Cuphead is one of my favorite games for the following reasons: Quick resets Mostly fair difficulty NO LEVEL UPS. NO CHARACTER BUILDS. Victory is determined by YOU and THE BOSS. (Also the art and music is pretty nice
Great analysis, I'm going to chuck on your Sekiro video in the background at work soon! I definitely agree with you, the key is about positioning yourself a step ahead of time rather than trying to dodge each item individually at the last moment.
Cuphead is a masterpiece, but i agree about the pink objects complaints amd even the foreground covering up enemy projectiles sometimes, some times it's not that clear what is parryable and what not... The parry is even more of a problem if you try to play with one of those cool filters you're rewarded with by completing certain side content. I highly suggest you to play the DLC, chalice got more movement capabilities and the new bosses are designed around her, even some main game boss fights benefit from these new options.
My only criticism of Cuphead is that I am more interested in 'levels' than bosses. This is purely subjective though and can't really be called a criticism when this was clearly their intention.
I disagree with designing future bosses around charms because that takes focus away from skill and mastery of the base mechanics. I love this game because there's no Father Gastoine music box moments - no Ogre Giant flame barrel moments. It's all dodge and shoot, no gimmicks or puzzles.
Late comment, but that orb is totally between pink and purple. As far as experimentation goes you didn't have an excuse not to try parrying whatever had a close-enough shade, but I agree that the colour was a little off.
Very good video! I have one suggestion. You do have a point about the parries but you could test how far your idea of making everything parriable would go by making use of the Whetstone charm. It converts everything that is solid and also the bosses into parriable objects. It also deals damage! As you, I was planning on making a video on Cuphead but will wait for the DLC to do so, as my main criticism (similar to yours) is that you as a player do not need to change your offensive approach to the bosses in anything except movement, which is limited. One of the few exceptions is the last phase of Grim Matchstik, where if you shoot mindlessly you create more obstacles. Maybe the new movement options will change that, but I am more interested in boss designs that require you to be more intentional about how and when to fire. You showed a lot of footage using Charge as the main weapon form and you probably realized how it changes the gameplay to find the best openings for shooting a fully charged projectile instead of just holding the button sort of aimlessly.
Never thought about playing around with Whetstone like that, I probably should've tried it out. It sounds like it could make run n' guns more fun especially since they have a lot more involved enemy placement. Bosses that require more elaborate shooting patterns from you is something I haven't actually thought about - I agree, that would add a layer of complexity to hopefully make things more interesting. The Charge Shot might be subconsciously more fun to use for that reason - maybe even the Boomerang gun, since you can shoot backwards with it to make it more effective. Here's hoping the DLC has stuff like that. (also, thanks for watching!)
Cuphead is unquestionably a masterpiece just from the animation alone honestly. But the tight gameplay, amazing live music, and fun replay value are all just a giant bonus cherry on top.
As a big fan of cuphead that has done every challenge in the game, I find that the proactive explanation is a really good way to put it!
Cuphead is one of my favorite games for the following reasons:
Quick resets
Mostly fair difficulty
NO LEVEL UPS. NO CHARACTER BUILDS. Victory is determined by YOU and THE BOSS.
(Also the art and music is pretty nice
Great analysis, I'm going to chuck on your Sekiro video in the background at work soon! I definitely agree with you, the key is about positioning yourself a step ahead of time rather than trying to dodge each item individually at the last moment.
Definitely purple.
Fantastic analysis, also yeah that ball in the bee fight certainly looks purple to me!
Cuphead is a masterpiece, but i agree about the pink objects complaints amd even the foreground covering up enemy projectiles sometimes, some times it's not that clear what is parryable and what not... The parry is even more of a problem if you try to play with one of those cool filters you're rewarded with by completing certain side content.
I highly suggest you to play the DLC, chalice got more movement capabilities and the new bosses are designed around her, even some main game boss fights benefit from these new options.
cuphead is for sure a masterpiece
Love your videos!
You seriously need more subscribers
that orb is fuchsia at best 😂 def purple
this should have at least 50k views
How does this only have 3.1K views?
I might be crazy but is it just a coincidence or you sound exactly like matthewmatosis?
My only criticism of Cuphead is that I am more interested in 'levels' than bosses. This is purely subjective though and can't really be called a criticism when this was clearly their intention.
I disagree with designing future bosses around charms because that takes focus away from skill and mastery of the base mechanics. I love this game because there's no Father Gastoine music box moments - no Ogre Giant flame barrel moments. It's all dodge and shoot, no gimmicks or puzzles.
Late comment, but that orb is totally between pink and purple. As far as experimentation goes you didn't have an excuse not to try parrying whatever had a close-enough shade, but I agree that the colour was a little off.
"Cuphead is, by no means, a masterpiece"
Hard disagree.
Very good video! I have one suggestion. You do have a point about the parries but you could test how far your idea of making everything parriable would go by making use of the Whetstone charm. It converts everything that is solid and also the bosses into parriable objects. It also deals damage!
As you, I was planning on making a video on Cuphead but will wait for the DLC to do so, as my main criticism (similar to yours) is that you as a player do not need to change your offensive approach to the bosses in anything except movement, which is limited. One of the few exceptions is the last phase of Grim Matchstik, where if you shoot mindlessly you create more obstacles.
Maybe the new movement options will change that, but I am more interested in boss designs that require you to be more intentional about how and when to fire. You showed a lot of footage using Charge as the main weapon form and you probably realized how it changes the gameplay to find the best openings for shooting a fully charged projectile instead of just holding the button sort of aimlessly.
Never thought about playing around with Whetstone like that, I probably should've tried it out. It sounds like it could make run n' guns more fun especially since they have a lot more involved enemy placement.
Bosses that require more elaborate shooting patterns from you is something I haven't actually thought about - I agree, that would add a layer of complexity to hopefully make things more interesting. The Charge Shot might be subconsciously more fun to use for that reason - maybe even the Boomerang gun, since you can shoot backwards with it to make it more effective. Here's hoping the DLC has stuff like that.
(also, thanks for watching!)
now that the dlc is out what do you think of it?
I haven't played it yet, but definitely plan to at some point. I've heard good things.
I only disagree with one thing. Cuphead is a masterpiece in my opinion.
Cuphead is unquestionably a masterpiece just from the animation alone honestly. But the tight gameplay, amazing live music, and fun replay value are all just a giant bonus cherry on top.