Review

Cuphead Review - Rise To The Challenge

  • First Released Sep 29, 2017
    released
  • XONE

Stick and move.

Everything you've heard about Cuphead is true. It is a difficult side-scrolling shooter with relentless boss battles that demand rapid-fire actions and reactions. Think for too long, and you won't stand a chance against the game's toughest enemies. Battles may only last three minutes at most, but they feel far longer when you know that you can only absorb three hits before you have to start from scratch. When you are navigating your way around bullets, smaller enemies, and pitfalls, while simultaneously trying to damage your primary target, toppling Cuphead's imposing bosses is both a monumental and rewarding task.

But difficult battles only tell half of the story. Cuphead's 1930s cartoon aesthetic is endlessly charming, popping with color and expression unlike anything seen at this scale in a video game before. And now that it's available on Switch, you can get a closer look and admire the artwork in the palm of your hand. The sheer variety of characters and settings yields consistent delight as you go from one stage to the next, with everything bearing the telltale signs of grainy film and rudimentary production techniques. Cel-shading means one thing to a lot of people, but Cuphead truly re-creates the look of hand-drawn cel animation.

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The characters and bosses that are clearly inspired by cartoon legends like Betty Boop break free from the expected to surprise you with something new. Never mind that Betty's lookalike is a mermaid now; it's the moment her head breaks free from her body and spews caustic skulls that gives you pause. If you can appreciate the unique animation style, you will be doubly impressed when you see what developer Studio MDHR has brought to the table. If its technical execution wasn't enough, MDHR's creativity puts Cuphead in a league of its own.

No Caption Provided

A world map sets the stage for your adventure. As a Cup-thing who gambled with the devil, you now must go around collecting debts from the devil's other acquaintances--the game's bosses. Outside of one-on-one fights, you also have a few opportunities to run and gun through less-imposing platforming stages. These help break up the action and give you a chance to collect coins that can be cashed in for "weapons" and passive buffs. Coins are in short supply and can only be collected once, so farming to gain an advantage is out of the question. These stages don't compare to Cuphead's main attractions, but they add valuable substance nonetheless.

The mix of ammunition for your handgun--character fire from their fingers--includes the likes of a spread shot, a charge blast, and a boomerang round. There are six in all, and each comes with a secondary attack that's tied to a meter that fills when you successfully land shots on enemies. You can also earn meter by parrying pink projectiles and enemies, a task that requires you to jump towards an enemy and then tap jump again at just the right moment before impact. These range from a fireball and a ring of damaging gems to a burst of bulky, short-range arrows. Finally, you have a super art, which can only be fired when your entire meter is full, as opposed to spending one section of that meter to fire your weapon's secondary attack. The one catch here is that when your meter is full, you can't perform a secondary attack--you are inconveniently forced to unleash your super art, which isn't always desirable.

Given that you are able to equip two weapons at once, the variety of loadouts you can equip before a fight allows for flexibility on your part. While you may benefit by bringing a specific set of arms into some boss battles--say, using tracer rounds to pick off minor enemies swarming overhead--you can still carry whatever you wish into battle so long as you have the confidence and knowledge meet the challenge ahead.

Learning the bosses' attack pattern is oftentimes half the battle, and it's typical to run through a fight multiple times until you see everything that might get thrown your way. Every boss fight consists of multiple stages or forms. Bosses will change shape, position, and behavior with each new phase. And within an individual phase, you may see as many as four different attacks, though you aren't always guaranteed to see them all during subsequent fights. When bosses begin to mix multiple attacks at once, the potential for various deadly combos keeps you on your toes no matter how familiar you are with the fight in question.

The fear of the unexpected is part of what makes Cuphead such a thrilling game, beyond the frantic moment-to-moment tension. You only have three hit points per stage by default--you gain a fourth if you equip a charm that also weakens your firepower. But when the only question in your head is, "In what order will the boss' attacks appear?" fights take on less-appealing light after the dozenth attempt. It's in these moments you start to identify a few places where Cuphead could do a slightly better job of keeping you informed of your own progress and capabilities.

