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11 minutes of Cuphead gameplay

I played a couple boss levels at events, and really liked, but geez this platforming section looks bad, lowered my hype for this a bit. Still excited for it tho
 
I think the platforming levels were the right choice in order to widen appeal. They should have remembered to make them actually good though, not this obviously tacked on BS. Other than that it looks stunning!
 
Gfx 10/10
Bosses 8/10
Platforming 2/10
Music 10/10
Sound fx 3/10

Still think this game needs some serious work before release, hope they can make every aspect of the game 10/10 for a true classic.
 
What puzzles me is it was obvious it would end like this. With this art style, the task of developing good, tailor made platforming or Contra/Metal Slug levels is incredibly tough and long and costs a lot. Given the size of the company, the result was bound to be some generic platforming with generic enemies running toward you, like Shadow of the Beast on the Amiga.

I find sad that people conclude the gameplay of the game as a whole looks bad. The boss fights always looked incredibly tight and it's the main course.

And lol at the guy complaining the game looks too easy when it was always obvious this game is extremely hard, everybody who touched it says so.
 
aw man negative hype for Cuphead? :/

i want this game to play as great as it looks. hope they figure it out and listen to feedback.

what a bummer.

"Framerate stutter in this boss animation"

I don't think that's Framerate stutter, I think it's intentionally freezing to accentuate the boss dying (or rather, that phase of the boss).

whatever it is, its crap. looks horrible.

edit: didnt want to watch the footage, but i wanted to see what was going on. that pause during the boss fight looks a lot smoother in motion than it does in the gif.
 
Why does he dodge the waterdrops? He's a cuphead...

Not hyped for it anymore. Looks boring. Maybe they leave a bossrush in, then I might bite.
 
I don't know why you want to charge the super with that pink bullets on platforms levels if the bar resets after finishing the level...
Throwing a "super" on plattforms levels is stupid.
 
That's not really how level design works. I wonder if after fans complained about the 'only-boss-battles' thing they got forced into doing something they just didn't know how to design.
 
The Boss battles look frantic and very very difficult.

A couple of easy platforming levels to calm down before tackling the Boss again sounds like a great idea.

Now just give me the release date.....
 
I apologize if I came off as rude before.

I hope you understand the crux of what I'm saying.

I like for there to be a connection between what the player is doing and what he or she is seeing.

It seems like all these brilliant enemies, backgrounds, and animations were done and then someone said, "Well, now what can we have Cuphead do? Oh I know. He just shoots shoots at all of it." That's a very arcade idea, but was that what you were going for? Like quarter munchers of the 1980s, auto scrolller types? From a design standpoint, that's how it comes off.

Have you ever played Contra or Gunstar Heroes?
 
It looks better and better every time I see it. That art style is spot on, it never feels like something from this era. I can't believe they did it.

But... It doesn't look that fun to play, I must say.
 
It looks better and better every time I see it. That art style is spot on, it never feels like something from this era. I can't believe they did it.

But... It doesn't look that fun to play, I must say.

I've played it. The bosses at least. Played about four boss fights. And it's awesome, easily one of my most anticipated games of the year, though I'm not sure about the platforming levels. If they can nail that Contra vibe, then great. Here's hoping.

I'm in for the bosses though, can't wait.
 
I've played it. The bosses at least. Played about four boss fights. And it's awesome, easily one of my most anticipated games of the year, though I'm not sure about the platforming levels. If they can nail that Contra vibe, then great. Here's hoping.

I'm in for the bosses though, can't wait.
For the platforming sections - Contra had a huge publisher behind it, a bigger team, was sold at a much higher price, and was pixel art with tiled level design. There was no way they could make those sections up to the level of Contra.

I suggest people read the Iwata Asks about Wario Land the Shake Dimension, they explain pretty well how it is very difficult to adjust level design when your graphics are all drawn by hand. And it had Nintendo behind it.
 
That platforming level has knocked my excitement down a peg. This game didn't need platforming stages and I really wish the studio hadn't caved to the pressure from people saying it did.

