Cuphead: Don't Deal With The Devil

The Cuphead + Dark Souls = Cupsouls?

Djinn wrote:

Mark Brown (Game Maker's Toolkit) did a video on why the bosses in this game are just so damn fun to play.

I just watched this and it's amazing.

I finally got to world 2. This game is so damn hard for me. It took me 20-50 tries on the last couple bosses and levels in just the first world, and I didn't feel like accomplished anything after beating them because I got crappy ratings. The easy modes have zero appeal after trying that once because they limit the boss and you don't get the contracts. I would 100% love this game if they just gave you six lives without consequence. That would have been perfect for me. As it is, the game is definitely not balanced for me. I'll try to keep chipping away at it.

I'm in a similar boat so don't feel bad. I play sporadically because while I enjoy the game, it is kinda draining. So, I can go weeks without making any progress - then all of a sudden I beat one boss.

robc wrote:

I'm in a similar boat so don't feel bad. I play sporadically because while I enjoy the game, it is kinda draining. So, I can go weeks without making any progress - then all of a sudden I beat one boss.

Yeah! Totally in the same boat. Maybe that's okay, though. I might make it a goal to finally get through it by the end of 2018.

Here's my couple of thoughts here. I'm a person who loves hard games but there is something about Cuphead that I'm just not feeling. I'll play some levels, maybe complete one or two and then I'm done for weeks. And I don't feel much accomplishment regardless of my grade. It doesn't at all trigger any sense of addictively wanting to continue.

My general problem is that I don't feel like I'm learning anything or being faced with new challenges. Yes each boss has different specific patterns but the challenge boils down to the same routine for tackling each; get immediately killed by the boss's 1st pattern, learn pattern 1, get immediately killed by boss's 2nd pattern, learn pattern 2... The game is set up so you can't beat bosses through raw, practiced skill, you'll almost always get killed the 1st time a boss switches to a new phase. I'm obviously getting better at it but the game doesn't ever let me feel that. Compare this to Spelunky or Super Meat Boy, there comes a point in both those games where you can see an unfamiliar challenge, understand how to do it and be well practiced enough to execute it. So now and again you get to feel your progression.

DanB wrote:

Here's my couple of thoughts here. I'm a person who loves hard games but there is something about Cuphead that I'm just not feeling. I'll play some levels, maybe complete one or two and then I'm done for weeks. And I don't feel much accomplishment regardless of my grade. It doesn't at all trigger any sense of addictively wanting to continue.

My general problem is that I don't feel like I'm learning anything or being faced with new challenges. Yes each boss has different specific patterns but the challenge boils down to the same routine for tackling each; get immediately killed by the boss's 1st pattern, learn pattern 1, get immediately killed by boss's 2nd pattern, learn pattern 2... The game is set up so you can't beat bosses through raw, practiced skill, you'll almost always get killed the 1st time a boss switches to a new phase. I'm obviously getting better at it but the game doesn't ever let me feel that. Compare this to Spelunky or Super Meat Boy, there comes a point in both those games where you can see an unfamiliar challenge, understand how to do it and be well practiced enough to execute it. So now and again you get to feel your progression.

Oh, that's fascinating. As someone who tends to just ditch those muscle memory games because it doesn't interest me much, that's an interesting perspective.

tuffalobuffalo wrote:

Oh, that's fascinating. As someone who tends to just ditch those muscle memory games because it doesn't interest me much, that's an interesting perspective.

Everything in Cuphead seem achieveable. I know beforehand that killing each boss is mostly just a matter of learning the patterns. Whereas with Super Meat Boy it was never clear to me that I'd be able to complete each new world, it was always an open question whether I'd be able to learn the skills need to complete each set of 12 levels. So that made each world a genuine achievement. Cuphead just doesn't give me that sense.

DanB wrote:
tuffalobuffalo wrote:

Oh, that's fascinating. As someone who tends to just ditch those muscle memory games because it doesn't interest me much, that's an interesting perspective.

Everything in Cuphead seem achieveable. I know beforehand that killing each boss is mostly just a matter of learning the patterns. Whereas with Super Meat Boy it was never clear to me that I'd be able to complete each new world, it was always an open question whether I'd be able to learn the skills need to complete each set of 12 levels. So that made each world a genuine achievement. Cuphead just doesn't give me that sense.

