Oh, craps! ...Oh, crap. |
Cuphead is one of the surprise indie hits of 2017. It's been a long time coming, in production since 2013, but no one thought it would become so popular. If
you visit any gaming community, chances are that you’ve heard a lot about it
already. It has since become famous for the crazy amount of detail given to its art style… and infamous for its crazy difficulty.
They stand on chips but they're not chipped! |
Everything about this game is brilliant, and I’m about
to tell you all about it.
Whoa, the Devil is a lot taller in person. Though, if he stopped changing size... |
The game takes every effort to resemble an oldie
cartoon, and in fact makes numerous references to the legendary animators of
the day. The setting is named Inkwell Isles, as an homage to the first
Fleischer cartoon that combined animation and live-action, named “Out Of The
Inkwell” (Thanks TVTropes!). It’s divided into a greener island, a
carnival area and a downtown area, all of which precede the cave in which the
casino is found.
Also a perfect moment to be amazed at how beautiful everything looks in this game. Seriously, click this image and see the large version. |
There’s a a total of 19 bosses in the game, 17 of
which are the Devil’s debtors. Say what you want about the guy, he sure is a
hard worker. Sloth isn’t his favorite sin. The game is divided as such:
So, the Goddess of this world is a Cuphead type of person. Cuphead = Chosen One to kill the Devil confirmed. |
-Run’n’Gun levels, six of them, which are very
reminiscent of older games like Contra;
-And Mausoleum levels, three of them, where you must
only parry on ghosts trying to reach an urn. Each Mausoleum level completed
will grant you a new Super Art, courtesy of a goddess with an urn for a head. Well, you certainly urn-ed it!
Not shown: Parrying, dashing, special attacks, or anything else I'm discussing here. |
He may look like a nasty pirate or Bond villain... but you'd be mistaken, he's not a Bond villain. |
On the side of weapons, since you must equip a main
weapon and a secondary one (so that you can freely switch between the two
during a level), you have plenty of options. For balance, all weapons have a
set damage and range, but sometimes have drawbacks.
Shown: The Spread. And a nifty little coin, illustrating my point about collecting coins in the previous paragraph. |
-The Spread, much like in Contra, will unleash loads
of bullets at once in the direction you’re aiming, but they’re only good if you
hit the enemy with many of them at once, and they have poor range;
-The Chaser is a head-seeking weapon, but its damage
is very low – and you can hardly control what it’ll aim for, since many bosses
make use of summoned underlings in their fight and the Chaser might choose to
go after the closest enemy, which isn' always the boss;
-The Lobber will bounce on the floor for a bit when shot, so it can be good against ground enemies. However, it can’t go very high, so it's near-useless against flying enemies. Lastly, its attack power is good, but its range is weak;
-The Charge may be one of the best weapons, as it has
incredible attack power when fully charged. However, you hold the button to
charge and release to shoot, unlike every other weapon in the game that shoots
constantly when you hold down the button. The weapon also shoots if you dash
forward, forcing you to charge all over again, so be wary of that;
-Last is the Roundabout, which has poor range forward
but will boomerang and backwards, hitting enemies behind you, and its range is
great there. Useful for bosses that stay behind you, and it has decent damage,
but you can’t control the height at which it’ll go once it goes backwards, nor
what it’s gonna hit in this instance.
And now, the Charms, which are very special talents
that can greatly help you.
Left to right, one row at a time: Heart, Coffee, Smoke Bomb, P. Sugar, Twin Heart, Whetstone. |
-Twin Heart: Same, except it adds two Hit Points
instead, and makes your attacks even weaker;
-Coffee: Your card meter will constantly fill
up, even if you don’t hit opponents (which is normally the only way to fill it
up), though it’ll fill even faster if you hit opponents too;
-Smoke Bomb: When you dash forward, the character will
disappear and reappear instead of just zooming. Like a ninja. This is a great way to pass
through enemies and avoid some large-range enemy attacks, but it’s tricky to
master;
-P. Sugar: AKA Parry Sugar, which will cause you to
parry as soon as you jump – vital if you don’t have the timing down on
parrying. However, if you need to parry more than once in mid-air, you have to do every subsequent one;
-Whetstone: Your parry doubles as an axe attack,
making it great to physically harm enemies and bosses while you’re jumping, but
it’s also hard to master as you once again need to time your parries perfectly.
