Review cover Cuphead (Computer)
Official GBAtemp Review

Product Information:

  • Release Date (NA): September 29, 2017
  • Release Date (EU): September 29, 2017
  • Publisher: StudioMDHR Entertainment
  • Developer: StudioMDHR Entertainment
  • Genres: Run and gun
  • Also For: Xbox One

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
Not only for the masocore-lovers.

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“Don’t Deal With The Devil”

The plot for Cuphead is pretty simple and is actually all summed up in the opening theme:

When Cuphead and his brother Mugman go on a winning streak at the Devil's Casino, the owner, the Devil himself, makes his appearance and raises the stakes in order to put a halt to the brothers’ luck.

“Win one more roll, and all the loot in my casino is yours!” the Devil boomed. “But if you lose, I’ll have your souls! Deal?”

Blinded by easy riches, Cuphead readily accepted and threw the dice, only to roll… snake eyes! Not believing their misfortune, the brothers pleaded for their lives and asked if there was another way to repay the Devil.

Being generous as he is, the Devil considers their plea and said that he might pardon them if they manage to collect the souls of his runaway debtors until midnight the next day!

At a loss about how to accomplish this task, the siblings head to the Elder Kettle for advice. The latter gives them a potion that allows them to fire projectile blasts from their fingers. And thus began the adventures of the brothers Cuphead and Mugman around Inkwell Isle on a quest to collect souls.

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Cartoony Tunes

Right off the bat, the most striking feature of Cuphead is its art style. Heavily inspired by the 1930s cartoons like Betty Boop and Felix the Cat, the game boasts fully hand-drawn animation; a painstaking task that has been masterfully crafted to deliver a visual masterpiece. Akin to those cartoons, Cuphead kept the works' subversive and surrealist qualities. Take a look at one of the game’s bosses who is initially a helicopter-like figure riding a monocycle and then transforms into a raging bull-shaped cloud and then into an arrow-shooting angel of sorts and only to finally transform into the moon! Don’t try to make sense out of the bosses; they are each more cryptic and interesting than the previous one or the next! Unfortunately, the game does not provide any background about its intriguing cast, which feels like a missed opportunity to really flesh out the lore of the game.

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It’s not the visuals alone that capture the rubber hose animation feel. The jazzy music all throughout the game plays along perfectly from the overworld to the load screen and the boss fights, changing tempo accordingly to match the atmosphere. Not to forget the flickering, grainy screen effect that is so characteristic of productions of an era of cinematography long gone, which gives the game that "aged film" look. Such attention to details have been meticulously orchestrated to make you feel like playing an actual cartoon developed in that era.

Nintendo Hard?

Heavily taking inspiration from games like Contra, Megaman, and Ninja Gaiden, games that have been famously dubbed as Nintendo Hard for their extreme difficulty, Cuphead does not stray much farther from the path of its predecessors. Afterall, another aspect of Cuphead that has been hailed for is its difficulty. The souls of the debtors are collected once they are defeated. Each debtor is essentially a boss-figure who might very well be the final boss of any indie game. But this is Cuphead and it’s loaded with boss fights. It’s the only fights you’ll have besides the platform stages. Defeating each boss will open up new areas where you’ll encounter even more bosses (and deaths).

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In this fast-paced game, you’ll have to be on high alert mode, carefully scrutinizing every move of your opponents for even the slightest mistake, a stray bullet, a late jump can be detrimental. I found myself restarting fights after being hit early on. Even a single hit seems unacceptable, for you have but 3 life points. This game will turn you into a perfectionist.

To help “ease” your playthrough, you can play in co-op where the second player will control Mugman. However, things might get a bit chaotic in the bullet hell that you’ll both end up creating. Alternatively, you can play in Simple mode where the boss fights are supposedly less challenging than on Regular mode. Even if beating enemies at both difficulties will allow you to progress, only beating them in Regular mode will unlock the finale. But really, Regular mode involves the opponents having different attack patterns and/or different forms that you won’t encounter in Simple mode. So might as well go hard or go home.

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While the numerous boss fights are surely challenging, they are rarely unfair. The key lies in pattern recognition, staying focused and executing your attacks whenever possible. Each boss will have a unique set of attacks, starting with simple ones and will move from one to the next after you deal enough damage. For example, the blue ooze boss will initially jump around until it headbutts in your direction. You’ll have to keep track of when it will launch its attack and stay at a safe distance at that time. After being dealt enough damage, it will grow bigger, jump further and deal a mighty punch. Apply the same technique to avoid getting hit. It will also “die” but its grave will follow you and attack you. All you have to do is keep shooting at it and dodge when the grave is about to land a hit.

A welcome news is that the controls are quite easy to master. Cuphead can move right and left, jump, shoot, change weapons and parry. The latter is quite an effective move if executed at the right time as it will avoid damage while propelling you to new heights and fill up special meter at a quicker pace. This will allow you to shoot a Super Shot once available. However, to up the challenge (and arguably spoil things), other fights will include random elements like minions popping up and shooting at you, so just relying on muscle memory won’t do. Nevertheless, even if you die over and over again in this game, it’s hard to stay frustrated for long with all of its cutesy animation and accompanying soundtrack. It actually gets quite addictive to tell the truth, probably due to the ecstatic feel guaranteed after each successful battle.

