Before I can talk about Rhythm Heaven Groove, I want to talk about Rhythm Heaven Megamix, the last game in the series for the past eight years. Megamix is a compilation of minigames from prior entries (albeit with a big Fever bias), so you'd think it would be a tough act for any potential sequel to follow. However, I was actually hoping Groove would be as unlike Megamix as possible. Despite the strong base, Megamix made a lot of changes I really don't care for. It added a story mode that bogs down the pacing with dull unskippable cutscenes, it padded out the early game with easy versions of pre-existing minigames forcing you to play through a lot of tedium before you got to the good stuff, the Perfect campaign booted you out automatically so you can't get practice in, the rating system was too generous and showed you how well you did removing all the tension, the Challenge Train made getting unlockables too much of a grind, and the English version replaced the JP vocal tracks with MIDIs. My biggest fear going into Groove would be that it would carry over all of these annoying mechanics from Megamix, so... did it?
Thankfully, no. Rhythm Heaven Groove feels like a back-to-basics return to form for the series, basing a lot of its inspiration on the first game in particular. Structurally, Groove feels pretty much exactly like the first three games. Each set has four tracks and a remix, there's no story, you don't know how you get each ranking, there's plenty of side minigames to unlock by getting Superb/Amazing medals, and the difficulty is genuinely challenging again, albeit very fair. The inputs still aren't as strict as they used to be (which I'd argue is one of Megamix's few genuine improvements), but tracks employ trickier tactics like offbeats as early as the first set, and the rankings are back to requiring near-perfection to get each medal. That's not to say Groove feels outdated though, it definitely doesn't feel like a step-back from Megamix in terms of ambition. While Groove initially tricks you into thinking there'll only be eight sets of minigames like in Tengoku, it eventually pulls out the rug from under you revealing an entire eight more sets for the postgame. There's an impressive count of 80 minigames in Groove, with 30 original additions, 30 sequels, and a whopping 20 remixes. Add in some of the most fleshed-out side content in the series, a multiplayer mode with 30 exclusive minigames, and a more robust Perfect Campaign that unlocks blind versions of each minigame, and you get a game that can absolutely rival Megamix in terms of scope and content, but without all the repeated content and padding.
But how are the minigames themselves in Groove? Pretty great, actually, consistently so. There really aren't many stinkers here, even Fever had games like Catch Of The Day and Love Rap. The first set alone has some solid bangers like Disc Dog and Feeding The Beast, and it only gets better from there. Some of my highlights include Hop N Slide where you test a game design student's glitchy project, Germ Aerobics and Soda Hop which are two very addictive Lockstep-style games, Wiper Bosses which has you control two characters as once as they hop over window-wipers, and Lightning Bolting which has you play as an adorable little dancing alien as he teleports away from lightning strikes to head-banging rock music. Though the easy standout for me and a lot of people is A For Effort, the most shitpost-y minigame in the series which flashes stock photos in your face in a rocking ode to the letter A. It's indescribably funny, you really have to play it for yourself. My only gripe with the minigame lineup in Groove was that the base versions of some of these games can feel a bit too simple and easy, but those issues were instantly addressed when I found out every minigame has a sequel in this one. And this is probably my favorite roster of sequel games in the series, each one feeling like a meaningful improvement with more cues, faster speeds, and more things to worry about. And that's not even mentioning the aforementioned 20 remixes, allowing you to experience basically every single minigame combo possible. More than in any other RH game, Groove gets to have the legroom to fully explore all of its ideas and push your rhythmic skills to the limits, and it all culminates in an incredible gauntlet of six remixes back-to-back that all rank among the best in the game.
