• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

11 minutes of Cuphead gameplay

as someone else said...

this really looks like 1-1 and 1-2

literally.
Not trying to be smarmy but that was one of the devs so yeah people should take that as read...

TBH knowing what Ive seen of their boss battles before I very much doubt the limited platforming weve seen is indicative of the whole game. I would be interested to know how optional it is as the overworld seems to infer it is completely...

ps3ud0 8)
 
dang, you played it already?

It's also funny to me, when more of the game was revealed, and people found out it was a boss rush, everyone was saying they wish they had more platforming levels in it and it not just being a boss rush and that it just being a boss rush kind of turned them off. I specifically remember reading posts like this, in fact....here you go















And that was just the FIRST page of that thread.....

So the developers of this game, they listen, and now all of a sudden, people wish it was a boss rush and are turned off by the platforming?


Oh GAF, never change.

This is exactly why developers should trust their instincts. Feedback is super important, but there's loads of people who have no idea what's best for a game when they request stuff. I'm not into these platforming stages either, the game was clearly built for boss rush, and that's where the main passion shows through.
 
This is exactly why developers should trust their instincts. Feedback is super important, but there's loads of people who have no idea what's best for a game when they request stuff. I'm not into these platforming stages either, the game was clearly built for boss rush, and that's where the main passion shows through.

the problem is....gamers want their cake and eat it too...

Gamers always cry for Devs to LISTEN to them...

We can't then, turn around and Hate on them for listening to us, even before we touch the game ourselves.
 
dang, you played it already?

*snip*

So the developers of this game, they listen, and now all of a sudden, people wish it was a boss rush and are turned off by the platforming?


Oh GAF, never change.

IRdm4eY.png
 
In Cuphead's case though, the platforming level shown genuinely looks boring. I'm sure if it were more interesting...
People keep ignoring this point, but was it reasonable to expect interesting platforming levels in the first place? Cuphead's mechanics aren't platforming mechanics. To make something interesting out of those sections, they should be designed like Metal Slug or Contra, which is something that may ask for more than tripling the budget/time and work force needed for the game.

Metal Slug and Contra were pixel art with a big publisher and bigger teams behind it and sold at a much higher price, at a time where those games had a bigger audience and less competition - with Cuphead's art style and 2016 context, making something as good is just plain out of reach. There was NO WAY they could do what people made up in their head when they asked for platforming levels. Like I already said, read the Iwata Asks about Wario Land the Shake Dimension to get a glimpse of the headache implied by a similar art style - and that game had Nintendo and a big name behind it.

It was obvious it was going to end like this. Asking for something basically impossible and then complaining the developers didn't achieve the impossible thing people made up in their heads is entitlement at its highest. Fixed2BeBroken is perfectly right when he points at gamers' responsibility and childishness here.

There is NO platformer that ever achieved what people here whined for, the closest are stuff like Wario Land the Shake Dimension, A Boy and his Blob or Odin Sphere/Muramasa, and they all had art styles much easier to handle, bigger budget, bigger/more experienced work forces, bigger names, the last two had gameplay mechanics much easier to design for, and the last one had crappy/generic level design precisely because of how taxing the art style was.
 
Did they crank up the chromatic aberration in this compared to previous builds? I feel like it's way more aggressive, or maybe I'm just having a particularly sensitive day.
 
People keep ignoring this point, but was it reasonable to expect interesting platforming levels in the first place? Cuphead's mechanics aren't platforming mechanics. To make something interesting out of those sections, they should be designed like Metal Slug or Contra, which is something that may ask for more than tripling the budget/time and work force needed for the game.

Metal Slug and Contra were pixel art with a big publisher and bigger teams behind it and sold at a much higher price, at a time where those games had a bigger audience and less competition - with Cuphead's art style and 2016 context, making something as good is just plain out of reach. There was NO WAY they could do what people made up in their head when they asked for platforming levels. Like I already said, read the Iwata Asks about Wario Land the Shake Dimension to get a glimpse of the headache implied by a similar art style - and that game had Nintendo and a big name behind it.

