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Cuphead - GDC Gameplay/Art Director Interview

beautiful game
I don't care if its a cow milking simulator, lush animation and faithfulness to aesthetic should be rewarded sufficiently!
 
Man, I just don't get the complaints about this not being a platformer or that it looks simple. The genre (boss rush, may or may not have Contra/Alien Solider-style build-up prior to bosses) makes perfect sense for eliminating downtime, letting the background and character animations have a greater impression during play, and showing off design principles while making the game shorter (thus easier to replay). We've only seen a small number of bosses through released media, and these bosses have tons of forms and patterns so far unknown. And the same goes for how many action players can perform as Cuphead, e.x. the Slap mechanic the interviewer wasn't aware of while she was playing.

It's a gorgeous project in so many ways; the only waste that can happen is if the game fails to live up to its predecessors in challenge, variety, and understanding of arcade design philosophy.
 
Didn't know these design goal details, and this was back in 2nd of Nov, 2013.

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 :)

Hope the game turns out amazing.
 
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.

There is room for a good downloadable platformer like Mario, Sonic.
 
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.
 
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love it

My childhood! This only needs a Looney Tunes and some Disney easter eggs, and I'm going to be giggling of happiness.

You know who would of liked this?

Cuphead.

I still miss him and his avatar changes. What happened to him?

Why no PS4? :(

I was wondering the same, maybe after release we can get a PS4 version.
 
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?

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.
 
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.

Trust me when I say that you will want the infinite lives.

That said, there will likely be an optional tower challenge mode of all of the fights (or something like that) that you have to progress through without dying for the ultra-hardcore people.

The way it is now, with the difficulty, it would be incredibly alienating to people if you had to start from square one after a certain amount of deaths. Think of it like Super Meat Boy: infinite lives, still pretty hard.
 
Looks good. I hope there is an option for infinite lives (so that I can see everything even if I'm not good enough to actually get there without feeding quarters so to speak), and I'm cautiously optimistic about the emphasis on boss battles.
 
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?
 
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?

Kind of?

Mostly, it'll just be based around time; the faster you beat a boss, the better. There's a bunch of technique involved in speed running, including putting yourself in danger by trying to parry everything that is coming to you so that you can build up your super meter faster, so that you can can deal more damage faster.

There'll also be some tricks with weapon mixing and situational use that will bring times down. Really trying to nail the ability legitimately speed run the game.
 
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.

Yes that's exactly what I was saying, thanks for the help.
 
Those early XX century cartoons are stufffrom nightmares... Sure weren't made with kids in mind, right?

They absolutely were made for kids. What's appropriate for kids as changed over time, of course. There were episodes of Looney Tunes that dealt with murder, suicide, romance, and some were even war-time propoganda --which were obviously played for laughs. Back then, kids were exposed to a lot of things that adults also had to deal with.

Of course, kids material have been toned down significantly since then.
 
Those early XX century cartoons are stufffrom nightmares... Sure weren't made with kids in mind, right?

Since those started in theaters as side features to fill time not were precisely aimed at children. At least not exclusively though.

Some were too edgy for kids anyway and/or in the case of Betty Boop too sexy so she eventualy got toned down (CURSE YOU HAYS CODE!!!!!!!)

Some of my favourites of that era from Fleischer Studios:

Bimbo's Initiation

Red Hot Mamma

And of course, Minnie the Moocher
 
Hot damn looks amazing! How has nobody done a style like this before? Run and Gun boos fightin' gameplay sounds great too.
 
I'm going to die a lot just from trying to examine every piece of art and animation.

They shouldn't be surprised noone has attempted this before.
 
One of the main Xbox One games I'm using those MS treasure hunt bucks (can't thank GAF enough for that) on. Looks great, plus two player co-op?! Yes, lord!
 
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