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The Behemoth

Pit People photo
Pit People

The Behemoth's Pit People gets its first trailer


Turn-based strategy with co-op
Aug 26
// Jordan Devore
Castle Crashers and BattleBlock Theater developer The Behemoth is making a cooperative turn-based strategy game for Steam and Xbox One. For a long time there, it was tentatively called Game 4, but it finally became Pit People...
Backward Compatibility photo
Backward Compatibility

Rumor claims Castle Crashers and Borderlands are getting backward compatibility


Could they be right around the corner?
Jul 27
// Laura Kate Dale
According to some images floating around on the internet this morning, Castle Crashers and Borderlands might be some of the next games coming to Xbox One via backward compatibility. The source of the leak, who apparently also...
Pit People photo
Pit People

The Behemoth's Game 4 becomes Pit People


Strange name for a strange game
Jul 08
// Jordan Devore
The upcoming strategy game from Castle Crashers maker The Behemoth is memorable. Its old temporary name, "Game 4," was not. It's now called Pit People, which is weird but fitting. "Pit People was the name written on the origi...
Castle Crashers photo
Castle Crashers

Castle Crashers Remastered headed to Xbox One


Summer release
Jun 15
// Jordan Devore
Not even Castle Crashers is safe from the remaster treatment! The Behemoth is upgrading its fun-as-hell beat-'em-up for Xbox One this summer and, sure, I'll play that. Besides gameplay and multiplayer improvements, there's a...

'Game 4' photo
'Game 4'

20 minutes of the new game from Castle Crashers, BattleBlock dev


The Behemoth's 'Game 4'
May 19
// Steven Hansen
Because apparently it's 2008 again, I actually played some Castle Crashers this year, which then got me hankering for some BattleBlock, which I prefer. And I'm thinking the tentatively titled "Game 4," with its strategy leanings, might make for my favorite Behemoth game yet. The 20 minutes above is an updated version of what Jordan played and previewed last year, if you prefer words.
Newgrounds turns 20 photo
Newgrounds turns 20

Flash game portal Newgrounds turns 20 years old today


Now I feel old
Apr 25
// Darren Nakamura
These days, Tom Fulp is probably best known for his work with The Behemoth, behind games like Alien Hominid and Castle Crashers. Way back in the day, I knew him as the guy in charge of Newgrounds. I spent a ton of time (proba...
Behemoth cupcakes photo
Behemoth cupcakes

More games need cupcakes as playable characters


The Behemoth knows what's up
Jan 28
// Jordan Devore
I'm a jerk who totally forgot about The Behemoth's Game 4 despite playing a fun chunk of the tactical role-playing title alongside its narrator, Will Stamper, and loving every minute of it. So to selfishly put it back on my ...

