
Cuphead
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PublisherStudio MDHR
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DeveloperStudio MDHR
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Release date29 Sep 2017
Cuphead offers exemplary shooter activity with an accentuation on supervisor battles. Motivated by the kid's shows from the 1930s, illustrations and sound were made utilizing the procedures from this period, for example, hand-drawn activitys, watercolor foundations and unique jazz recordings.Play as Cuphead or Mugman (single player or neighborhood center mode) and cross incredible universes, get new weapons, learn ground-breaking super moves, and reveal shrouded insider facts as you attempt to take care of your obligation to the demon!
AGM score | 85% |
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IGN | 8.8 |
GameSpot | 8 |
Metacritic | 87 |
About Cuphead
Cuphead is released by Studio MDHR in 29 Sep 2017. The game is designed by Studio MDHR. Cuphead is a typical representative of the Indie genre. Playing Cuphead is a pleasure. It does not matter whether it is the first or a millionth hour in Indie, there will always be room for something new and interesting. Thrilling levels and gameplay Cuphead will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
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A complete list of games like Cuphead can be found at AllGame here.
Cuphead is versatile and does not stand still, but it is never too late to start playing. The game, like many Indie games has a full immersion in gaming. AllGame staff continues to play it.
Cuphead is perfect for playing alone or with friends.
At AllGame you can find reviews on Cuphead, gameplay videos, screenshots of the game and other Indie representatives.
Cuphead - Critique
There are those jokes that start off being really funny, before they get boring, only to be hilarious again after a few moments of that. That's what it feels like to play Cuphead. With its stunning, caustic, and plenty of boss fights, StudioMDHR's first game made me take turns screaming in joy and horror, but with a real sense of glee once it got to the end.
The most obvious thing that jumps out when you see Cuphead is how amazing he is. His visual style, which takes over the animated films of the 1930s - with its watercolor backgrounds and hand-drawn surrealist characters - pays unparalleled homage to Max Fleischer and his style, in particular thanks to a real concern for the detail. Somehow, the game manages to balance the movements of a dozen elements with a blurring effect as they pass into the background without ever being unreadable even in the most moments. nervous. There's never been a game like this, and it's going to be hard to beat. Every scene is a work of art - an unthinkable conclusion for this art style.
The sound work is just as good: there is a quick mix of ragtime, swing, big bang and jazz (the list of musicians is as long as all the credits combined), escaping wonderfully from the bottom of each one. fights. Cuphead is truly timeless, all the more so when he surprisingly manages to combine that aesthetic of the 30s with that of the 80s. I feel compelled to point out that the way Porkrind (the local shopkeeper) breathes his "welcome" made me laugh every time I could hear it.
There is no doubt that the game is magnificent, and many players will probably be drawn to its plastic, but the title conceals a sickly difficulty within it, and a design made for the more adventurous. You may have learned here and there that the game is really very difficult. He is absolutely uncompromising in his difficulty from the start of the adventure. No level has a checkpoint, and if you lose health there is no way to get it back. You can discover levels where it will take hours to finish with them, and the ending is stuck until you beat all the levels in a classic difficulty mode (i.e. extremely hard). And don't think local co-op will make it easier for you: having Mugman, Cuphead's mate, makes the on-screen action much harder to follow. The game is probably even much more difficult with a second player.
As my adventure went on, I gradually stopped looking at the splendid settings of the game, because the action of Cuphead is so nervous, so stressful, that it just destroys the right side of my brain there. where the distraction is. This giant robot that shoots lasers and has only three places it can be hit after multiple jumps, before transforming into an evil slot machine in a wacky phase shift is nothing compared to my favorite boss : a giant bird that serves as a cuckoo clock, and whose skull changes into a glove firing rockets - a detail that I only noticed when I watched someone else play hours later.
While it certainly has its intense moments, Cuphead is structured in a linear fashion, with three worlds filled with many levels and a finale. These levels can take one of three forms: the least common - and the least interesting - is a run 'n' gun, where you have to shoot from left to right like a Contra. With the exception of a level where gravity is reversed, these levels are the easiest and least invented in Cuphead. They are meant to provide a respite from the endless boss battles, but end up being seen as a bit overwhelming.