It was obvious it was going to end like this. Asking for something basically impossible and then complaining the developers didn't achieve the impossible thing people made up in their heads is entitlement at its highest. Fixed2BeBroken is perfectly right when he points at gamers' responsibility and childishness here.

Its like Cuphead was a cake bakery. People come in asking for a pizza. Well hey sorry, we dont do pizza, go somewhere else, we do cakes. But they REALLY want pizza here, too. So they finally make pizza and its fuckin' terrible. The ingredients are low grade, its undercooked, the portions were small, I mean its a failure compared to any decent pizza place. Customers complain about how terrible the pizza is, and we're supposed to, what, just be grateful we had a pizza at all? Maybe you should've stuck to your guns as a cake bakery only if you were gonna serve crappy pizza and expect us to be happy about it.
 
Its like Cuphead was a cake bakery. People come in asking for a pizza. Well hey sorry, we dont do pizza, go somewhere else, we do cakes. But they REALLY want pizza here, too. So they finally make pizza and its fuckin' terrible. The ingredients are low grade, its undercooked, the portions were small, I mean its a failure compared to any decent pizza place. Customers complain about how terrible the pizza is, and we're supposed to, what, just be grateful we had a pizza at all? Maybe you should've stuck to your guns as a cake bakery only if you were gonna serve crappy pizza and expect us to be happy about it.

Undercooked mean it wasn't properly cooked which would translate to a game being broken/buggy mess, which from this video doesn't look like.

Bad example.

you won't know for sure the ingredients are low grade until you taste it. It's why Gordon Ramsey always has to at least TASTE stuff before he can make criticisms on things. He will look at something and make visual opinions but he wont make clear definitive statements on things till he actually tastes it.

the only thing you got going for you is small portions, and we don't know how large this game will be based on the video, so that doesn't work either.
 
Its like Cuphead was a cake bakery. People come in asking for a pizza. Well hey sorry, we dont do pizza, go somewhere else, we do cakes. But they REALLY want pizza here, too. So they finally make pizza and its fuckin' terrible. The ingredients are low grade, its undercooked, the portions were small, I mean its a failure compared to any decent pizza place. Customers complain about how terrible the pizza is, and we're supposed to, what, just be grateful we had a pizza at all? Maybe you should've stuck to your guns as a cake bakery only if you were gonna serve crappy pizza and expect us to be happy about it.

Some real hot takes on a pizza you never got to taste, fam.
 
Some real hot takes on a pizza you never got to taste, fam.

Way to miss the point, big guy

The idea is that because somebody went out of their way to make something out of their wheelhouse, if people think its bad, how are we the wrong entitled ones? Like we should be grateful they made platforming levels at all, even if they' actually detract from the product cuz they're so boring? You don't get to say "Hey, you asked for platforming, we gave you platforming and you don't like it, we can't win!"

Maybe make GOOD platforming levels instead of the ones shown in the video, huh?
 
People keep ignoring this point, but was it reasonable to expect interesting platforming levels in the first place? Cuphead's mechanics aren't platforming mechanics. To make something interesting out of those sections, they should be designed like Metal Slug or Contra, which is something that may ask for more than tripling the budget/time and work force needed for the game.

Metal Slug and Contra were pixel art with a big publisher and bigger teams behind it and sold at a much higher price, at a time where those games had a bigger audience and less competition - with Cuphead's art style and 2016 context, making something as good is just plain out of reach. There was NO WAY they could do what people made up in their head when they asked for platforming levels. Like I already said, read the Iwata Asks about Wario Land the Shake Dimension to get a glimpse of the headache implied by a similar art style - and that game had Nintendo and a big name behind it.

It was obvious it was going to end like this. Asking for something basically impossible and then complaining the developers didn't achieve the impossible thing people made up in their heads is entitlement at its highest. Fixed2BeBroken is perfectly right when he points at gamers' responsibility and childishness here.