The Behemoth's Game 4 is the strangest SRPG I've ever played

Sep 02 // Jordan Devore
In Game 4, battles are turn-based and take place on a hex grid. You move your units around the map, one at a time, and end your turn when everyone is where you think they should be. That's when the attacking begins, automatically and throughout your whole team. You see, you aren't actually in control of who your characters target -- not directly like in, say, Fire Emblem. But you can often position them such that there's only one specific enemy within reach. Certain unit types counter others so, for example, you'd want to bait archers by putting a heavily-shielded soldier close enough to draw their fire away from others. Or you'd want to use a mallet, not a sword, against a helmeted foe. Mallets smash faces real good; swords, not so much. Axes, when thrown one space away from their target, can stun. Positioning is crucial. In an early level, my half-cyclops Yosef was getting shot to hell by an enemy who happened to be dual-wielding Uzis like it was no big deal. This was a teachable moment meant to show that yeah, I should probably stun and kill that guy as soon as possible lest he wipe out my whole team. I almost lost a unit to him (death isn't permanent) but got real lucky with a mid-fight level-up, which completely restored its dwindling health to full capacity. That'll come in handy. Although my demo only scratched the surface of Game 4, I got the sense that one of The Behemoth's main goals with its mission designs is to make them unexpected and far removed from the stuff SRPG players have seen countless times before. The fact that there are so many unusual characters to draw from given the story premise should help tremendously. One quest I was shown involved bringing mail to a cupcake who wouldn't accept the delivery unless you gave him a bloody nose first. Units bleed visibly when they're hurt badly. To win, the sugary treat's forces needed to be ignored -- they were simply too powerful to defeat. Outside of battles, you can run around in real time on a world map in search of new quests. Enemies are physically represented here -- no random encounters -- meaning you can attempt to bypass unwanted engagements. Yes! And should you want to lay down a "breadcrumb trail" on the map -- it's going to be huge, from what I'm told -- there's a button to do so. Except they aren't crumbs, they're poops. I mean, this is a Behemoth game after all. Gotta have poop. When not exploring the world, you'll likely be back home at Game 4's central city, which is where you can swap in new party members and change their gear earned through battle. Underneath your house, there's this monstrous conveyer belt that will store all of the units you've captured on the field because, yes, this game has a capture mechanic. So long, free time. Using the right equipment, the last enemy standing in a fight can be caught and brought over to your side, which means, in theory, you could build a team full of nothing but zombies, or have a bunch of archers on spider ladies so they can move and fire in a single turn instead of taking two. You can have up to seven active characters in your group, and if you're playing cooperatively with a second player, they can have their own full team as well. I didn't get to see this or the two-on-two versus mode in action, unfortunately, but I'll be curious to see how those are balanced. Game 4 definitely won't be out this year, but beyond that, The Behemoth isn't committing to a time frame. It's coming to both Xbox One and Steam and shouldn't be quite as long of a wait as the studio's past games have been. Hope so. Strategy players and long-time Behemoth fans should expect to sink a silly amount of hours into this when it hits. I know I will.
Behemoth Game 4 photo
Tactical battles with that familiar Behemoth charm
No, the next game from The Behemoth isn't a sequel to Castle Crashers. I mean, yeah, that'd be nice to have one day, but I'm loving how the studio is continuing to try new things. And its next project, the to-be-properly-name...

Behemoth photo
Behemoth

Here's your first look at Behemoth's new game, 'Game 4'


It's a strategy title
Aug 29
// Chris Carter
The Behemoth is great at teasing their games, and "Game 4" is no exception. All we had to go off of in the past was a creepy spider character, but now thanks to PAX Prime in Seattle we're getting a clearer picture of what to...
The Behemoth photo
The Behemoth

I don't know what The Behemoth's new game is, but it looks cool


Stamper is back
Aug 20
// Jordan Devore
Ever since we saw that spider lady teaser for The Behemoth's next game, I've been hooked, desperate to know more. What was that? This new teaser video isn't exactly forthcoming but it seems as if Will Stamper has returned as...
BattleBlock Theater photo
BattleBlock Theater

BattleBlock Theater is now on Games With Gold


On 360
Jul 16
// Chris Carter
BattleBlock Theater is a great platformer (especially when played cooperatively), and now it's free on Games with Gold on the Xbox 360. Gotham City Imposters is out, and BattleBlock is in, with all its "buckle your ...
The Behemoth photo
The Behemoth

Another cupcake-y tease for The Behemoth's next game


What's the deal with this?
Jul 03
// Jordan Devore
Castle Crashers and BattleBlock Theater studio The Behemoth is bringing this thing to RTX this weekend in Austin, Texas. What is it? (Besides a cupcake, obviously.) Dunno. But if you've been following "Game 4," you'll likely ...
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Get special unlocks if you own both BattleBlock Theater and Castle Crashers


NEW CHARACTERS
May 17
// Hamza CTZ Aziz
BattleBlock Theater came out this past week on Steam, and there's a ton of discounts to take advantage of if you haven't picked it up just yet. For instance if you already own Castle Crashers you'll get BattleBlock for 35% o...

Contest: Win BattleBlock Theater on Steam!

May 16 // mrandydixon
Here are the trivia questions: What was the first Castle Crashers-themed plush hat created for PAX in 2012? What was the first Behemoth game to hit Steam? What color princess is also known as "Tricky" for the ending of Castle Crashers? Who was the voice of the Frost King and Industrial King in Castle Crashers? What animal orb in Castle Crashers helps you find secret items? Happy hunting! And don't forget, our Huge members get automatic entry into all contests (as well as a bunch of other awesome perks). Better than answering a trivia question, am I right?!
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Answer a question and win one of ten copies
Our friends at The Behemoth are celebrating the launch of their wonderful game BattleBlock Theater on Steam this week, and they're letting us help join in the fun by giving away ten copies of the game to lucky Dtoiders! For a...