Or maybe they didn't cave and this is what they'd been planning all along. Either way, they seem to be the weakest element of this game by far, at least going by this one example. Hopefully later platforming stages are a lot more interesting.

Was the game expected to be nothing but boss battles?
 
I'm in day 1. Since the reveal I've been so hyped for this game. The love and attention to the animation shines through and looks incredible.

So the platforming levels are optional? Kinda negates all the negativity in here if so, just skip them and play rhe game as a boss rush.

I'll play all of it regardless.

Release this game soon!!
 
Love that Wonderboy homage in the pig bartender. :)

Everything about this is fantastic - except the gameplay which looks just decent, the levels look kind of boring and eventless, where the bosses look like classic 8/16 bit fun, reminds me of the first boss from Castle of Illusion or some Parodius boss fights, very nice.

Something about the jump arc or length makes me think it's a bit sloppy to play though, as in the controls aren't super-tight. Just an observation, could be completely wrong.
 
The shooting doesn't fit. They should have done something like Lucky Dime Caper.

Agreed on the shooting. I think that platforming level would be a lot better sans shooting, boss as well possibly. I know you could say it's more Contra than Mario, but I feel like it work better taking after Mario.

I had no idea what Lucky Dime Caper was, but checking out a video of it I could see that style of gameplay working.
 
Love that Wonderboy homage in the pig bartender. :)

Everything about this is fantastic - except the gameplay which looks just decent, the levels look kind of boring and eventless, where the bosses look like classic 8/16 bit fun, reminds me of the first boss from Castle of Illusion or some Parodius boss fights, very nice.

Something about the jump arc or length makes me think it's a bit sloppy to play though, as in the controls aren't super-tight. Just an observation, could be completely wrong.

Based on the boss fights, they're definitely tight. Great fun ducking dashing, jumping and parrying all over the screen to dodge attacks.

Then again, good boss fights are my jam.
 
Based on the boss fights, they're definitely tight. Great fun ducking dashing, jumping and parrying all over the screen to dodge attacks.

Then again, good boss fights are my jam.
That's good to hear. It does seem that the boss fights are where it's at in this, the run and gun levels seem kind of dull to me. I'm all onboard though, wish it was coming to PS4 :(
 
I've played it. The bosses at least. Played about four boss fights. And it's awesome, easily one of my most anticipated games of the year, though I'm not sure about the platforming levels. If they can nail that Contra vibe, then great. Here's hoping.

I'm in for the bosses though, can't wait.

Yeah, boss fights are really fun, I played both the Carrot and the Cucko (where you play with a plane) in both co-op and solo and really liked. Its amazingly looking and really challenging
 
While I commend them for their incredible art style and animation, the actual moment to moment gameplay looks fairly boring to me. What a waste
 
The NTSC filter is killing my eyes. Especially the fake convergence problem. I really hope this will be optional.
 
Yep. I thought the first one was bad but then the second one came up...jeez.

edit: actually looks like he auto-shoots the whole time and that's why it's so annoying.

Yeah, I don't love that sound. Sounds like someone actually recorded making a "ptoo" sound with their mouth.

I also feel like there's just something off with how the gameplay interacts with the art style and sound, at least in the platforming sections. Maybe it's the very minimalistic UI?

The more I see of this game, the less I want it.

Edit: Yeeeeeesh, I really hate how the boss fights just abruptly end after you beat them. No sense of finality to it.
 
Agreed on the shooting. I think that platforming level would be a lot better sans shooting, boss as well possibly. I know you could say it's more Contra than Mario, but I feel like it work better taking after Mario.

I had no idea what Lucky Dime Caper was, but checking out a video of it I could see that style of gameplay working.

Castle of Illusion and Clockwork Knight for Saturn are another two which come to mind.
In The Lucky Dime Caper you attack with a mallet or Frisbee, or jump on enemies. They could have used the shooting finger as a special attack.
 