There is NO platformer that ever achieved what people here whined for, the closest are stuff like Wario Land the Shake Dimension, A Boy and his Blob or Odin Sphere/Muramasa, and they all had art styles much easier to handle, bigger budget, bigger/more experienced work forces, bigger names, the last two had gameplay mechanics much easier to design for, and the last one had crappy/generic level design precisely because of how taxing the art style was.

Oh, I completely agree with you. It's why I never wanted the game's scope to change in this manner. It looked perfect as a boss-rush experience.

Its like Cuphead was a cake bakery. People come in asking for a pizza. Well hey sorry, we dont do pizza, go somewhere else, we do cakes. But they REALLY want pizza here, too. So they finally make pizza and its fuckin' terrible. The ingredients are low grade, its undercooked, the portions were small, I mean its a failure compared to any decent pizza place. Customers complain about how terrible the pizza is, and we're supposed to, what, just be grateful we had a pizza at all? Maybe you should've stuck to your guns as a cake bakery only if you were gonna serve crappy pizza and expect us to be happy about it.

Heh, this is a pretty good analogy!
 
And speaking personally, I also never wanted platforming levels. I got sick of coming into every fucking Cuphead thread for YEARS and reading "oh...its a boss rush game? I wanted a platformer. Why isn't it a platformer? Devs make it a platformer. I wont buy unless its a platformer."

Like do you fuckwits go into Punch-Out Wii thread and ask why isnt it a 3D action game like Devil May Cry? That is not what the game is, its clearly out of the scope of the development team, go somewhere else with that shit.

Now here we are with some platforming stages clearly made way late in the development of the game due to fan complaints, and surprise surprise they looked half ass. Its almost if the scope of the game and its developers weren't trying to make a platformer in the first place...
 
I'm pretty sure it's coming to PC, Windows 10 at least.

I hope, because I relaly wanna play it, it looks really good, however, being the console with less content right now (for me) made it easy to sell it when I needed money, my Ps4 and Wii U are used regularly, even my PsVita had more use than my former XOne
 
Sadly this kind of situation has happened before and will happen time after time again. Microsoft showcased this game on their international press platform, leading the non-target audience to complain en masse about how it potentially excludes them, leading to feature creep that's in most ways tacked on to tick boxes. I'm still excited about Cuphead knowing the boss design's great—judging from what I've seen, this could be Volgarr-tier new arcade-style gaming—but the platforming stages don't belong. They're just going to remind me how much and how easily people everywhere on the Internet misunderstood the game and willfully railed against the developers while not researching the influences behind this project. As for "wasting an art-style this good on something I can't play", that's what longplays and other such videos can offer. I'm sure StudioMDHR will document their development process and ensure others know how they did their old-style cel animations and big band music arrangement, since more games looking like Fleischer cartoons would be great in general.
 
The game should have come out as a boss rush. Show people how good the game was. Get them excited just on that alone.
Then work proper platforming into the sequel if anything.
At this point imagine what these guys could do with a Popeye or Betty Boop license?
Or make the Mickey Mouse game that Spector could not quite pull off?
Although I will say originality is always favored first.
 
And speaking personally, I also never wanted platforming levels. I got sick of coming into every fucking Cuphead thread for YEARS and reading "oh...its a boss rush game? I wanted a platformer. Why isn't it a platformer? Devs make it a platformer. I wont buy unless its a platformer."

Like do you fuckwits go into Punch-Out Wii thread and ask why isnt it a 3D action game like Devil May Cry? That is not what the game is, its clearly out of the scope of the development team, go somewhere else with that shit.

Now here we are with some platforming stages clearly made way late in the development of the game due to fan complaints, and surprise surprise they looked half ass. Its almost if the scope of the game and its developers weren't trying to make a platformer in the first place...
In other words, you're agreeing with me, which makes your earlier answer with the bakery extremely puzzling.

The developers shouldn't have made those stages, but it's comprehensible that they were scared of negative backslash and thought they HAD to put those levels in. You're admitting the people whining for those stages were wrong and damaged the project even though this was all very predictable.