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Of note is the lack of each opponent’s life points. The only way to know how far you were from victory is the silhouette track on the Game Over screen that indicates how far away from the end you were.

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Less than halfway through... :(

More than just a Boss Rush, Cuphead does give you some breathing time in the form of optional platforming stages where you can collect coins for upgrades. These upgrades come in the form of different attack types, weapons and charms which can grant you an extra life or temporary invincibility. You can also freely walk across the map, selecting which bosses you’d wish to take on first. Defeating some will open up paths to previously inaccessible regions on the map. However, the map does not feature fast travel and going back and forth to take on enemies you left behind feels tedious at times.

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It’s a shame that you barely have time to take in all of the visual magnificence while actively playing the game due to its fast-paced action requiring you to focus your attention on one part of the screen while so much more is happening all over!

That’s All Folks!

For those who still feel daunted by the game’s notorious difficulty, I might have a solution for you. Take your time, play the game at your own pace, as if considering each boss fight as a game on its own. The satisfaction of beating any given boss is guaranteed.

When all is said and done, I cannot help but wonder if by playing this game, the gamer is actually taking the role of the bad guy. Afterall, we’re working for the Devil, killing opponents to capture their souls...

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Prepare yourself to get used to this screen

Verdict

What We Liked ...
  • Perfectly captures the art and sound of retro cartoons
  • Unique art style and soundtrack for a video game
  • Challenging but fair for the most part
  • Bosses are all unique in their appearances and fighting mechanics
What We Didn't Like ...
  • Bare-bones plot
  • No fast travel on map
  • Lack of enemy life points
  • Random elements tend to break the flow
8
Gameplay
The game lives by the motto “easy to pick up, hard to master”.
9
Presentation
Indie studio StudioMDHR brilliantly captured the retro cartoon look and feel with its unique hand-drawn animation and retro soundtrack, effectively giving you the feeling of playing an old cartoon.
8
Lasting Appeal
Cuphead is a game you’ll revisit over and over again, within… your first playthrough! Also Hardcore mode is extremely difficult.
8.3
out of 10

Overall

Cuphead truly stands out as a unique video game, an audio-visual delight and as an appropriate ode to an era of cinematography long gone.
-Lack of enemy life points

I assume you mean a lack of means to SHOW enemy life points infight, since life points in the sense of a value reduced by damage are actually existent in the game.
The bar shown after dying is in my opinion actually better than this. Sometimes there's so much going on on the screen that a life bar would rather distract you.

"Oh, only 10 per cent left until I got that... damn, I got hit by something while staring at that stupid life bar."
I find it quite satisfying to see how far you've come right after the fight. Based on that you can try to get a feeling for the boss fight.

Edit: Wait a minute... Who is that person that managed to die at the potato boss (on simple difficulty nonetheless) indicated by that death screen put into the review???
 
-Lack of enemy life points

I assume you mean a lack of means to SHOW enemy life points infight, since life points in the sense of a value reduced by damage are actually existent in the game.
The bar shown after dying is in my opinion actually better than this. Sometimes there's so much going on on the screen that a life bar would rather distract you.

"Oh, only 10 per cent left until I got that... damn, I got hit by something while staring at that stupid life bar."
I find it quite satisfying to see how far you've come right after the fight. Based on that you can try to get a feeling for the boss fight.

Edit: Wait a minute... Who is that person that managed to die at the potato boss (on simple difficulty nonetheless) indicated by that death screen put into the review???
You aren't kidding man, I can't tell you how many times I died just mixing up the characters on co-op; there's so much happening on screen no visible health bar is actually better. Besides you can pretty much judge where you are after dying like the 100th time on the same boss :ha:
 
Good review! Just a heads up for new people heading into cuphead, it might be a good idea to remap the controls if you find them a bit awkward, as I personally found them a bit hard to master until I mapped the shoot and lock buttons to the z triggers on my switch pro controller.
 
Hmm yeah the 'enemy life points' thing is quite a contentious issue: I don't rate a boss life bar myself but initially moaned at the lack of visual clue - a famous one being a boss turning red for example - almost moaning at the game not including it coz it wants to stay so artsy-fartsy.... after more playtime though it doesn't matter to me, like the reviewer says you get the bosses figured.
Great review of a great game anyway! *thumbs up*
 
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I've never been so frustrated and yet so entertained with boss battles in my life. Turning this into Contra x bullet hell was a stroke of genius, though I didn't expect the base difficult to be set to Dark Souls. Fuck Beppi the Clown with a sandpaper condom.

The lack of an enemy HP indicator didn't bother me, you can always tell when you're making progress because bosses will shift form. Not usually hard to discern which is the final form, either.
 
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At the very least we will always have Dean Takahashi (an game journalist for 18 years) cuphead gameplay who couldn't even grasp basic game concepts, and other journalists asking for a skip boss button.
 