You never can tell exactly how close to death--or a phase change, for that matter--bosses are. At best, you can see a plotline of the battle after death, to loosely gauge your relative progress. In the face of defeat, you may begin to question if you're carrying the right tools for the job. Beyond revisiting old fights, which is more arduous than it should be as you traverse the map slowly and can't fast travel, there isn't a great way to familiarize yourself with new weapons. And there's, unfortunately, no way to tell exactly how much damage one weapon does compared to another. Vague descriptions are all you get.

If Cuphead's fights were indeed puzzles with one correct solution, this would be incredibly frustrating. As it stands, there's only a small amount of frustration to be found while fumbling with new weapons and dying in the process. It may sound like a minor thing to praise, but the fact that boss battles reload in one or two seconds is a godsend when it comes to trial-and-error tactics. And no matter how frustrating a boss may be, you can't escape the draw of their expressive animations.

No Caption Provided

Cuphead does support two-player local co-op as well but it's pretty evident that this makes life more difficult for you and your partner. Despite the intricate chaos that you face alone in any given fight, when you add another character and more projectiles on screen, playing with a friend makes it far more difficult to discern your surroundings, and much easier to slip up. You do have a small window of time to revive a fallen comrade by parrying their ghost, but it's a mere few seconds while it floats up to the top of the screen before disappearing for the remainder of the fight.

For anyone interested in getting a taste of Cuphead without facing almost-guaranteed defeat, there are simpler versions of every boss that you can fight--but you won't be able to access the final battle unless you beat every standard boss on the normal difficulty. And in reality, you may as well stick with the standard fights as Cuphead is relentless no matter how you play.

Cuphead has been a longtime coming, and it's great to see that it lives up to its initial promises across all platforms. It's beautiful to look at, and with a pitch-perfect soundtrack, it flawlessly captures the era its developers so clearly revere. It's also an intense action game that pulls no punches. It could benefit from a few tweaks, and two-player co-op doesn't feel like the valuable addition you might imagine, but Cuphead remains a rare, unique game that truly stands out.

Cuphead is featured on our list of the best Xbox co-op games as well as the Best Xbox Games for Kids.

Editor's note (April 18, 2019): The review text and score have been updated to reflect the Switch version of Cuphead, which looks and plays just as well as other versions of the game--with a few new touches that will soon be applied to other platforms.

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The Good

  • Impressively revives an abandoned artform with modern sensibilities
  • A catchy soundtrack completes the 1930s homage
  • Boss battles feature a wide array of scenarios and mechanics
  • Offers a delightfully punishing challenge

The Bad

  • Busy visual style isn't ideal for two-player co-op
  • Revisiting previous boss battles calls for slow-paced treks across three maps

About the Author

In the span of 24 hours, Peter got to the end of Cuphead's last world but fell two bosses short of the finale. He played through the majority of the game on Xbox One, but spent two hours with the PC version at the start. He also revisited the game on Switch, playing through the first island to put the port through its paces. Complimentary review codes were provided for all platforms.
373 Comments  RefreshSorted By 
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Warlord_Irochi

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A good chunk of the negative points mentioned in the video reviews are characteristics from old arcade games. That is exactly the kind of stuff this game tries to emulate. Not sure if it's correct to point those as negative points when there are probably intentional.

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deactivated-602ba4c72cdea

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@Warlord_Irochi: --said everyone who didn't like a review ever.

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Warlord_Irochi

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@boardsport311: Other than posting a generic flame comment, could you prove that I'm wrong somehow? Without that you are not taking away any credit from what I just said.

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chiefwiggum16

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@Warlord_Irochi: If it was a PS4 exclusive then they would have praised it for being like the classics. But its Sonyspot so we already knew that.