As far as side content goes, Rhythm Heaven Groove also really excels. The main selling point was a new mode called Beatspell, which is basically a rhythm-based RPG not too dissimilar from something like Patapon. It seemed neat but unassuming at first, but I was shocked by how invested I got in Beatspell to the point that it was a highlight of the entire package for me. Once you get introduced to enough mechanics, there's a surprisingly level of depth and mastery to picking the right spells, crafting a powerful build, and nailing those inputs to shred through each opponent. The music's great throughout, there's some surprisingly solid lore to piece together as you go, and beating the campaign unlocks a roguelike mode that really lets you run loose with Beatspell's mechanics. Genuinely one of the best side modes I've seen in a long time. Beyond that, though Rhythm Heaven Groove also has plenty of unlockable minigames, the return of Drum Lessons from Tengoku (and much more fun at that), and as mentioned, an entire multiplayer campaign that's actually really fun with very few misses of its own. Considering Rhythm Heaven Groove is one of the cheapest first-party Switch 1 games at only $40, the amount of content here is super impressive.
It seems the most divisive aspect of Rhythm Heaven Groove are the visuals, and I can see it in some areas. The minigames go for much more inconsistent artstyles than before, and the main menu looks pretty barebones. That being said, it's not something I ever found detracting from my experience. As a matter of fact, the weird artstyle shifts almost feel more like a purposeful throwback to the more inconsistent artstyle of Rhythm Tengoku, the game that Groove as a whole feels like it's harkening back to. There are a few areas that I don't think look amazing such as the Yum Bot Simulator minigame and a few menus, but I still think the vast majority of Rhythm Heaven Groove looks clean and charming, very much feeling like a more high-res take on 2D Wii games. The other point of criticism I see a lot is that out of the game's 20 remixes, roughly five have unique theming. Don't get me wrong, I'd certainly love it if all 20 remixes had unique themes, but I get why they didn't considering how many of them there are and it's not a huge deal-breaker for me either. The themes aren't why I like remixes, it's always been the actual core gameplay and how the various minigames flow together and bounce off each other, and that's still completely intact. If anything, my bigger issue is how few remixes in the second half have vocal tracks. So yeah, I do see the visual criticisms here but they're definitely not anything that meaningfully detracts from the game for me.
As for the soundtrack, yeah it's incredible. Groove has easily the largest soundtrack in the series between its 110 minigames and variety of side modes like Beatspell, and so much of the music absolutely slaps. Even the sequels have fully original music tracks this time rather than remixes, just to show how much effort was put into this absolute behemoth. It maybe leans a bit more into house and funk than I'm used to seeing from the series but that is by no means a bad thing (it is called Groove, after all). Tracks like Brolly Good Show, Disc Dog, Remix 9, both Lightning Bolting tracks, A For Effort, Sneezy Moon 2, and High Five Fever already stick out as instant classics, and that's not even getting into the most impressive part of the OST: THE VOCAL TRACKS. Rhythm Heaven Groove has over a dozen vocal tracks, the most in the series to date, and most of them are kept in their native languages even in the US version thank god. Most of them are fantastic pieces of j-pop, with one being performed by Ado of all people, but there's also a few tracks in the latter half of the game sung in other languages like French, Spanish, and Italian that are similarly stellar. Special mention to Soda Hop 2, a Lockstep clone which brings back the singer from my beloved Frog Hop to perform an Italian rock banger. I don't think you could make a more "for me" minigame than this.
So with all that glowing praise, is Rhythm Heaven Groove my favorite game in the series? Well, no. I still think Rhythm Heaven Fever is my favorite, as it's a more stylish, polished, and cohesive experience all around with the strongest artstyle, remixes, and soundtrack in the series. However, Groove is a very close second thanks to its consistent quality, perfect level of difficulty, abundance of content, and gargantuan OST. It addresses pretty much all of my issues with prior Rhythm Heaven games and strikes the perfect balance between paying fanservice to the past and charting a new way forward for the series. It's such a joyous game through and through, and really brings me back to the Wii era with its clean vector artstyle, variety of goofy modes, and high-energy soundtrack. At the moment, I would even call Rhythm Heaven Groove my Game Of The Year, and I couldn't be any happier to say it. Even after all these years, Tsunku hasn't missed a beat.