The other forms are dedicated to bosses, and will show you all the colors. Some will fly Cuphead in order to pilot a small motor plane, avoiding the incoming bullets. Most of the time, it's about testing your dexterity, especially in your understanding of the strategy to be implemented, a bit like treasure hunting games (with fewer spaceships, but with more stars). angry), and are particularly interesting.
But the best form turns out to be the third one: platform fights. This is where MDHR has been most inventive, creating weird, often hilarious levels that allow you to use all possible gameplay patterns, and in the best possible way. Helping the passengers of a ghost train is both killing enemies, but also taking control of your platform rolling on the rails to avoid the bony hands of your opponent. To beat an actress in your theater also means having to go from room to room. This allows each fight of this type to be seen as a game, which uses your own shots and special moves. One of the latest levels even completely changes the structure where you fight, turning your clash into a miniature board game - it's a fun every moment, and these are the best boss fights I've ever had. play in my life.
But the thing besides Cuphead, which is also the most diabolical, is probably how to make yourself play more and more. No enemy has a health bar or hints as to the effect of your hits. It is only when you die that you have a glimpse of the proximity of the knockout, or the next phase. It reduces the clutter on the screen, and what's more is encouraging (or perhaps "berating", hard to say) to go even further.
It's not just a matter of playing the same way over and over again. You can unlock new types of shots, additional abilities and a series of special moves that offer you alternatives for the most difficult levels. Some are more useful than others - I only used the shots that set enemies attacking you from behind in a single fight, and I can't really imagine playing without the ability to prevent damage from taking damage during a fight. dash - but they force us to think about a strategic mix. It may even be vital to experience them. I only managed to kill the final boss with an immediate reload of my shots.
As for Cuphead, it is perfectly responsive. He has endless shots and a useful dash, which makes him a really powerful hero compared to some of his colleagues in the genre. He also happens to face extremely stubborn opposition, and the gameplay is good enough that the failures don't seem like his doing, but yours.
The only real issue with Cuphead's abilities is in the parry system. You can jump twice in a row from any object colored in pink, but you will receive damage if you misunderstand the principle. Unfortunately, the implementation is not ideal - sometimes the game has a generous hitbox, but it can also demand absolute precision. Even after completing the game, I still don't feel like I understood the principle.
There are also some curious design choices that sometimes make Cuphead difficult and less interesting. By default, the maneuverability of the pad will make you press two buttons at the same time, difficult to reach at the same time, in order to shoot and jump. This is an absurd choice especially since these are two actions you'll be using all the time - so be sure to re-type the associated buttons before you jump in. Having to quit a fight to change your special ability is a waste of time too, and it's all the more frustrating since everything else in the game seems to make sure you don't get frustrated with a possible failure.
But the random use of different types of combat during a single encounter is probably the worst decision made by the Cuphead developers. Let's face it, the fact that some bosses spawn multiple mini-bosses at random is rightfully exciting (which also allows you to take advantage of MDHR's artistic inventiveness), and the changes in attacks make things difficult and refreshing. Except when the concept is taken a little too far to its limits.
Certain combinations of attacks can prove to be rightfully unfair - such as when you're thrown against the edge of the screen as projectiles explode behind you - even if you get used to it over time. Likewise, winning a long-drawn-out fight just because of a bit easier randomness compared to your previous tries makes the triumph of your victory less impressive. The worst remaining anyway the levels where the platforms are placed at random, and where it is almost impossible not to make a mistake at least once. It's a shame that some levels are based more on luck rather than your skill, but luckily that's something that rarely happens. And no matter how long it takes you to beat a boss, without a doubt Cuphead's greatest strength is making the player feel even better after a fight to get to the next challenge.
Other reviews
We gathered the finest game reviews for you to have a better idea of the Cuphead
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Mattia "Zave" RavanelliCuphead - Review
Microsoft and Nintendo: if it's not love they are at least pampering. There is a strange air around the relationship that the two giants of the video game a...