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VFighter

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Edited By VFighter

@chiefwiggum16: Lol, do you fanboys really believe that nonsense? It's like most fanboys haven't aged past 11 it seems.

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ProjektInsanity

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@vfighter: Right? It's so sad to watch. "If this was on Playstation, blah, blah, blah..." What a bunch of whiny, conspiracy-theorist nutjobs. It didn't get a 10/10 so there must be something foul about the review. Idiots.

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deactivated-5a0b0bf0c8fa5

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@vfighter: War is hell man.

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chiefwiggum16

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Edited By chiefwiggum16

@vfighter: first off i have all 3 consoles so im not a fanboy. Second off take 5 minutes of your life and do some research. Facts are facts and when you compare gs reviews w metavritic average.....its quite jaring.

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xantufrog

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Edited By xantufrog  Moderator

@chiefwiggum16: tough - IMO most sites hand out 9s and 10s like candy. Technically, a 7 should be a really solid game, but these days it's come to mean "utter mediocrity" to fans; and sites that constantly give out overly high scores are either caving to that pressure or feeding it. Here at GS, an 8 means "great". Not "meh". Not "really good". It means this a gem. It's absurd how much time people spend complaining about the numbers - and usually because they adhere to that compressed scoring scale. I wish they'd do away with numbers entirely - this is clearly a glowing review

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AzatiS

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Edited By AzatiS

@xantufrog: I disagree here.

8 might mean great but if you compare this game to other 8s = greats is far beyond in almost everything.

In this era where difficulty its getting praised with plenty of rogue like titles, indies or not , getting praised even more , i dont get how difficulty is an issue here or from whatever perspective i see it , i dont get how is one of the same 8s gamespot , or any other site , reviewed in the past when provides something unique and challenging.

With that being said what were the minus about the game considering to reviewer ? Check those and tell me considering those minus game is 8. This scoring systems sucks. Bring back the 8.5 or something or the oldschool X.1-X.2 so on because its different to say 8 than 8.7 for example so there wont be any drama similar to metacritic scoring. 8 is great in general but this game is close to 9 not close to 7 if you get what i mean and in this case 8 is not the ideal score for it. Too generic

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xantufrog

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Edited By xantufrog  Moderator

@AzatiS: games don't start at a 10 and work down from a system of point deductions. This comes up like every review. That being said, I'd rather see no points than a more complicated points system - look, these numbers are arbitrary. Moving to a X.1 system only gives an illusion of precision - it's like with image analysis: we're already operating with arbitrary numbers, but if we super-sample those we don't gain any additional information. It's noise. A 10 vs a 6... that starts to tell me something tangible about the game. But an 8 vs a 9? It's gradations that are so subtle that they can't be consistent across reviewers/consumers. Too high res already.

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deactivated-5a0b0bf0c8fa5

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@xantufrog: True. '7/10' lamo i knew dis gaem suked11!1 lmao

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Gelugon_baat

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@Warlord_Irochi: You do know that those old arcade games were designed to guzzle coins, don't you?

There is that, and that the people who designed the old arcade games wanted to squeeze out as much visual shit from the boards as they can, regardless of how it may affect gameplay, e.g. obscuring the player characters and enemies.

These designs were already bad from the days of the arcade. They might be intentional, but they are still bad nevertheless.

Tradition should never be an excuse for bad game designs.

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Warlord_Irochi

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@Gelugon_baat: I know, and still people does like that kind of mechanics and that is the people towards which this game is focused. Not debating if those are good or bad, just pointing that those are expected in this kind of games.


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AzatiS

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Edited By AzatiS

@Gelugon_baat:

What are you talking about ? Did you even game back then ? About what bad game design you talking to ? Cuphead has great design to begin with.

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Gelugon_baat

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Edited By Gelugon_baat

@AzatiS: I did "game back then". I just don't have rose-tinted glasses.

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AzatiS

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@Gelugon_baat: Man, considering we are in an era when 9.9/10 rogue-like games getting praised again and again, being difficult now is a minus ? I dont get you. And what oldschool arcades has to do with this game ?