BattleBlock Theater PC photo
BattleBlock Theater PC

PC Port Report: BattleBlock Theater


Encore! Encore!
May 14
// Darren Nakamura
When BattleBlock Theater originally released last year for Xbox 360, we loved it. The cooperative platforming, secret-hunting, and unmistakable Behemoth style came together into one solid, surprisingly large package. Soon, it...
Steam photo
Steam

You can play BattleBlock Theater on Steam in two weeks


Buckle your pants
May 01
// Jordan Devore
It's taking longer for The Behemoth to release BattleBlock Theater on Steam than we would've liked but that's business as usual. It'll get here when it gets here, which is not too much further out: the former Xbox Live Arcade...
Behemoth XB1 game photo
Revealed at PAX
[Update: We've acquired a weird piece of art for the game that Behemoth is calling "Game 4."] The Behemoth is apparently working on an undisclosed project for the Xbox One, Destructoid has learned while attending PAX Eas...

Behemoth sale photo
Behemoth sale

Pick up Castle Crashers and Battleblock Theater on the cheap this week


On Xbox Live, that is
Apr 09
// Brett Makedonski
Have you heard that The Behemoth makes some pretty good games? It's true! Castle Crashers and Battleblock Theater are two such examples, and you can pick them each up for under $5 on Xbox Live this week. Now, there...
Steam photo
Steam

Worth the wait: BattleBlock Theater headed to Steam


Watch the full video to see Gabe Newell as a cat
Mar 04
// Jordan Devore
The Behemoth's humorous platformer BattleBlock Theater will soon shed its Xbox Live Arcade exclusivity with a release on Steam. A final date hasn't been given yet, but a closed beta is tentatively planned for March 24 - 31, ...
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The Behemoth to co-sponsor indie game event BitSummit


March 7-9, in Kyoto
Feb 03
// Dale North
Japanese indie dev event BitSummit is set to kick off in early March in Kyoto. Last year's event was a huge success, and its organizers are working hard to create an even better follow-up for this year.  The Behemoth has...
The Behemoth sale photo
The Behemoth sale

The Behemoth is holding a 50% off Xbox Live Arcade sale


Alien Hominid HD, Castle Crashers, and BattleBlock Theater
Sep 13
// Chris Carter
The Behemoth is celebrating their 10th anniversary (and Dan Paladin's birthday week -- happy birthday Dan!), and to celebrate, you can get Alien Hominid HD, Castle Crashers, and BattleBlock Theater for 50% off on the Xbox Liv...
Couch Campaign photo
Couch Campaign

When it is acceptable to be a thoughtless bastard


Conrad and Jordan's Couch Campaign continues
Apr 29
// Conrad Zimmerman
There are not many times when being an inconsiderate jerk to somebody winds up being to the benefit of everyone involved, and BattleBlock Theater should be celebrated for providing such opportunities. Sure, Jordan repea...
Couch Campaign photo
Couch Campaign

BattleBlock Theater is built on foundation of suffering


Conrad and Jordan's Couch Campaign continues
Apr 26
// Conrad Zimmerman
Not even God himself could sink this production. We have a couple new episodes of Couch Campaign today as we venture even deeper into BattleBlock Theater. Our fifth segment, seen above, is actually a replay of an area for wh...
Couch Campaign photo
Couch Campaign

Cats, poop, and repeated failure to communicate


Conrad and Jordan's Couch Campaign continues
Apr 24
// Conrad Zimmerman
Jordan and I have been having an absolute blast with BattleBlock Theater. Playing it in two-player amplifies the humor of the game to no small degree. The jokes are funnier because you have someone to laugh at them with, but...
Couch Campaign photo
Couch Campaign

We have become entertainment for cats


Conrad and Jordan's Couch Campaign continues
Apr 22
// Conrad Zimmerman
Jordan and I have been waiting impatiently for BattleBlock Theater since it was first announced an eternity ago, so we wasted no time in firing it up for the second sortie in our Couch Campaign. Today, we present our first foray into the colorful platformer filled with cats, traps, poop jokes and mystery. It's a lot like our day-to-day lives, when you get right down to it.
BattleBlock Theater photo
BattleBlock Theater

The Behemoth details how to get featured in BattleBlock


Get a free chicken and get your playlist online
Apr 11
// Chris Carter
I'm still playing (and loving) BattleBlock Theater, and the time has come for player created playlists to shine. As such, developer The Behemoth has provided fairly detailed instructions on how to get your playlist featured o...
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Boba Fett, Blood Dragon, and Battleblock Theater


The Destructoid Show argues about chicken wings on Twitter
Apr 05
// Max Scoville
Hey gang! Unfortunately, we didn't do a live Destructoid Show today, but we still did one. And it's probably a little bit weird.  The big sad news is that Disney carried out Order 66 on LucasArts. Sadder still, Star War...