Here, of course, the starting point is different: there is no commercial tragedy of a failure that has marked the story (the Dreamcast) and in hindsight Cuphead is not even a Microsoft game, having been developed and produced by Studio MDHR . But it is Microsoft that has welcomed and pushed him, promoted and pampered for a long time, until he became a standard-bearer of the indie world within his stables. And it will be Microsoft to help Studio MDHR to implement part of the Xbox Live services in the Switch version of Cuphead.
The game of the Moldenhauer brothers arrives on the Nintendo console in full form. One would say "without a shot wound", if it were not that he is ready to leave on the ground, stunned, who knows how many other players. Because the essence of Cuphead has remained unchanged in this year and a half since its first release for Xbox One and PC. It is still, proudly, a cruel, cynical and bad shooter. It hides his desire to beat very strongly behind an artistic direction that has few equals in the history of video games, with that perfect quotationism to the prehistory of animation and simply perfect jazz accompaniment.But when you take the controller in hand, or the entire Switch if you choose to play in portable mode, the reality is bittersweet. So much is uncontrollable and tumultuous the love that flows and pours on every animation, on the amazing pastel colors, on the visual effects that pretend to "eat" the film, how infamous and evil is the desire to continually put the player under stress. Most of the time spent in Cuphead sees clashes with huge enemies taking place on the screen. Removed a handful of levels with horizontal scrolling (on foot and occasionally in the air), Cuphead is a long succession of challenges against real bosses. Bosses who have various stages, always, to study and memorize before they can take home the "KO!" final that decrees success. A point of arrival that is long coveted and welcomed with a mixture of nervous laughter and wiping sweat from the forehead.
The most interesting mechanism of the game, which for the rest certainly does not try to reinvent the rules of the genre, is linked to the possibility / need to parry and absorb strokes and elements characterized by the pink color. One way to load the bar that handles loaded and more powerful attacks faster. Then there are different types of shots and skills to buy and select before facing the various bosses.
As already mentioned, the version for Switch is practically unassailable: everything moves perfectly, fluidity is guaranteed and the graphic impact remains that already enjoyed on Xbox One and PC. Of course if you switch to the game in portable mode the resolution drops to the 720p allowed by the Switch screen, but it is not necessarily a limit of the game. From the console of Nintendo, rather, Cuphead receives as a dowry the opportunity to play anytime and anywhere, absolutely not to be underestimated and which goes well with the genre of belonging and with the rhythm and style of the MDHR game. A "style" made of repeated attempts. It is less good when you feel like throwing everything on the ground: here the risk of taking out the equivalent of a few hundred euro notes is all there. Also appreciated the freedom to play with a friend by "splitting" the two Joy-Con.
There are, however, no significant changes compared to the version of Cuphead that we have known to date. Removed the possibility to select at the beginning of each fight which of the two protagonists to use, or the novelty of the translations in many languages (excellent one in Italian) and the appearance of a series of new animated sequences and a handful of extra animations.
Cuphead on Switch therefore remains identical, for better or for worse, to the game of 2017. It is not free from faults and defects, above all a very limited sense of progression, poor power-up management and especially that desire (at the limit of the actual antipathy) of wanting to slap the players. Always. But as said in the review of the first edition, everyone is called to make his choice conscious of what he will go (or will not go) to buy.
MODUS OPERANDI
I played Cuphead on Switch (both in portable mode and on a Samsung KS7000 TV) thanks to a digital code received by the development team. I tackled two of the three islands that make up the entire game, which I had already thoroughly tested on Xbox One and PC. -
Linda SprengerCuphead in the test - on broken pieces to success
Studio MDHR's rock-hard Jump & Run Cuphead is not for the faint of heart. Our test shows, however, that those who enter into the deal with the devil and...
We were wrong about you. You, with your pretty graphic outfit in the style of old Disney and Fleischer cartoons from the 1930s; you with your funny animations, charmingly drawn characters, you are anything but a relaxed, nostalgic afternoon in front of the TV with Mickey Mouse, Popeye the sailor and Co.