That platforming level has knocked my excitement down a peg. This game didn't need platforming stages and I really wish the studio hadn't caved to the pressure from people saying it did.

Or maybe they didn't cave and this is what they'd been planning all along. Either way, they seem to be the weakest element of this game by far, at least going by this one example. Hopefully later platforming stages are a lot more interesting.

Agree. The game was fine as a boss rush game. We don't see those anymore.

I do hope they allow chromatic aberration removal as it gives me headaches.
 
Based only on the video the game could definitely use more variety with the platforming/normal stages similar to how current Contra type games operate, example stages where you're riding on top of a platform with limited mobility, or stages where you're in a different vehicle and the game play changes like the stage where you're fighting the boss in a plane. Some theme changes to match the bosses would also help too (example: first platforming stage is a grass level, second platforming stage is a farm and you fight "farm" enemies, etc...). But maybe what's being shown is only for demonstration purposes and we'll see more of this as the game gets closer to release.
 
In their place, I'd admit those platforming sections were a mistake and go back to the initial boss rush plan. No way they could make them really satisfying with their work force and their budget given the work and constraints required by this art style.

The shooting doesn't fit. They should have done something like Lucky Dime Caper.
It's the whole core concept of the game. That's like you said to Contra developers: "you should have done something like Ninja Gaiden", or if you said to Shadow of the Colossus developers: "your game should be more like Devil May Cry".
 
Yeah, I don't love that sound. Sounds like someone actually recorded making a "ptoo" sound with their mouth.

I also feel like there's just something off with how the gameplay interacts with the art style and sound, at least in the platforming sections. Maybe it's the very minimalistic UI?

The more I see of this game, the less I want it.

Edit: Yeeeeeesh, I really hate how the boss fights just abruptly end after you beat them. No sense of finality to it.

Theres no punch or sense of victory when the bosses die, its just you beat it now lets move onto the rest of the game. Any game with mechanics like this needs all actions to have weight behind them.
 
As I said on the last thread, boss levels look god-level.

Platforming sections are clearly last minute tacked on.

Still wish it was a 80-100% Boss Rush game.
 
It's the whole core concept of the game. That's like you said to Contra developers: "you should have done something like Ninja Gaiden", or if you said to Shadow of the Colossus developers: "your game should be more like Devil May Cry".

No, it's just one part of their concept.
Everything else looks excellent; animations, music, characters etc.
The shooting is a bad part of the concept for me as I don't think it fits well at all.
If I were making this game, I feel like I would be looking at it now and thinking "this isn't right".
 
Gameplay seems good, graphics and animation are amazing, music is fantastic.
It does look like it can get old quick, and I wish there was more of a balance between combat and platforming, like in Mega Man, rather than mostly boss combat.

I also thought the sound effects seemed pretty low quality, but that's probably because of how nice the music and visuals were, and I'd probably find it acceptable in any other game.


Wish I didn't have to get an Xbox to play it. :\
 
Gameplay seems good, graphics and animation are amazing, music is fantastic.
It does look like it can get old quick, and I wish there was more of a balance between combat and platforming, like in Mega Man, rather than mostly boss combat.

I also thought the sound effects seemed pretty low quality, but that's probably because of how nice the music and visuals were, and I'd probably find it acceptable in any other game.


Wish I didn't have to get an Xbox to play it. :\

There is quite a bit of variety in the bosses gameplay. From more traditional schmup style fights (like the giant bird) to actual platforming while fighting (like the cloud hopping in the dragon fight or in the fight against in the queen bee).
 
Gameplay seems good, graphics and animation are amazing, music is fantastic.
It does look like it can get old quick, and I wish there was more of a balance between combat and platforming, like in Mega Man, rather than mostly boss combat.

I also thought the sound effects seemed pretty low quality, but that's probably because of how nice the music and visuals were, and I'd probably find it acceptable in any other game.


Wish I didn't have to get an Xbox to play it. :\

It's coming to Steam.
 
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