![]() It’s a solo game with a few co-op levels, and that undermines its reason for existing. You can delete your partner’s boxes, so there’s a fun evening of griefing there, though, should you want it.Ĭatty & Batty: The Spirit Guide doesn’t feel like a co-op game. Patient parents who want to use co-op to guide and nudge will be fine with this, but anyone looking to cooperate as peers will be plenty frustrated. You just end up getting in each other’s way, knowing that you could have done the job quicker, since there’s nothing that your partner can do that you can’t. Tetris wouldn’t work if two players were fighting over blocks, setting up their own combos only to see another player ruin it, and the same is true here. The rest are free-for-alls where you can dump cardboard boxes willy-nilly like you’re a pair of Hermes drivers.ĭoes this restriction-free approach to co-op work? No, not really. As mentioned, there’s only a handful of levels that wall you off from the other player, requiring you to pass the spirits from one walled area to the other. In two-player, one of you plays Catty and the other plays Batty. They both have the same abilities – dropping boxes – so it’s down to your personal preference. In about twenty-five of the thirty levels you won’t need that character-switch, and you can do it all with Catty, should you want. In one-player you can press RB to access the second character, which is Batty as default. Lest we forget, Catty & Batty: The Spirit Guide is cooperative. As Forrest will tell you, Catty & Batty: The Spirit Guide is like a box of chocolates, and you never know what you’re going to get. We’re not sure if it’s confidence on the part of muddasheep, as he knows that he can come up with something fresh for every level, or it’s a lack of confidence, as bad mechanics don’t stick around for particularly long, but it made for an attention-grabbing experience. ![]() It’s our favourite part of Catty & Batty: The Spirit Guide. But instead of taking the age-old approach of tutorialising them, dropping them in for a couple of levels, and then – perhaps – recycling them at the end in more complex levels, they’re used once, maybe twice, and then tossed away. ![]() You might encounter a fox, some star-rain, leaves on the ground or conveyor-belt-like squares. If your masterplan is correct, they will merrily wander to the escape and onto the next level.Įach level stirs something new into Catty & Batty: The Spirit Guide, and there’s an unusual approach to how they’re handled. Drop boxes down, create a path and then press the X button to set the spirits loose. Most of the time, things are simple and obvious. Nuh-uh: this was just muddasheep’s way of saying that these are boxes, and boxes always have ‘This Way Up’ written on them. We took that to mean that there would be some kind of directional ‘up’ movement to the spirits when they hit them. Our problem – and we’re determined to defend this – is that the boxes all have an ‘up’ arrow on them. We need to admit something: we had no idea what we were doing at first, and we’re not completely convinced it was our fault. Your first move is almost always to box in the three directions around the entrance that you don’t want them to spill out of, giving you a directed starting point. ![]() Spirits stream out of an entrance square, and randomly move this-way-and-that unless you hem them in with well-placed boxes. It’s a game of Lemmings if the only lemming-type you had was the ‘blocker’, the one with two arms stretched out. The Xbox Store marketing text invokes Lemmings, and there’s some truth to that. Placing cardboard boxes on a top-down grid will allow you to guide the spirits in a particular direction – in this case, towards a kind of rainbow-cavern-thing which signifies the exit. To that end, you have that timeless accessory of all cats: the cardboard box.
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