Black Guy Saying Delicioso Funny Video
Cuphead | |
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Developer(s) | Studio MDHR |
Publisher(s) | Studio MDHR |
Director(s) |
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Producer(s) |
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Designer(s) | Jared Moldenhauer |
Programmer(s) |
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Artist(s) |
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Writer(s) | Evan Skolnick |
Composer(s) | Kristofer Maddigan |
Engine | Unity |
Platform(s) |
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Release |
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Genre(s) | Run and gun |
Mode(s) | Single-player, multiplayer |
Cuphead [a] is a run and gun shooter video game developed and published by Studio MDHR. The game follows the titular Cuphead who, in a deal with the Devil after losing a game at the Devil's casino, is quested to repossess the souls of runaway debtors as payment for Cuphead's debt. In the game, up to two players control Cuphead and his brother Mugman to fight through several levels and boss fights; the game does not have a rigid narrative structure. As the game progresses, the protagonist acquires more power and abilities, eventually threatening the Devil himself. Players, however, can only equip a limited number of these abilities at a given time.
The game's creators, brothers Chad and Jared Moldenhauser, took inspiration from the rubber hose style of the golden age of American animation and the surrealist qualities of works of Disney Animation and Fleischer Studios. Reminiscent of the 30s' aesthetics and Jazz Age, the game is noted for its animation and soundtrack: all in-game assets used hand-drawn animation with deliberate human imperfections, and the soundtrack was written for and recorded with a full jazz ensemble.
Cuphead had a preview at E3 2014 and was released in 2017 as a timed-exclusive for Microsoft's Xbox One and Windows, with ports to other systems subsequently added. The game was a commercial success, selling two million copies within two weeks of release and six million in two years. Cuphead received widespread critical acclaim, with praises for its art style, gameplay, soundtrack, and difficulty; the latter was singled out for scrutiny, with multiple outlets naming Cuphead one of the hardest video games ever created. The game won several awards, including three The Games Awards, three D.I.C.E. Awards, and a British Academy Games Award. A DLC expansion, entitled Cuphead: The Delicious Last Course, is scheduled for release in June 2022. A Netflix animated series based on the game, The Cuphead Show!, premiered in February 2022.
Gameplay [edit]
Cuphead 's gameplay is centered on continual boss fights, interspersed with run-and-gun levels. Each is housed in one of four worlds, with the final fight against the Devil. Each boss fight includes a simple, normal, and expert difficulty mode (with the exception of the final two bosses, which lack a simple mode). Defeating a boss on normal mode is required to progress through the game and unlocks expert mode for that particular level. Most boss battles take place on land, although some involve player characters piloting aeroplanes and play like a side-scrolling shoot 'em up. The game includes role-playing elements and a branching level sequence.[1] [2] Player characters have infinite lives, maintaining all equipment between deaths.[1] Equippable weapons and special abilities, referred to as Charms, can be purchased from Porkrind's Emporium, an in-game shop, using coins found in levels and the overworld. Player characters can use a slapping parry attack on objects marked in pink to various effects, the most important of them being a super meter charge that enables more powerful attacks. The super meter also rechages overtime and is represented by a row of playing cards, maxed out at five. An enhanced attack can be executed at the cost of one card, with its particular form determined by the currently equipped weapon. The Super Arts are the most powerful abilities in the player's inventory as they use up a fully charged super meter to activate. There are three Super Arts available, unlocked by winning mausoleum minigames against a group of ghosts, one in each of the first three worlds, where the players have to parry the ghosts to stop them from reaching an urn at the center of the screen.
After completing a level, the players are ranked with a grade based on performance, determined by the time taken to complete the level, damage taken, and number of parried attacks, in addition to the level difficulty. The levels are accessible through a top-down perspective overworld with its own secret areas.[2] The game has a two-player local cooperative mode,[3] in which either player character can return to the game after being killed if the other one parries his soul before it rises off the screen. Cuphead's brother, Mugman, acts as an alternative skin and potential co-op partner within the game.[4]
Plot [edit]
On Inkwell Isle, Cuphead and his brother, Mugman, are two fun-loving children who live under the watchful eye of the Elder Kettle. Against his warnings, the brothers wander off, enter the Devil's Casino and begin playing craps. When they go on a winning streak, the Devil appears and offers to raise the stakes: if Cuphead and Mugman can win one more roll, they will receive all the riches in the casino; if they lose, the Devil will take their souls. Cuphead accepts the offer and loses by rolling snake eyes, causing him and Mugman to beg for mercy. The Devil makes another deal with the brothers: if they can collect the "soul contracts" from his runaway debtors by midnight the next day, then he might spare them. Cuphead and Mugman return to the Elder Kettle, who gives them a potion that allows them to fire blasts of energy from their fingers to aid in their quest, but also warns them that the debtors may not turn in their soul contracts easily.
