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. 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. You mentioned Alien Hominid, what were the differences between working on it and working on a game like Castle Crashers?ĭan: 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. We had a good reception with Alien Hominid and this has been exponentially larger and cooler as everyone has been really nice with us. It has been better than anything we expected. What's the community's overall response to Castle Crasher since its release?ĭan Paladin: Overwhelmingly positive. We also ask about the game's Xbox Live issues and learn that their team is diligently working on a patch for release as soon as humanly possible. We learned the truth behind the Castle Crashers size limit / delay controversy, a bit about their DLC plans, their feelings about the community's enthusiasm and even the secret to unlocking a few new game characters. Today while wandering the busy PAX show floor, we came across The Behemoth's Art Director Dan Paladin and Lead Programmer Tom Fulp, pulling them from their PAX duties (selling goodies and talking with fans) for a quick chat about Castle Crashers.
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