The art style is fantastic, but so is the music. To
call back to the dominant genre of the 1930, MDHR Studios hired Kris Maddigan,
a composer from Toronto. Maddigan put together a big band orchestra and created
tracks reminiscent of the jazz and ragtime that were popular then. Groovy tracks,
all the way through! However, Maddigan took things a step beyond, and created a
whole new concept for video game tracks. He composed instrumentals that have ensemble
sections, as to be expected, yet each track contains parts with solos, which
have been recorded afterwards. The solos are interchangeable for a single
track, and are used at random, which means that any level’s track will rarely
be the exact same no matter how much you play a level. The placement of the solos will change. That's brilliant.
Not that you’ll pay much attention to the soundtrack
during the harder levels, mind you – sometimes, so many things happen on the
screen at once in any fight that you’ll focus all of your attention to avoiding
enemy attacks.
After all, as I said… and, in fact, as everyone has
said… this game is tough as balls. There’s the fact that most bosses go down
after taking hundreds of hits, then there’s the environment in which you fight
them that can play against you, and then there’s the unexpected. A series of
attacks that, one after the other, are very difficult to escape from; a
projectile you didn’t see where you were going; a move you’ve never been too
good at avoiding; a little enemy you didn’t see coming towards you amidst the chaos; or, on your
first playthrough, a boss phase that completely catches you off-guard.
I feel bad attacking this guy... Good thing I'm not peeling him, or I'd be crying too! |
Even when they're dead, these guy will keep on fighting you. |
Others do really unexpected things. One of the first bosses you encounter is Goopy LeGrande, a throwback to blue slimes in the Dragon Quest RPGs. He starts weak, then uses a pill to grow in size… and once you defeat his bigger form, a gravestone falls on him signaling his doom….Or does it? For, you see… The gravestone then attacks you. Didn’t see that coming, did you? That’s one of the first bosses! I said nothing about the ship that attacks once its owner has fallen, or the dragon that spontaneously grows two more heads just to spite you, that clown that transforms into a chair swing ride (yes, really!), or the frogs that turn into a slot machine (yes, really!)! And the less we say about Hilda Berg’s multiple different transformations, the better!
And of course, at the end of the game, we battle King
Dice. However, before we can fight him, he sends Cuphead and Mugman through a series of casino-themed mini-bosses, picked through a board game. At least three mini-bosses, out of 9 possible ones! Now that's a memorable battle!
And then, we meet the Devil. He asks if Cuphead and Mugman want to
join his side (which is a bad ending, but good for one achievement), and if
they refuse, they fight him. At first, the Devil likes to shapeshift into forms
reminiscent of famous animal-themed demons (goat, spider and snake). His last
phases? Just as impressive, and it will put you to the test. The
animation is even more impressive in that final phase, too. Once he is defeated,
our two cup-headed heroes take all the soul contracts and burn them, freeing
the inhabitants of Inkwell Isles who had fallen in the demon’s clutches. Not
everyone is at the party that follows, as not every soul debtor has a reason to
celebrate… but it’s still a pretty happy ending.
Justa reminder that bosses in this game are gigantic. Whenever they feel like it, anyway. |
The Devil has the power to grow a neck whenever he needs to. It's more useful than youd think. |
Of course, great emphasis is put on the game’s art
style and difficulty, but you can always set a bit more challenge for yourself
as the game progresses. For, you see, there’s always something else to try. The
small side-quests offered by characters on the world map are usually done
quickly, though two of them are major challenges.