Review: BattleBlock Theater

Apr 03 // Chris Carter
BattleBlock Theater (Xbox Live Arcade)Developer: The BehemothPublisher: The BehemothReleased: April 3, 2013MSRP: 1200 MSP ($14.99) After all these years, many people are still confused as to what the game even is. So let me clear the air: it's a co-operative and competitive platformer. At its core, that's basically it -- but of course, there's so much more to it than that. The story is the main draw here, as it contains that classic Behemoth charm you know and love -- kicked up to 11. This time around, we have a colorful and excited narrator (William Stamper, who is fantastic) that really gets the job done and draws you into the insane world of BattleBlock. A world which, by the way, takes place in a giant gladiatorial slave pit dressed as a theatrical stage, in which your best friend (Hatty Hattington, who may or may not be under mind control) has forced you to partake in mysterious games of death and destruction. From the very first intro cinematic, you'll get the gist of what The Behemoth was trying to accomplish here, which is to put a smile on your face at all times. Whether you're laughing at a cat puppet bashing in marshmallow men in Muppets fashion, or a giant chicken head throwing explosive frogs with tophats with the intention of blowing up cats, BattleBlock manages to keep things fresh and interesting throughout the entire campaign. It's kind of like a mishmash of Behemoth's humor to date -- an "all stars" collection if you will -- and pretty much anything is fair game. One of my favorite parts of the game thematically is that the narrator will often comment on your in-game progress, yelling things like "OH MY GOODNESS GRACIOUS" at the top of his lungs if you were to say, burst into flames. The wacky soundtrack that's so typical of Behemoth is also back in full force, and old fans will find a number of nods to past games buried within the recesses of the game's vibrant visuals and score. So what do you do, exactly? Quite simply, the object is to get to the end of the level -- traversing enemies, traps, and different types of blocks to reach your goal. In each level, you'll be able to find a number of gems, and one ball of yarn, which can be exchanged for new characters and weapons respectively. In order to complete a level, all you need to do is find three gems -- the rest of the booty is entirely optional. At its surface, it may look like a typical platformer that doesn't really do much for the genre. But the key here is that BattleBlock truly innovates the approach to co-op platforming. Through the simple mechanics of throwing partners to safer ground, riding in boats, timing jumps, pulling each other up on ledges and using your heads to reach higher ground, you'll figure out your own number of methodologies to approach each level. There were many times where my wife and I would stop, take in our surroundings, and figure out how to tackle the next challenge, which is a refreshing change of pace in this era of hand holding. In the next breath, we were outrunning a skill based twitch obstacle that had an obvious solution, but was easier said than done in terms of besting it. Due to all of these factors (the sharing of humor included), the game is best enjoyed with other players -- whether that's through couch play or online (which supports both the campaign and arena modes). The levels are completely reworked if you're playing solo so that they're possible without team moves, and as such, a lot of the magic is lost when you're just trekking through by yourself. Having said that, the game's Arena mode will be your ongoing source of enjoyment after you've done everything there is to do in the roughly five hour campaign. There are eight diverse modes of play (plus community playlists), which range from the wacky Capture the Horse (Capture the Flag, with a cute rideable horse), to Muckle (basically Super Smash Bros.), to Ball Game (basketball). My favorite gametypes are Color the World (similar to Graffiti from Tony Hawk's Pro Skater, but 2D and awesome) and Challenge (a competitive, head to head time trial race). All of the Arena's modes are playable with four players, but the latter two are extremely intense unique experiences that are rarely offered up in any game, much less the platforming genre. For the most part, there's really something for everyone here, even if you only stick to one or two modes. Behemoth also has a catch in place that will find any open game available if you choose the Quick Match option, ensuring that the community won't become segmented in all of the different modes, which can be confusing and overbearing at first. If you're interested, there are also leaderboards to keep you on your toes. Compared to say, LittleBigPlanet, the level editor isn't nearly as robust as it could be. You really can create anything the game offers up in the levels provided by Behemoth, but the tools available don't really transcend that of a basic platforming experience. Then again, BattleBlock never claims to innovate on that front, instead settling on providing a tighter, more traditional (and less floaty) engine that does pretty much everything you want your avatar to do. As I've already stated, the game rewards skill and precision, which is increasingly evident in the competitive time trial mode online, which succeeds in placating the speed-run demon inside of me. Content wise, this game is bursting at the seams. With cross-game promotion add-ons, tons of heads to unlock (that you can trade with other players), new weapons, replayable online and offline game modes, bonus levels, encore story levels, collectibles to capture, A+ grades to earn for every level, and the level editor with community challenges, you'll be at BattleBlock for quite a while. The best part is that months from now, you'll also be able to go in and play fresh Behemoth or community created content, without having to fiddle with any DLC (which the developer has informed me they have "no current plans for" at this time). If you absolutely positively hate platformers, I'm not so sure you'll enjoy BattleBlock Theater. Unlike Castle Crashers which had the benefit of the simplistic, pick up and play beat 'em up genre, you get more out of BattleBlock the more you're willing to put into it. Positive reinforcement is gained through skill and triumph rather than simply bashing things in mindlessly, so in that regard, the universal appeal is a bit lower than most of Behemoth's older titles. But as long as you're willing to give it a chance, you'll reap the rewards of a fairly deep, interesting game that was built with a lot of heart. I can't wait to see how Behemoth follows this up, and I hope it doesn't take five years to do it.
BattleBlock Theater photo
A chip off the old block
After nearly five years of development time, BattleBlock Theater is finally here. Following the success of Castle Crashers, it would stand to reason that The Behemoth has some big shoes to fill, and for many, the suspense is killer. So I'll just cut to the chase here: it was worth the wait if you're a platforming fan.

