![]() ![]() Never did I feel frustrated by Cuphead, even after repeatedly failing on the last smidgen of a boss' health bar (which is only visible after your death). Cuphead's handling is so intuitive that before long, quick-dodge dashing, eight-way firing, and jump-parries that nullify any attack color-coded pink (which quickly becomes crucial to your success) will feel like second nature. All you can depend on are your wits, reflexes, infinite lives, and the tightly tuned controls. Progress is only palpable through your rising skill: there are no checkpoints, no mid-battle health pickups, and no methods for cheesing through a fair fight. This is the kind of game where, once you've gotten your bearings, any early damage you take should probably default to a quick, painless retry. Fights tend to take under three minutes, but that's usually after you've carefully studied your enemy's multiple phases over the course of many, many failures. Each encounter pits you (and a friend, in two-player couch co-op) against a larger-than-life opponent with an entirely unique set of attacks, cues, and weak points. You should think of Cuphead as a series of increasingly difficult boss fights, though there are a small handful of platforming "Run & Gun" levels mixed in. ![]() "We quit our jobs, remortgaged our houses" - how relentless passion made Cuphead a reality ![]()
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