Behind your fancy shell there is a core that is so hard that we almost broke on it. We literally descended into hell for you - and had a lot of fun doing it. Thanks Cuphead!
Boss fight parade
If we win a boss fight or complete a run & gun passage, we unlock paths on the map that lead us to new levels. Once we have managed all of them, the gates to a second and third world open again, which we also have to close before the grand finale.
3,2,1 ... Wallop!
However, achieving this goal is anything but easy. The merciless facts on the table: We can usually only take three hits before having to start the level from before. But we have an infinite number of lives and unlimited ammunition, a stronger special attack and a powerful "Super Art" attack that we can only carry out with a fully filled EX bar.
Our move set seems modest when we look at what the bosses have been up to. They take as many hits as a sack of sand can hold and usually have three different forms within the fight, each of which requires a different approach and thus forces us to rethink.
Die, learn, try again
Even our very first boss fight against the "Root Pack", a murderous trio of a potato, an onion and a carrot, turns out to be so tricky that after three unsuccessful rounds we are almost ready to eat the controller Fire corner. However, once we pull the belt vigorously, we start again and instead of shooting wildly, we start by memorizing the movement and attack patterns of our opponents (and nightshade plants) exactly until we have understood how we the different phases of the fight.
Our plan: In phase one, just jump over the balls of dirt that the potato spits at us and shoot at them at the same time; in phase two in the left corner of the screen because this is where we are best protected from the tears of the howling onion. And in the final phase of the fight it is better to keep moving to avoid the psychic rays and flying carrot rockets of the three-eyed carrot colossus and work off its life bar piece by piece as it runs by.
That’s the theory. After our aha experience, however, we still need a few attempts to successfully implement our tactics. Especially in the last phase of the fight, every evasive jump requires precision and every shot requires the right timing, which is basically easy to do thanks to the excellent controls .
On the other hand, we fail because we either react too slowly, confuse motion sequences in the heat of the moment, fail to foresee attacks by the enemy that we have learned by heart, or simply fail to concentrate. We also state here: Cuphead is tough, but still fair. We just can't make mistakes.
With patience and spit to sweet victory
Again and again we die; and with each death we learn a little more, get better and finally send the nasty vegetables back into the ground: "Hurray, we did it!". The feeling of strutting off the field victoriously after many, many failed attempts overwhelms us and becomes even more intense the more challenging the fighting becomes.
After having overcome many more bosses, the first one seems like a no brainer in comparison. Already in the last stage of the first world, the level of difficulty increases again so much that we no longer need seven, but maybe 27 attempts to kill one boss. We can't deny that some fights or run & gun levels have frustrated us, that we were about to just give up.
But in the end that's only up to us. Pause, take a deep breath, carry on. All you need is a high degree of perseverance and the will to learn , both of which are rewarded in the end with an incredibly euphoric and satisfying feeling to play.
Clutched firmly on the handle
Cuphead, you are a smart boy. You are teaching us not only to overcome the obstacles you put in our way, but also to ignore our own weaknesses.
You send us through hell, make us pull our hair out and clench our fists with a growl, but inspire us so much after every hurdle we have overcome that in the end we feel invincible - at least for a short time. A deal with the devil? We would do it again at any time.
Videos
If screenshots are not enough, you can enjoy creative videos from Studio MDHR
Streams
But that's not all! We also carefully prepared the best strips from Cuphead.
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Distortion2Cuphead !300% Speedruns w/ DLC | !gfuel
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WELOVEGAMES[ОСТОРОЖНО МАТ] Мой чайник вскипел! | !конкурс
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Ezekiel_IIICuphead: Delicious Last Course - Checking Out the DLC for the First Time!
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ZellenDustCUPHEAD DLC
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trihexDELICIOUS LAST COURSE (first playthru; no backseat; max trihard'ing) ➡️➡️ !schedule
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FrostPrime_Bought the Hotdog Couch. Drowning my sorrows in Mald | !NewTattoo
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