Hell, you're contradicting yourself here:

Maybe make GOOD platforming levels instead of the ones shown in the video, huh?
It CAN'T be up to the level of what people asking for those stages dreamed about. That's the entire point of my post, which you basically ignored entirely.
 
I agree with your general opinion in the thread, but I responded to this point here in particular:

It was obvious it was going to end like this. Asking for something basically impossible and then complaining the developers didn't achieve the impossible thing people made up in their heads is entitlement at its highest. Fixed2BeBroken is perfectly right when he points at gamers' responsibility and childishness here.

It made it sound like people complaining that the levels are bad were childish and entitled. I didnt ask for these levels, and they look bad, and I'm gonna state that. There isnt anything childish or entitled about that.

What you're saying is, "Well yes, the levels aren't good, what did you expect? The project clearly wasnt designed around that". What Fixed2BeBroken is saying, "Hey, you guys wanted platforming levels, you dont even know if its good or not, ya'll asked for this...". Like we should just bow down and be grateful they added platforming at all, even though you and I and many others in the thread think they aren't good.

If you two came to the same conclusion about childish/entitled gamers, its clearly based on different thesis.
 
And speaking personally, I also never wanted platforming levels. I got sick of coming into every fucking Cuphead thread for YEARS and reading "oh...its a boss rush game? I wanted a platformer. Why isn't it a platformer? Devs make it a platformer. I wont buy unless its a platformer."

Like do you fuckwits go into Punch-Out Wii thread and ask why isnt it a 3D action game like Devil May Cry? That is not what the game is, its clearly out of the scope of the development team, go somewhere else with that shit.

Now here we are with some platforming stages clearly made way late in the development of the game due to fan complaints, and surprise surprise they looked half ass. Its almost if the scope of the game and its developers weren't trying to make a platformer in the first place...

My problem with this comparison is that this is clearly a Contra/Metal Slug inspired game in regards to the gameplay. Those games had "normal level" sections where you shot up minions prior to boss fights and weren't just boss rushes/boss battles. So it's not like they introduced something completely foreign into the base gameplay/requests for normal sections are completely out of line. But you are right that if they aren't able to put in the polish that they have put into their boss fights into the "normal" sections before the game releases, they should have just done without them.
 
My problem with this comparison is that this is clearly a Contra/Metal Slug inspired game in regards to the gameplay. Those games had "normal level" sections where you shot up minions prior to boss fights and weren't just boss rushes/boss battles. So it's not like they introduced something completely foreign into the base gameplay/requests for normal sections are completely out of line. But you are right that if they aren't able to put in the polish that they have put into their boss fights into the "normal" sections before the game releases, they should have just done without them.

Seems to be more inspired by Alien Solder and Contra: Hard Corps than regular ol' Contra or Metal Slug.

You know, boss rush games. So yeah, these separate platforming stages do feel out of place. It seems pretty clear they weren't part of the game's original scope.
 
The way they're separated out by the world map really doesn't do them any favors, either. All the filler sections in Alien Soldier or Shattered Soldier aren't meant to stand alone on their own, they're just the connective tissue between the bosses. The world map was fine when it was boss only, since it gives people a bit of a break between encounters to regroup, buy upgrades, maybe go fight another boss if this one is giving you problems. The platforming levels dont really have that going on for them.

They just dont make sense in this video game as far as my understanding of its core game design is.
 
Seems to be more inspired by Alien Solder and Contra: Hard Corps than regular ol' Contra or Metal Slug.

You know, boss rush games. So yeah, these separate platforming stages do feel out of place. It seems pretty clear they weren't part of the game's original scope.

Hard Corps Uprising is an example of a Hard Corps game with normal stages. But regardless my point is they didn't introduce something "completely foreign" for this genre of game play like a Devil May Cry in Punch Out. It's just not varied/interesting enough and probably should have been left out if they can't improve it before the game comes out.
 