Yes. I think that's exactly what frustrates me. I see how I can do it almost immediately and realize my hand dexterity and reaction times are going to make it much more difficult to complete.

As evidence, I've been able to get through some of the levels that have frustrated me, but I never feel like I'm "good" at it. I'm just kinda hammering my head against a wall. Having watched the devs play this game on Giant Bomb, I know it's a thing that lovers of 2D platformers will love.

I remember Super Meat Boy, and while I didn't finish it, that game made you feel F***ing great once you finished each level.

Anyways, games are great and fascinating!

I got this in the Steam sale but just started playing.

Need a long, hard sit down after every boss win. Absolutely draining.

Really wish they'd make an easier mode for this. Not for me, but my girlfriend is a huge Disney fan, particularly of the old cartoons like Steamboat Willie, and really loved the style of the game. She's not much of a gamer though, so she tried one run & gun level and couldn't get past the first 10 seconds after a few attempts and gave up. I love what they've done with the art style, so was hoping it would be something I could play with her, but it's even more restricting due to difficulty than I anticipated.

Clusks wrote:

Really wish they'd make an easier mode for this.

There is a "simple mode", apparently: https://www.rockpapershotgun.com/201...

Jonman wrote:
Clusks wrote:

Really wish they'd make an easier mode for this.

https://www.rockpapershotgun.com/201...

Oh, I did see that in the game, to be fair she only really tried a run & gun level which didn't have a simple mode. It's a shame that mode cuts out content though.

Clusks wrote:
Jonman wrote:
Clusks wrote:

Really wish they'd make an easier mode for this.

https://www.rockpapershotgun.com/201...

Oh, I did see that in the game, to be fair she only really tried a run & gun level which didn't have a simple mode. It's a shame that mode cuts out content though.

Eh. Not all games are for all people. I'm fine with that. It pretty much doesn't matter what kind of gamer you are these days - your cup(head) runneth over.

Ultimately, Cuphead wore it's hardcore heart on it's sleeve. It never promised to be anything other than balls-hard. And it achieves what it set out to achieve in spades.

DanB wrote:

Here's my couple of thoughts here. I'm a person who loves hard games but there is something about Cuphead that I'm just not feeling. I'll play some levels, maybe complete one or two and then I'm done for weeks. And I don't feel much accomplishment regardless of my grade. It doesn't at all trigger any sense of addictively wanting to continue.

My general problem is that I don't feel like I'm learning anything or being faced with new challenges. Yes each boss has different specific patterns but the challenge boils down to the same routine for tackling each; get immediately killed by the boss's 1st pattern, learn pattern 1, get immediately killed by boss's 2nd pattern, learn pattern 2... The game is set up so you can't beat bosses through raw, practiced skill, you'll almost always get killed the 1st time a boss switches to a new phase. I'm obviously getting better at it but the game doesn't ever let me feel that. Compare this to Spelunky or Super Meat Boy, there comes a point in both those games where you can see an unfamiliar challenge, understand how to do it and be well practiced enough to execute it. So now and again you get to feel your progression.

Eight months late to the party, but I only just read this comment. This was my exact experience with Cuphead. Nearly all of the reward for playing was in seeing what came next, almost none from the actual accomplishment of finishing a stage. I only ever beat one or two bosses per session until I felt like taking a break, often for weeks at a time.

I continued to play because the visual and audio design of each new encounter was always so good, but if there was an easy mode that didn't cut content, I would have gladly dropped the difficulty. I haven't felt a desire to do that in a game since Spec Ops: The Line in 2012.

Djinn wrote:

Netflix to Adapt 'Cuphead' Into Animated Comedy Series

Now this could be interesting.

Each episode they meet a challenging and complex boss monster that they have to spend 30mins practising to beat.

I would watch that. Honestly that premise reminds me of the "Three Blind Archers" episode from Samurai Jack.

I didn’t enjoy the game too much, but love the art style. So I’m excited for this, especially with someone on board who sounds like he understands the Disney heritage style.

And it’s nice to see it, considering Disney seem determined to make as many mediocre live action remakes as they can rather than any classic style animations.

Cuphead art style is derived from the Fleischer Studios style rather than Disney (if you ask me)

In light of a coming cartoon adaptation it is worth reading/rereading this article on cuphead's whitewashing and racist legacy

https://unwinnable.com/2017/11/10/cu...