D games any easier than it used to be (aside from differences in programming languages...).
This could very well be the best game since River City Ransom, and you're gonna whine about a mere $15? Cripes, you people are sad.
And as for the time it took to release...
One, they first announced the title only a couple of months into development.
Two, the Behemoth, despite its huge name and chicken mascot, are a tiny team. Sure, if someone like EA was working on this, they could've probably finished it much quicker.
For bugs...
Even a lot of big-name retail games have bugs at release, but they usually get ironed out, one way or another. Give it time before you start whining about bugs.
Vazquez @ Aug 31st 2008 3:31PM
Me and a friend played online for about 4 hours. Within those 4 hours or so the game kicked us 13 times. 13 TIMES!!!!
3 years huh....
BPMOmega [gamertag] @ Sep 1st 2008 3:08AM
They can't predict every network situation.
I've been playing with friends, and (so far) haven't been dropped out of a game. I've seen others drop... but not myself.
Did I say the game was perfect? No. It's gonna have bugs, that's the nature of things. Would it suck if Behemoth was to ignore these bugs? Yes, but that's not what they're doing.
Mr.ESC @ Aug 31st 2008 1:07PM
Well since everybody loves Indie developers so much I guess this is not a good time to say the games crashes a lot online.
It froze 5 times in less than 1 hour in online matches and the All you can eat minigame is not fun, is frustrating and it really hurts so I far I won 6 matches and my whole arm is killing me.
The game itself and with that I mean the normal Castle Crashers is really fun but the online modes are broken including arena since you are fighting 99lvl characters being 38, WTF with that?
Castle crashers online is almost unplayable because is really hard to find a match and by the time you get to play with anyone parties disband after a couple of levels.
CC commits the same mistakes as TMNT since you can’t join a game that is already started; believe me joining at anytime would save a lot of games.
It seems online Beat em ups fail to recreate the feeling of the arcades. I remember the days of the Simpsons and Xmen, I arrived with my hopes of seeing the ending and a fist full of quarters and it was awesome when you got to play in those monstrous 6 player beat em ups with other 5 guys and let’s not forget the crowd behind you waiting for the first guy to lose all his or her quarters.
I say if you love beat em ups and you have friends or family that like the game is worth the 1200p but if you don’t fall in this category wait for a price drop or for a patch.
Last Comment:The music is great,no really.
Mr.ESC @ Aug 31st 2008 1:18PM
Wait I forgot to say something about the Local campaign.
It is great although I really hated the animals with diarrhea and boss pooping in some levels but if you ignore that there are some jokes are funny like the volleyball challenge.
1200 points well again if you love beat em ups it is great but be warn that , until a patch is released ,the only way you are going to get those 1200p worth is if you get someone to play with you at home.
To be honest I hope 1200p games don’t become a trend because it seems 400 can’t buy anything .Now for the edgy reader there is nothing wrong on a price cut especially if it helps,in this case people are alredy buying it and I happen to like Beat em ups but the game needs a patch A.S.A.P
Obie @ Aug 31st 2008 2:08PM
Is it just me, but almost all XBLA games have very laggy online games. Doom, TMNT even frickin board games like Carcassone!
Markez @ Aug 31st 2008 10:19PM
Whatup ESC!
Xmen, Simpsons, TMNT, represent some of my most cherished childhood arcade experiences. I've yet to rekindle the joy I use to find in these games. CC seems pretty good, it's the 2nd XBLA title I've ever actually purchased other than Braid. My roommate actually bought Puzzle Quest, and I've never seen a non-gamer get as cracked out on a game like he did with that.
Maybe the problem is I haven't taken enough time with CC, or I'm not playing with other people, but so far it just seems very average to me. All the nasty bugs you listed certainly aren't helping either.
SoulPatch @ Aug 31st 2008 1:17PM
Why does everything have to be a conspiracy? They clearly said they did not experience any problems online and they are trying to fix it. Can't we just believe them instead of having to "look past the words"? Also, if you think it is too expensive, I got an idea. Don't buy it. I don't know, might sound stupid, but try it, it works.
This game is awesome, and I got $15 to throw around. I'm what you call a "big baller". I might just run over to Wal-Mart soon to pick me up some clothes. I got cash, and I don't care who knows it.
Snowblind @ Aug 31st 2008 1:21PM
I wasn't a particularly big fan of these style of games, but I'm absoloutely loving it, I've already played right through it twice with my brother, and there's still loads to do, it's just a lot of fun to play.
I know it's been said before, but it easily offers more content and enjoyability than many full priced games. The 1200 points is nothing to comaplain about, it's worth every penny.
Tez (PSN: Tezasaurus) @ Aug 31st 2008 2:08PM
These guys sound very down to earth and honest. I like that in a dev.
Thief @ Aug 31st 2008 2:12PM
Personally I think this game is fantastic! Regardless of the bugs, they always get figured out, just have to wait a short while.
Bottom line, this game is worth the 1500MS Points, ESPECIALLY if you're a beat'em-up fan.
I've been playing this game religiously over the past few days, insane-mode is insane!