PS: This was going to you in the first place.

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Gelugon_baat

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@AzatiS: You don't "get" me because you see things through simplified lenses.

There are many sources of difficulty. Not all of them are convincing challenges.

That said, I don't think that some highly praised rogue-lites deserve the praises either - Faster Than Light for one.

2 • 
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ProjektInsanity

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@Gelugon_baat: I haven't always agreed with you, but you're spot-on here and beat me to what I was going to post. There are certain types of difficulty that are enticing and others that are just a chore. I don't own an X-box, I haven't played Cuphead, so I'm not specifically talking about this game. I'm only stating that some people seem to think that because SOME difficult games are excellent (oldschoolers like Mega Man 2, or newer-gen stuff like Dark Souls), ALL difficult games must be praiseworthy. If someone disagrees, they simple write it off as a scrub who shrinks away from challenge. That's just not the case. Much as I love the new game Sundered, its insane mode features an artificial type of difficulty where enemies' damage is boosted, the player's is weakened severely, and leveling up is SUCH a chore that it all but turned me off to the game completely. There's nothing fun about that; it has nothing to do with liking or hating challenging games. Difficulty is not automatically a good thing.

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AzatiS

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Edited By AzatiS

@girlusocrazy: Man, considering we are in an era when 9.9/10 rogue-like games getting praised again and again, being difficult now is a minus ? I dont get you.

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AzatiS

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Edited By AzatiS

@girlusocrazy: Sorry , i got confused to whom i was replying to

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deactivated-5a0b0bf0c8fa5

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@AzatiS: Doesn't get that some people dig gauntlet styled platformers and thinks that it's an objectively bad design choice.

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AzatiS

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Edited By AzatiS

@repulsive44552: Thats the issue im having. Im indie freak myself. I can mention you right here right now way worse games including design that scored 8/10.

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@AzatiS: I think we all could :P

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GeryGo

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GeryGo  Moderator

@Warlord_Irochi: I agree, the game is in old school arcade style, you can't expect it to be easier because it released today

3 • 
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Domiddian

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I'm glad my concerns about this game were unwarranted. And one of the few games I'd get on Xbox rather than PC.

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Sam3231

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@domiddian: It's a play anywhere title anyway guys.

You get a copy for one you get it for the other.

Assuming you have Windows.

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BeantownSean

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Edited By BeantownSean

@domiddian:

I'm just the opposite, I tend to get these sorts of games on PC. Because they aren't very demanding on hardware and I have more PCs than XBOs, I have more options on where I can play.

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UltimateBastard

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@domiddian: to be honest, it's one of the few games that wouldn't make a difference which platform you bought it on

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Domiddian

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@UltimateBastard: Yeah I know, it's that my Xbox is in the living room and my PC is on my bedroom. Seems like the sorta game you play on a couch :-)

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carving_a_giant

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Now we just need a physical release

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Purpledust

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is it 9AM YET?!

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FreeRyu

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@Purpledust: Ikr, got mine downloaded and ready to go.

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Purpledust

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so hyped for this.

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BassMan

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Great art style and I loved Contra back in the day, but I am not hyped for this game. I will probably play it at some point though.

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ExoticCharm

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Just a few hours before it's released. I can't wait to play this!

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Gamer_4_Fun

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Divinity and soon this. I am getting drowned in great games

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UltimateBastard

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@Gamer_4_Fun: Lets not forget total war

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Renunciation

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Edited By Renunciation

@UltimateBastard: And less than a month 'til Mario Odyssey.

This has been a very good year.

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G-Corleone

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Lovely game. Thought it was released ages ago thou. It was announced like three years ago. Worth the wait.

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videogameninja

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@lukeasaurusrex: It's definitely stands apart from the typical indie titles usually littering the digital gaming world. The beautiful coat of paint ain't hurting the eyes either.

-BETTY BOOP NINJA APPROVED-

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