I like the platforming stages so I don't even know why you bothered quoting me, instead if you're going to insist one making a point by quoting other ppl you should find people that did a 180, sweetie
c674d5746f3f669964324fc1faf8e415.png

That's literally why he quoted you, to show your dismay at it only being a boss-rush game :lol. He's saying people whined about it just being boss-rush and now others are whining about the stages being bad.
I personally don't see what makes them bad, the platforming segments seem very inspired by Contra and that's not a bad thing in my book.
 
Hard Corps Uprising is an example of a Hard Corps game with normal stages. But regardless my point is they didn't introduce something "completely foreign" for this genre of game play like a Devil May Cry in Punch Out. It's just not varied/interesting enough and probably should have been left out if they can't improve it before the game comes out.

Sure, but the point is that boss rush games exist, Cuphead was inspired by them, and it did not need to become something more than that. It wasn't a lesser experience because it lacked traditional stages.

I get the impression that the vocal outcries by those the game was never targeting in the first place made the developers question their original scope and then felt forced to expand on it. Of course, like I said in the beginning of this thread, that's just speculation. Maybe they always intended to have platforming levels. If that's the case, it may have been a bad call from the start. Or heck, mabye every other platforming stage is significantly better than this one. We'll find out for ourselves eventually.
 
It made it sound like people complaining that the levels are bad were childish and entitled. I didnt ask for these levels, and they look bad, and I'm gonna state that. There isnt anything childish or entitled about that.
In my post I'm very clearly speaking about the people who asked for those levels and threatened not to buy the game without them, and who now trash the game complaining they aren't good enough without even trying to understand WHY.

That is entitlement. Being a consumer isn't necessarily about demanding and whining non stop without ever trying to know if what you ask for is even possible. Creators should be understood and supported when they have the best intentions.

Since you didn't ask for those levels, and see why they couldn't be up to what people dreamed about anyway, I'm obviously not targeting you.

Fixed2BeBroken also has a point: even though the levels don't look good, maybe they're not that bad when you actually play them. Myself, I think they look completely uninteresting and break the "animated cartoon" illusion the boss fights managed to create, but it's not impossible.

My problem with this comparison is that this is clearly a Contra/Metal Slug inspired game in regards to the gameplay. Those games had "normal level" sections where you shot up minions prior to boss fights and weren't just boss rushes/boss battles. So it's not like they introduced something completely foreign into the base gameplay/requests for normal sections are completely out of line.
This is correct, but like I said above, the art style they use makes making that sort of level way above their work force/budget/sale potential/publisher support/IP potential. Even Contra-like games in pixel art can't afford the animation level of Metal Slug nowadays because it became too expensive relatively to the price people are willing to accept - imagine that for a small independent group of developers with a MUCH more demanding art style, that even huge publishers couldn't handle to that level so far. All that for a new IP.

I'd also love a Contra-style game with that sort of style, but I know it's just not possible, especially from that kind of developer.

Maybe they always intended to have platforming levels. If that's the case, it may have been a bad call from the start.
I kind of remember Teeth stating they always wanted to do that sort of levels. And I always thought it was a mistake.

We'll see, but I hope the game's image isn't damaged.
 
I definitely hope the platforming levels get more difficult and more involved as the game progresses.

I'm still all over it though and can't wait for release.
 
I can't believe people are judging the entire game based on a snippet of video showing platforming, which was overwhelmingly demanded when it was announced to be missing, as if the addition of platforming has detracted from the boss battles.

Talk about fickle.
 
I can't believe people are judging the entire game based on a snippet of video showing platforming, which was overwhelmingly demanded when it was announced to be missing, as if the addition of platforming has detracted from the boss battles.

Talk about fickle.

Bad things can have a negative impact on the good things. If you have a great, five hour game that's then stretched into a bloated 10 hour one, you've hurt the overall product.

So yeah, if the platorming stages are mediocre, they could very easily detract from the rest of the game.
 
God the music and the aesthetics look top notch, but do you have to even hold down the shoot button on this or does it auto fire all the time??
 
To make something interesting out of those sections, they should be designed like Metal Slug or Contra, which is something that may ask for more than tripling the budget/time and work force needed for the game.

