![]() The controls of Cuphead are a quintessential example of “easy to learn, hard to master.” Square shoots your weapon, Triangle dashes, and X Jumps. I wish there was an in-between option that blended these two together. Personally, Simple’s dumbed-down bosses almost feel like an insult to the point in which I can usually beat it on my first try, but I get legitimately stuck on regular to the point that I can’t beat them. Simple makes you fight fewer stages of the boss battle, and the stages themselves contain more straight forward patterns. Regular feels NES hard while Simple feels like easy mode. Personally, I wish that there were more difficulty options, and the choices offered were more granular. It’s incredibly rewarding to finish any of these bosses, even after your 15th attempt. ![]() It can be frustrating at times, but this game primarily derives satisfaction from both executing your knowledge of boss patterns and overcoming the challenges it puts upon you. One thing to keep in mind is that you have limited HP, and the boss cycles are quite long, which basically necessitates memorizing bosses’ attack cycles and levels to progress. In retrospect, I would have preferred the typical platforming section to be the primary gameplay here because they are low tension in comparison, and would make the game easier to play for longer sessions. While other titles feature the boss as the climax of the level, Cuphead makes them the meat of the entire experience. This stood out to me the most because it’s so different than other games. While the core of Cuphead’s gameplay is a run-and-gun platformer similar to games like Metal Slug, most of this game is primarily boss encounters, which outnumber the actual stages. Still, those that stand out of the crowd graphically are almost always titles with a fantastic art style, and Cuphead has one of the best in the business. A lot of people, myself included, can often get obsessed with the technical fidelity of games. There’re plenty of moments where the aesthetic shines, from the environments to the bosses this game is a work of art. The cutscenes are ultimately a throwback to childhood. ![]() The designs and music feed into the experience creating an atmosphere of cartoon immersion, unlike anything I’ve really played. The animation of the characters is charming and engaging throughout, which ultimately makes it a playable cartoon. Of course, that’s the point, though, and the story has a charm that makes this cartoon world feel all that more immersive. With its run-and-gun mechanics, Cuphead’s story is pretty simple, hitting beats similar to the cartoons it is based on. The 1930’s cartoon-inspired art of Cuphead makes it look and feel amazing while playing, even watching someone play it provides a sense of enjoyment. I find it endearing what art direction can do for a game and how it works with its overall appeal. The art style and presentation always have been and always will be its main appeal even three years later, it looks fantastic. Cuphead’s venture to a new platform only opens the door to those who missed out on the game and brought with it the same boss focused gameplay and beautiful design.Įverything about Cuphead feeds into its aesthetic. It didn’t feel out of the norm to see the cartoony platformer on Switch for on-the-go play, but the PS4 launch came out of nowhere. Still, I was surprised after hearing about Cuphead’s sudden release on Playstation 4. Whether the DLC will be free for Xbox One, PC and Nintendo Switch owners is yet to be determined.Console exclusivity seems to be a loose term in the video game industry as games add additional platforms years after their initial launch. This could mean that Geoff could be sharing an update from Studio MDHR to announce the new DLC and the PS4 version, which means PS4 fans won’t have to wait too long for the release.Īs far as price goes, perhaps the PS4 will see a bundle edition of the game retail for $19.99 which will could include the latest DLC. ![]() This is because Geoff is hosting a Summer Games reveal later today. It seems that Geoff Keighley gave a positive response to Wario64, and deleted the tweet shortly after. While fans are going to be glad to experience brand new content for the game 3 years after its initial release, the game is also set to find a brand new fan base with a PS4 release that is inevitable. Considering how each frame is individually hand-drawn and animated, a DLC of this size was bound to take the time that it did. ![]()
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