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At the very least we will always have Dean Takahashi (an game journalist for 18 years) cuphead gameplay who couldn't even grasp basic game concepts, and other journalists asking for a skip boss button.
Simple mode was made for these people. But that tutorial level still too OP rofl.
 
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One of the greatest retro feeling games ( like i was playing a cartoon with Mickey Mouse ) but so easy to hack ( see my youtube movies about them ) still without cheats it is so hard but enjoy full to take on the bosses everytime.
 
I like the review! Kinda disagree on some cons, but I know it's objective. Personally, I didn't expect any kind of story going in and so "bare-bones plot" isn't a con for me. I know that for games like this, the story is merely context. Also, the inability to see enemy HP is actually a plus in my books. Health bars would've ruined the aesthetic of the game. Old-timey cartoons didn't have health bars! The game is also more challenging when you're only left to guess how much health an enemy has left.

Looking forward to hopefully playing this game on a GBATempTV stream soon. I have it downloaded but I wanna save playing it for Twitch.
 
I know it's an opinion and all, but fundamentally disagree with the barebones plot being a con, if anything that's a positive. the shows it tries to capture never, ever focused on cinematic/storytelling overbloat; and besides for a mostly-bossrush platformer game that would be a generally dubious expectation no matter the setting.

i really have yet to understand the point of people wanting story expositions on everything no matter what it is or what it tries to do. it's a videogame. movies or books may be the better media if what you want is a rich focus on plot dump at all times. Should movies include interactive parts just for the sake of including more stuff? just cramming more things in won't make it good by virtue of having more things in. that's AAA games that try to be the everything of nothing and end up being mediocre and soulless at best, not incidentally. Infact, a massive problem of the industry seems to be that there's a stupid expectation of every game having to check every box no matter how efficiently it would fit. It's like people actively want to play mediocre games over good games.

cuphead is good specifically because it's extremely focused into a very narrow design/goal and completely gives up on a number of elements so the things it has can shine (like the thematic boss designs, for example, which no AAA studio in recent memory can rival). Also, it's a bunch of extremely surreal creatures in a bizarre scenario; i don't want to listen to what would be an inevitably cringy forced origins story of how did a lady end up being embedded into an airplane or what triggered a vending machine to become sentient and attack you by spitting coins. I'll probably just want to shoot the thing and have fun looking at their ridiculousness.

It's like, we have fallout and other RPGs that progressively ditch dialogues and story path options yet somehow we also need plots in cuphead or monster hunter. Are we trying to make every game the exact same with different textures, what's the benefit here exactly. It's good that the spectrum of different things is as wide as humanly possible. Especially in an industry with a billion releases a month where you can't run out of choices.
 
Is it true that Hand drawn games are more expansive to make these days?
yes. 3d internal resolution scales automatically because they work on vector systems; drawings with more details need to be drawn from the grounds up with more details with a specific vision on how the final detail will be from the very start. they are static whereas 3d can be adjusted and parts can be offsourced. but that's not even the biggest issue, the real issue as for why you don't see good 2d animated games is that nobody knows how to do it because it's not the standard anymore. every big company in the industry employs a ton of 3d artists as 3d can be solved with raw manpower. a great animation requires one outstanding key animator with massive knowledge. that is the fundamental difference really. very similarly to Disney, the drawing skill standards in the company have gone down because there is more 3d now, so it will be less and less likely for a drawn animation to happen as time goes on, as the particular demand for that position gets rarer and rarer.
 
Years of Mega Man Zero had prepared me for this!
But they don't score you for using shield to deflect pellets or even give you supermove despite being prominent in later x games.
Seriously though cuphead still don't feel nearly as hard as say hollow knight.
 
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Well, I was saying I will get the game for XB1 and finally ended up doing it.
I think the game "difficulty" is overstated, it is not so difficult at all, I've had harder times playing Momodora 4 in hard, not even in insane. PS: insane is best.
I think "+ Challenging but fair for the most part" describes it quite well.
Great game.
 
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about time we got the review. but it not worth playing hardcore mode unless you want the to 200% or get steam stuff.
 
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now that I think about it:
- Bare-bones plot
No plot? NO PROBLEM! more straigth to the action.
- Lack of enemy life points
Metal slug NEVER need them, this game neither, plus, you got boss phases, that should be indicator enough.
- Random elements tend to break the flow
it's called game design, and it helps makes an otherwise totally exploitable boss fight to keep you on your toes and enjoy the reward of a challenge.
some liek'em, some don't. I understand it's annoying but I also understand that EVERY FREAKING BOSS IS HAND DRAWED!
gotta make some trick on the sleeves.
- No fast travel on map
Agreed. at least I'd suggest that you can select each "island" ala new Mario
 
Review cover
Product Information:
  • Release Date (NA): September 29, 2017
  • Release Date (EU): September 29, 2017
  • Publisher: StudioMDHR Entertainment
  • Developer: StudioMDHR Entertainment
  • Genres: Run and gun
  • Also For: Xbox One
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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