Metal Slug and Contra were pixel art with a big publisher and bigger teams behind it and sold at a much higher price, at a time where those games had a bigger audience and less competition - with Cuphead's art style and 2016 context, making something as good is just plain out of reach. There was NO WAY they could do what people made up in their head when they asked for platforming levels. Like I already said, read the Iwata Asks about Wario Land the Shake Dimension to get a glimpse of the headache implied by a similar art style - and that game had Nintendo and a big name behind it.

Honestly I liked what I saw in the trailer exactly because it wasn't trying to be Contra. We've already had Contra and Gunstar Heroes. We don't need another well designed platforming bullethell.

The only thing that really disappoints me is that the design is lacking the level of detail seen in the boss battles.

Enemies going poof and having only style of preprogrammed attack is fairly lame compared to what the bosses have going for themselves.
 
Such an easy solution to all this angst.

- Have a boss rush mode
- Have a platform / hybrid mode
- Play the mode that interests you

And going by some older dev posts, it sounds like that's the plan.

An easy mode is in the works. It will most likely be a bit different than normal mode. That's all we can say for now :)
Even though we haven't showed off levels(yet!), let it be known that Cuphead will have traditional, side-scrolling levels throughout the game - they just aren't connected to the boss fights. Our current scope is about 7-10 levels (of course, this can always change!).

Perhaps calm tits and untwist knickers, GAF?
 
I can't believe people are judging the entire game based on a snippet of video showing platforming, which was overwhelmingly demanded when it was announced to be missing, as if the addition of platforming has detracted from the boss battles.

Talk about fickle.



Those idiots weren't being fickle.

I remember going into every Cuphead thread and half the people said, "It's a boss rush? I'm not interested in buying a boss rush. This should have platforming."

I'm calling them idiots not for disliking the substandard platforming because good platforming is what they asked for and expected. I'm calling them idiots because they didn't take one second to think about what it means for a small team to do animations of this level and to go beyond the scope of doing boss rushes. I hold anyone who goes to dedicated gaming forum like GAF to a higher standard and should know better what goes into making a game and should be more sophisticated in making requests.

They're getting what they deserve while the game that I was hooked on and still interested in buying is intact. The game being delayed in order to try to cater to them doesn't hinder my willingness to buy this.
 
Okay this was a total suprise for me, the only media I've seen of this game is a few gifs and some short teaser trailers during E3 weeks, where it didn't look particularly interesting tbh, but here it looks like a solid contra knock-off with amazing cartoon graphics :o
 
I think the platforming sections look very underwhelming as well.
I've been looking forward to Cuphead for a long time, but didn't have any strong for or against sentiments towards possible platforming sections. I do feel strongly that if they were going to add platforming sections, they should at least be exciting & creative like the boss fights.
I feel a bit bad for the devs now. They thought they were doing it's audience a favor, but the way it looks now I can see it detracting from the quality of the core gameplay.
 
I think the platforming sections look very underwhelming as well.
I've been looking forward to Cuphead for a long time, but didn't have any strong for or against sentiments towards possible platforming sections. I do feel strongly that if they were going to add platforming sections, they should at least be exciting & creative like the boss fights.
I feel a bit bad for the devs now. They thought they were doing it's audience a favor, but the way it looks now I can see it detracting from the quality of the core gameplay.
There is nothing to feel bad about, this is the best video yet, I think it looks amazing now, seems to play very much like Contra which is rarely a bad thing. It didn't get me anywear near thinking "day 1" in the former videos, without the platforming. But now it is though, Day 1! :)
 
I can't believe people are judging the entire game based on a snippet of video showing platforming, which was overwhelmingly demanded when it was announced to be missing, as if the addition of platforming has detracted from the boss battles.

Talk about fickle.

Agreed; Especially if the levels are just beginning stages.
 
The platforming doesn't seem that appealing, but the visuals and the boss battles look absolutely stunning. I would love to play this game one day...
 
Top Bottom