The Behemoth photo
The Behemoth

BattleBlock Theater has unlocks for loyal Behemoth fans


Consumer loyalty appreciated with bonus content
Apr 02
// Conrad Zimmerman
The Behemoth has outlined some special perks players of BattleBlock Theater will get if they have also purchased the developer's prior games. Owning Castle Crashers or Alien Hominid HD on Xbox 360 wi...

A history of BattleBlock Theater, from start to finish

Apr 02 // Chris Carter
"So knowing what you know now, would you take back any of the lengthy five year development time?"John - "That's not to say we will have five year cycles every game, but I look at the world in a different way than other people. I think that the five year time wasn't wasted. We were always working on BattleBlock. If you're small developer and want to attend these shows (PAX), it's going to take away development time. But if you go to some of these other bigger booths, there aren't always developers there. The amount we learn from trade shows firsthand is priceless. When we first showed Castle Crashers, we scrapped around a year's worth of work. It took  us a full year until we could show it again. The only way we could have done that is by doing a trade show. Here we can see hundreds of people play your game and for a small developer, that's really cool. "Most games have pretty restrictive deadlines. Since we don't have that, we can let the design grow organically. Even though from a fan perspective, it's taken five years, we've used every minute of that for the organic growth of the game. I think the finished product shows that. It seems so long. We're just patient with it: it's really like writing a book." "Did you find it easier having prior success with your other games?" John - "The advantage of Castle Crashers being so successful is we were able to lengthen our development. We do a lot of the figurine and product stuff ourselves. Yeah we have this epic success to build on." "If Kickstarter was as big as it was now, would you have considered it?"John - "Knowing what I know now? I totally wouldn't have used it. Now I do a lot of Kickstarters personally as they're super fun to do. But I think the problem with Kickstarter is that many people think that you have a product that is ready to ship, and you're 'pre-ordering' this product that 'will' ship in six months. It takes a lot of time and education that people are paying you money to maybe build a prototype that maybe will go to production. Most game developers way underestimate how much the game is actually going to cost. It's a totally legitimate platform, but the designer has to be 100% ready to know what they're getting into when they take that person's money. It's a wonderful platform to understand the innovative side and the venture capitalist side though." "You know what though that reminds me. Back in the day we pitched Alien Hominid to around 40 publishers. Maybe 10 of them understood what we wanted to do. But a lot of them were like 'you aren't going to sell a million copies, so we're not going to press these discs.' So in that regard, self publishing is the best thing that happened to the gaming industry." "Would you say the beta has been a resounding success?"John - "For us? Absolutely. I would have never done this game without a beta."Ian - "It's putting the game into reality. It was good to see a lot of these people and how these moving parts work. I mean, there were no major issues -- don't get me wrong, there were bugs, but for the most part, this is validation that we're heading on the right path." "Are you concerned that online play, with the large amount of modes will be segmented? If players gravitate towards certain modes, others might become ghost towns." John - "Well, yes and no. We are still looking to learn what players prefer. One major change we made is the ability to do quickmatch and search for anything that's open. Not just arena modes, but everything. We're also hoping to spotlight and showcase community built content. The beta helped in that regard." "Are you considering other platforms or are you exclusive right now to the 360? Would you think about PS3 and Steam?"John - "We always think about every platform. We can't really speak to exclusivity right now, but the size of our studio makes that a moot point. We don't have 15 programmers churning out