They even bothered with animation errors - look! Cuphead's gloves are yellow here, and nowhere else! |
A second character met on Isle 3 is a pacifist turtle
who says that it’s possible to solve conflicts without violence. Well, you
can’t beat the bosses without violence, but there’s the 6 “Run’n’gun” levels in
which you aren’t technically obligated to kill any enemy in
the area. If you reach the end of a “run’n’gun” level without killing a single
enemy, you get a P rank (for Pacifist), which is the highest rank possible for
those levels. Get P ranks on all 6 levels, and the turtle will give you a new
visual filter for the game, which will turn everything into black and white,
now truly resembling the Cartoons of Olden Days.
Oh, and last but not least, for beating the Devil on
Regular mode, you unlock Expert Mode, which will make every level and boss
quicker, more durable (with more HP), and overall harder to beat. However, it's only on Expert Mode that you can get S Ranks for your victory against bosses. Good luck,
you’re gonna need it!
Do I even need to repeat myself on why this game is
awesome? The art style was always a major draw of the game, mimicking perfectly
the animation of the 1930s – including animation errors! The crazy
transformations, unexpected changes in design, and the sheer amount of things
that can pop up on the screen at any time, this all leads to a game with a
truly unique style. Every single background and sprite was painstakingly
hand-drawn by the game’s two creators, Chad and Jared Moldenhauer. You can’t
even begin to imagine the sheer amount of work there. I do know that it’s not
the first hand-drawn video game out there; in fact, I remember reviewing one
for the Wii, titled Muramasa: The Demon Blade, last year. All in all, it’s
still a seldom-used style, and the Moldenhauer brothers have done a fantastic
job here with the art.
The music is very good, and reminiscent of the classic
jazz tracks of the time. They even delve into other genres from time to time,
such as the fight against Cagney Carnation, which featured a samba. The barbershop tracks are also quite nice, whether it’s the intro or
the one you get from finding a fourth barbershop quartet member for the group
on Inkwell Isle 2. A song which, ironically, is about taking a break from the
game.
Now, the gameplay is great. The weapons are all fairly
balanced between damage, range and special effects (stronger special effects
means weaker or shorter-range bullets, and vice versa). The Charms can also make
the game a lot easier, or somewhat trickier based on their abilities (I
personally prefer the P. Sugar, though I could see why some would prefer to use
the Smoke Bomb). The controls might be a little difficult to get down at first,
especially on a keyboard (I remember mapping my keys carefully, for the best
playing experience), but I’ve been told it’s a little easier with a controller.
I’m still not used to playing with a keyboard, but I managed to learn by the
end.
There’s a decent selection of levels and bosses,
although 25 might feel short for those who are really good at run’n’gun games.
If that's your case, you might beat this game in four hours. It
took me 20. Even if you do beat Story Mode on Regular difficulty, there’s still
Expert and every little side-quest, so I personally think that there’s a decent
length to this game no matter how good you are, since you can just go and
collect S-Ranks and beat Expert Mode if you want to extend your playthrough.
Every boss also has multiple lines to mock you when you die, and trust me, you'll get to read most of them. |
On the platformer side, I would compare it to the
other tough-as-Hell game I’ve beaten this year, Rayman Origins, but I felt that
Cuphead was harder. The big issue with Rayman Origins was that everything was
made to fit a certain timing. As long as you remembered the patterns and dashed, jumped, and flew in time,
you were fine. You needed memory and skills, but there was no element of unpredictable; nothing changed. Few, if any, bosses had attacks that targeted Rayman, and as a
result if you knew the patterns and the required timing, you couldn’t die. In
Cuphead, learning the patterns and the timing is one thing. You still have an
element of unexpected, with multiple attacks that target you, or are difficult
to avoid, not to mention moving platforms and, sometimes, multiple attacks coming in at once and being near-impossible to escape. Cuphead
is tough, and though it will become easier with a lot of practice, it will
remain somewhat tough. Thankfully, it will also remain fair. There’s a few
glitches here and there, some which you can take advantage of, others that are
annoying, but nothing utterly game-breaking.
In short, Molderhauer Brothers, you deserve a big...
In short, Molderhauer Brothers, you deserve a big...
So, what else can I say about the game? Go play it if
you haven’t!
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