Feel like putting down some general thoughts now that I've cleared all the parts of the game that are actually relevant to being a rhythm game, lol. Mostly because things are still fresh in my mind and this is game is probably the most different from its predecessors than any other in the series. I'm gonna try to avoid any "spoilers", but I will discuss what is and is not in the game to some extent.
For reference, my game clock is at about 28 hours, and I've cleared the story mode, gotten all stars, all perfects, cleared all challenge courses, and bought everything in the shop, and I'm about... I'd guess halfway through Streetpass Figure Fighter and the Goat.
I've said it already, but I think the new games are really great. Heartbroken Bear and Pajamas are amazingly charming and do fantastic storytelling, Cat Clap and Interpreter are extremely funny, and Sumo Brothers and Chameleon are really fun and upbeat. While I'm not in love with Stairs Catch and Fruit Basket, there really aren't any new games I dislike or wouldn't want to play. And the music for all of them is solid and definitely up to series standards. The glaring issue with the new games is, of course, the quantity. There's only 12 brand new unique games, which is about half the amount in GBA and DS. The fact that the team really seemed on their game this time makes the small number of new games even more painful, lol.
I know people are lamenting the loss of Bon Odori and Love Lab, and with good reason, but in the end the selection of old games really lives up to the title of "The Best", in my mind. While we'd always wish they could manage to squeeze in just a couple more returning games, almost all of the most memorable and most fun are accounted for. Hell, the majority of both GBA and DS are present, as is almost all of Wii. Honestly, my biggest complaint with the returning song selection are the sequel songs more than anything else, lol. Working Dough 2 and Hole in One 2 over Cheer Readers 2 or Micro-Row 2? C'mon! And DS has waaay too many good second versions to choose just 3; I can't object to any of the ones they picked, but Munchy Monk 2 and Blue Birds 2 are sorely missed. Er, yeah, I could go on and on about what they did and didn't include, but as a whole my verdict is it's damn solid and I'm honestly surprised by how many they fit into the game.
Yes, this is something that's been addressed and called out many times, but it needs to be said: the beginning of the game is weak. Making the first 3 rooms how they are was a poor design choice, and serves to benefit nobody. Experienced players will gain nothing from easier versions of games they're already familiar with (and will just result in clamoring for the more interesting versions they ARE familiar with, as has been demonstrated lol), and new players wouldn't even recognize the music as being new and different. The difficulty levels of Karate Man, Fillbots, Air Rally weren't too much to affix towards the start of the game before, and I don't see why they would be now (especially with passing grades being more lenient). So in the end, you have 12 short, uninteresting versions of the games that most players wouldn't be interested in returning to and that just drag down the beginning of the game. I was a bit harsh on the music for them initially as well, but they've grown on me over encountering them in Perfect Challenges and the Challenge Train. They're fine compositions done disservice by being designed as tutorial songs, which I think really shows. I expect a lot more initially disappointed reactions to come when the game drops in the West due to how it starts, which is a shame because as a whole I think the game is excellent. It really does the whole package a disservice. But that's enough about that as well...
Okay, the story! It's intrusive, lol. I like it, I don't wish it were gone, but it's intrusive. For a story where "flow" (how ノリノリ is localized) is so frequently discussed, it really serves to kill your flow when you just want to get to the next rhythm game. Even mashing the A button, once you clear a game for the first time you have to watch the room transition and go past 10 or so lines of dialog, and possibly go through even more dialog if you're moving on to the next room. There should really be a "Story Off" option, or the ability to press B or Start or something and just skip everything that takes place between games. But on a more positive note... the character designs are cute, and what I could understand of the dialog (which was a decent enough amount) was fun. Including the story was an interesting idea, I'm glad it's here, but it's not what a lot of people want out of the series, so there should be a way to avoid all of it if desired. Looking at the series as purely a rhythm game, it just makes things more clunky.
Briefly touching on the changes to the structure of the game, I'm not really a huge fan. There really should be a higher ratio of remixes; I think it'd help with pacing, and as things are now, a large portion of the games appear in no remix at all aside from several seconds in one of the final ones. I've mentioned it before, but I think that having returning remixes from previous games, with games swapped around, would've been a cool way of going about it. Or just make more new ones instead of the tutorial songs. Coins are also pointless aside from making things grindy towards the end of the game. Most things you do in the game already provide rewards, so Rhythm Items and Music Player tracks should just be tied to Perfects/Stars, and I don't feel Challenge Courses need rewards for repeat plays.
Speaking of Challenge Courses: they rule, a lot. I can totally breeze through every other Rhythm Heaven game at this point, perfects and all, but the Challenge Train really lived up to its name. It's tense, it makes you look at the games in a new way, and it really increases the replay value. I'm not gonna say it's perfect; I wish there were more types of modifiers, I would've liked to see some even harder courses, and I would've liked to maybe even have the ability to make my own courses. But... all in all, it's really great, and really contributes to the game's status as a "definitive entry", in my mind. I really hope to see it return in the next entry. Oh and the final reward is so, so good.
All in all, I think the game does a lot of really smart things, a couple of really misguided things, and one major thing I'm still not sure how I feel about. The timing feedback on the bottom screen and the Challenge Train are really fantastic additions, I can't emphasize that enough, and I really want to see both return in the future. The first three "tutorial" rooms are a bad idea, especially with how much better the game is at instructing players of proper timing and how much more lenient passing grades are, and while I liked the story, it straight up gets in the way. And the big factor that's preventing me from passing any definitive judgement on the game or ranking it within the series: it's mostly recycled content. Redrawing and reprogramming the returning games (specifically the GBA and Wii ones since the game seems to have used Fever as a base) is time and effort that could've gone into making more brand new games. Would I have rather had it that way? I really don't know. All I can say is that, as a veteran of the series, by the end I had a fantastic time with The Best+ after a hesitant start. I have no idea whether I can call it "the best Rhythm Heaven" or "the worst Rhythm Heaven", but I feel very comfortable calling it "the definitive Rhythm Heaven".