different versions of the game with our small team of around 15 people." "How influential was Alien Hominid's PDA Games on BattleBlock? Did you one day envision that it would be a full game like this?"John - "Well, I don't think it was...that this could be a full game some day. In Alien Hominid it's his own game he plays on his portable gaming device. I'd say much of BattleBlock is inspired by it, but it quickly diverges into something else. Yeah I'm addicted to it. I would love building super simple levels. It's like haiku."Ian - "PDA is one of those things where it's like the purist form of gaming. There's something philosophical about it, with the building blocks. If BattleBlock and PDA Games spoke to each other, one would say I'm your spiritual successor, one would say I'm inspired by you, then they'd kill each other." "Do you have a favorite costume or favorite design that you had a ton of fun creating in BattleBlock?"Ian - "Some of the stuff we want people to discover so we won't go into full detail. But the cinematics for the story mode are definitely something special. You're not human if you don't like these cinematics -- they tickle us on a daily basis. "Were there any holes you had to jump through with Microsoft to perform this beta? Why doesn't everyone run an XBLA beta?"John - "Well it is time consuming. Administration is the big thing. There's a massive amount of work you have to do to make it worth doing a beta. Whether it's Microsoft, Sony or Steam there's this admin component that takes up time -- not even going into the game itself. It's a huge time sink. But working with Microsoft, we believe we're the third XBLA game ever to run a beta and we did it mostly for the online component. So if a developer doesn't have a big online component, it's probably not worth it.""So you would run a beta on another platform?"John - "Absolutely if they allowed it. If there was an online component, that is. See that's the big thing, an online component. It's just a different mentality that you have to develop with. The beta was a really good thing. It lets us sleep at night." "Can one assume that due to the success of the beta did you just decided to pull the switch and launch in April?"Ian - "Once we actually went into the beta, we pretty much realized we were ready. There hasn't been any massive change, outside of the details like translations." "So if there was a Castle Crashers 2 you obviously can't talk about it, but are you considering extending the franchise at all?" John - "We love new genres and new franchises, so you never know. But after Alien Hominid launched, everyone wanted Alien Hominid 2. So really, it's all about balancing your projects. But we like new things especially.""It feels like you're following the Blizzard philosophy. Creating a small stable of strong IPs to draw from. So it's safe to say you're the Blizzard Entertainment of indie developers?" John - "I'll quote you on that!" "So, one of my big questions deals with the massive glitch that erased progress for Castle Crashers players, which made quite a few people angry. Did dealing with that problem influence how you approached BattleBlock's development?" John - "So that was fixed in our title update. That took us a while to figure out what it was. I think it was a six month turnaround. Particularly for that problem, that was something that had never been seen before. So there's no tests for that. So even with tons of certification testing no one actually thought of that. There's that problem, and the connectivity problem as well. Then we fixed it to make it back in line with all the other games. Every game after us had that test done actually, and it's one of the reasons we started our own QA, so I'm glad you asked that."Ian - "It's unfortunate, but I think we're stronger for it. Moving forward it's a learning experience. We're developing this knowledge base and leveling up with new games." Stay tuned for our full review later this week to see how the game turned out!
The Behemoth interview photo
Sitting down with The Behemoth
For many Behemoth fans, the wait for BattleBlock Theater has felt like an eternity. In some ways, it really has been, as these past four or five years have been approximately half of a console's lifecycle. But what went on du...


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