In a sense, it reminds me of run and gun version of Punchout.
This is all I'm hearing, Punch-Out!! mixed with Contra. Sign me up! I'm looking forward to it more because of the boss-rush nature. And with these graphics? *faints*
In a sense, it reminds me of run and gun version of Punchout.
I can't relate.
The platform doesn't matter to me, I go where the games are.
Terms like "exclusive" are used far to loosely.
This is one of the games that makes me wish I owned an Xbox One.
I think it's making its "console debut" on XBO.
Yeah, but sometimes you don't know how long that is. Space Engineers is a year exclusive on Xbox. That why it's good to own all consoles
Game looks fantastic! When is it coming out?
Cuphead is a classic run and gun that centers around 1-on-1 fights (2-on-1 in two player mode).
With Cuphead, we aim to evolve the genre by adding new features such as: super arts, infinite lives, a playable world map and hidden secrets. In addition to that, we will have refined controls, additional boss patterns on harder modes and balanced weapons to equip (that you don’t lose!). We plan to release 10-15 bosses per episode and end up with over 30 bosses. If all goes as planned, we will defeat the current “Guinness World Record for Most Boss Battles in a Run and Gun Game”[25 total]).
When developing Cuphead we started with the basics – who knows this better than Shigeru Miyamoto. He set the standard for all 2D and 3D platformers and they are still a great formula for gameplay perfection. Knowing this, we’ve spent a lot of time fine tuning small details like hitboxes, screen movement, player control, weapon balancing, and a ton of small details that may go unnoticed by some.
PATTERNS, ETC.
When we were designing Cuphead, we wanted the game to be more reaction-based than just straight memorization. Great games like Contra III/Hard Corps mainly used repeating patterns that appeared in the same order every time – we feel this pattern formula tends to have less surprise on subsequent replays. On the other end of the spectrum, a game like Mega Man has a lot of proximity based patterns to mix things up – but this can let you take advantage of the boss by forcing the AI into the same series of attacks.
Our approach is to integrate variance by: *some of this is for nerds*
- Rearranging certain pattern orders on replays
- Using arrays on individual attack attributes to mix it up (vague example: 1,2,1,3,3,2,1,3,2 instead of 1,2,3,1,2,3,1,2,3)
- All proximity based attacks will have a variety of options to avoid pattern trapping
- Using RNG sparingly during suitable situations and not like Holy Diver – (P.S. Funkdoc rules!)
- Every boss in the game will have 3 ranks of difficulty: each one adds new patterns, visuals and blast processing
DIVERSITY
The best of the genre always contained a variety of gameplay (Contra III overhead stages not included!). We are aiming to have good diversity by :
- some fights styled more like a platformer
- patterns/gameplay themes that havenÂ’t been seen before in a run and gun
- shmup stages with influences from games like: the Thunderforce series, Radiant Silvergun, Ikaruga, and Jamestown (which is AMAZING)
- suits (like Mario 3) that will give the player new attributes/abilities
- extremely long, unskippable cut scenes![]()
I don't care if its a cow milking simulator
I like that it's a boss rush game.
Makes for a different experience and should be perfect for bite sized play sessions.
https://www.youtube.com/watch?v=IAxzpTX8aHwA game about repeatedly tugging on large firm nipples?
Sounds like the kind of thing that would be big in Japan.
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love it
Why no PS4?![]()
Here's an example of the type of cartoons they used as reference. They're the Happy Harmonies series from the 1930's.
https://www.youtube.com/watch?v=0SkEnZG2lJY
https://www.youtube.com/watch?v=6x8fETsxf08
https://www.youtube.com/watch?v=XP1pKPu1C9U
The animation is fantastic. The game itself.... not so much.
The game looks amazing, and was my standout title from last year.
I had no idea it was a boss rush title. I am kind of not interested no more :/.
It should be a platformer with boss battles. The whole description of it being based on patterns with 1 on 1 fights is really shattering. I feel a huge missed opporunity for the potential this game has.
Wut, it's a boss rush?
Hype deflating to zero now
Aww mostly bosses?
On the other hand, there's been a decent amount of platformers with boss battles out recently (Volgarr and Shovel Knight come to mind), so Cuphead's approach stands out and can be ambitious in a different way. The only thing I'm not excited about is the use of infinite lives, which the developers should explain in relation to game progression. Being able to switch that on and off would be ideal.
I can be ok with only or mostly boss battles but seeing that the game is a run and gun for the love of god please tell me there are score mechanics at play and that you can play to beat highscores?
Only on Xone? =(
Steam has plenty of indie platformers that have nothing interesting to bring to the table besides their art style if that's really what you guys are looking for.
Let someone be inspired by stuff like Alien Soldier and Contra: Hard Corps instead of the same old shit for a change.
Also some bits are exactly as they were animated, like that boss flower
https://www.youtube.com/watch?v=VNttqN1wUMY&t=215
Those early XX century cartoons are stufffrom nightmares... Sure weren't made with kids in mind, right?
Those early XX century cartoons are stufffrom nightmares... Sure weren't made with kids in mind, right?
I still miss him and his avatar changes. What happened to him?.
Do we have a release date yet?
Only on Xone? =(