Cuphead Review – A Tempest In A Teacup
Cuphead made it possible for me to scream obscenities at flowers. I was tempted to headbutt my TV by its cheerful dragon. What about the candy princess? Oh, you don’t even want to know. I didn’t appreciate it until much later, but those early maddening hours with Studio MDHR’s run-and-gun platformer were like a kiln, hardening my skills and turning me into the best damned Cuphead player that I could be. The trial by fire part of the experience is the best, though players who only want to be enthralled with its distinctive aesthetic will likely get burnt.
The hand-drawn animation is mesmerizing, and makes for one of the most visually appealing games I’ve played in years. Studio MDHR faithfully recreated nearly every facet of classic animation from the ‘20s and ‘30s, from the title cards that introduce each stage to the jazzy score that accompanies the action. If you have any fondness for that era, you’re in good hands. Going into the game, I wondered if there would be certain homages to long-lost techniques, and, without spoiling some of the most satisfying little moments of the game, the answer is “Yep!” The attention to detail is wonderful, and I was immediately pulled into its scratchy Technicolor world. Once I reached the end, however, it was a pleasant surprise.
Although Cuphead might seem like a pleasant smell from a cartoon pie to you, its problem is that the windowsill will slam shut on your face. Studio MDHR is a combination of classic animation and arcade games. It was also inspired by the hard-fought quarters. Cuphead’s core is built around boss battles that have many phases. They can be knocked out in a couple of minutes, but that assumes you’ve mastered the various tricks each one requires. The encounters are endless and there is no way to skip them. When you fail – and you will fail – you have to fight that boss from its opening moments again. The balance is delicate between rewarding and frustrating. This method works well. About half the time I finally landed the final blow on a boss, I’d cheer. The other times, I’d flip it the bird with both hands. You can play simplified versions of the boss fights, but you won’t get to see many of the game’s best moments. If you wish to defeat the bosses on regular difficulty, then you will need to do so. Trust me, it’s worth it.
The run-and gun action levels are dull compared to intense boss encounters. They’re full of boring enemy gauntlets, platforming difficulties, and straightfoward enemies. These sections aren’t nearly as interesting as the rest of the game, and include some of Cuphead’s worst moments, such as a poorly implemented gravity-swapping section and a few fatal end-of-stage surprises that feel more like active trolling. Unfortunately, they’re the main source of gold coins, which you need to buy additional weapons and special abilities. These levels aren’t too difficult to master, so you won’t have to revisit them again once you have earned all of the coins.
Cuphead is enriched by these weapons and their abilities. Two weapon types are available, along with one of the three ultimate attacks and a special charm. I was attracted to abilities that would give me more health. Then I got better at the game and found that I wasn’t getting hit nearly as often. That was when I discovered a power that allowed me to dodge damage and dashing. You have a limited arsenal, but it is diverse. The fun part is finding the best loadout. Even when it seemed impossible to boss someone, I found the tools that helped me get past difficult situations. It is important to master the parry skill, which allows one to throw away pink projectiles.

Help was available through my local co-op when I became stuck. By bringing along a buddy (who plays as Cuphead’s friend, Mugman), you can revive your comrade if you manage to parry their ghost before it floats to the top of the screen. Although I was concerned that this might be too powerful, it does have a downside. Sharing space with someone else can distract you, especially when bosses may be using subtle signals to make their attack. Although I was able to get past some difficult parts thanks to co-op I still managed to win the remainder of it on my own.
Cuphead offers a unique experience. Studio MDHR had a vision and then made it happen. The boss-rush style game is built on the classic animation archetypes. It shouldn’t work, but here we are. It’s fun to play, and possibly even as satisfying to watch, since you can fully absorb what’s going on screen. It would have been easy to dial down the overall difficulty (and I wouldn’t have complained), but that wouldn’t have been Cuphead, either. All I can tell you is to stick with it. It’s rare to find something that makes you smile and grind your teeth so close together.
#Cuphead #Review #Tempest #Teacup