The brothers travel around Inkwell Isle, fighting the debtors in order to obtain their contracts. As they enter the island's second sector, the Elder Kettle notices that the duo are getting stronger from their battles, and urges them to "do the right thing" when they come up against the Devil again. Once they have all of the contracts, the brothers return to the Devil's Casino, but its manager and the Devil's right-hand man, King Dice, stand in their way. Claiming that they have caused him to lose a bet with the Devil, he has his henchmen fight Cuphead and Mugman in different parts of his casino in an attempt to stop them, but he fails. After defeating King Dice, the brothers reach to the Devil, who demands that they give him the contracts. If the contracts are turned over, the Devil turns the brothers into his demonic lackeys and the game ends; otherwise, the Devil becomes furious at the brothers for not holding up their end of the bargain and attacks them. Cuphead and Mugman defeat the Devil, destroy the contracts, and return home. Learning that they have nothing to fear from the Devil anymore, the former debtors honor the brothers for their heroic actions.
Development [edit]
Cuphead is the first game by Studio MDHR, a Canadian indie game development studio consisting of brothers Chad and Jared Moldenhauer.[1] Additional animation work was contributed by Jake Clark, with programming led by Tony Coculuzzi.[5] [6] Its development began in 2010 using the Unity game engine, and it was developed from the brothers' homes in Oakville, Ontario and Regina, Saskatchewan, respectively.[2] [7] [8] [9] It was inspired by cartoons from the early days of golden age of American animation such as Disney and Fleischer Studios, along with cartoonists Ub Iwerks, Grim Natwick, and Willard Bowsky.[1] Chad Moldenhauer called Fleischer Studios "the magnetic north of his art style", and particularly sought to mimic their "subversive and surrealist" elements.[10]
The Moldenhauers watched many early golden age cartoons in their youth, which Chad Moldenhauer describes as happenstance, based on gifts and VHS compilations.[11] Among other siblings in their Regina, Saskatchewan childhood home, the two shared aesthetic taste and interest in gameplay. They attempted a game in the style of Cuphead in 2000, but lacked the tools to continue. The brothers decided to try again following the success of the indie game Super Meat Boy, which was released in 2010. The character that became Cuphead descended from a 1936 Japanese propaganda animated film featuring a character with a teacup for a head. The Moldenhauers emulated the animation because they found it strange, and "right away it stuck".[10] Before settling on him as the main character, the brothers had created around one hundred fifty different character designs, including a kappa wearing a tophat and characters with a plate or fork for a head.[10]
Their animation techniques are similar to those of these cartoons.[10] Chad Moldenhauer, who had previously worked in graphic design, hand-drew the animations and painted the backgrounds using watercolors, colorizing them in Photoshop.[12] The gameplay's frame rate is 60 frames per second, while the animation runs at 24 per second, which is the standard in American film. Chad Moldenhauer saw the deliberately included human imperfections of their art design as a reaction to the perfectionism of modern pixel art. Jared Moldenhauer worked on other aspects of the game, and they discussed gameplay design together. Their studio hired a Romanian developer, a Brooklyn animator, and an Ontario jazz musician for the project. They sought to use recording processes vintage to that era.[10] The score was composed by Kristofer Maddigan and consists of fifty one tracks performed by jazz and big band musicians.[13]
The Moldenhauers described Cuphead as having a difficult, "retro game" core for its emphasis on gameplay over plot.[1] Kill Screen described the developers as "obsessed" with run-and-gun fundamentals of "animations and exploits and hitboxes".[2] They made multiple revisions to many gameplay elements, including how gameplay actions feel at the edges of platforms and how long players are disabled after receiving damage.[10] They planned multiple difficulty levels and chose to abandon a typical damsel in distress plot for one where Cuphead perpetually creates trouble for himself.[1] The developers planned to surpass the Guinness World Record for number of boss battles in a run-and-gun game by having more than 30, compared to the record's 25 in Alien Soldier.[3] The game's implementation and visual design, combined with the limited number of staff, was Studio MDHR's biggest challenge, and as such the Moldenhauers went to great lengths to complete the game, even remortgaging their house in order to finance it.[14] [15]
Release [edit]
Though the game was shown during the Xbox press event of Electronic Entertainment Expo 2014 to audience approval, it was not available to play and was estimated to be 40 percent complete. It was expected to be extended via expansion packs[2] with 10 to 15 bosses each,[3] similar to how Sonic & Knuckles added atop the Sonic series.[2] Cuphead was released on September 29, 2017 for Microsoft Windows and Xbox One, and it supports Xbox Play Anywhere.[16] King Features Syndicate has the licensing rights to merchandise and assorted paraphernalia.[17] Downloadable content for the game, titled The Delicious Last Course and featuring a new playable character, levels, and bosses, was revealed at E3 2018 for release in 2019.[18] However, the new content was pushed back into 2020 to avoid putting too much pressure and crunch time on the development team.[19] It was further delayed due to the COVID-19 pandemic and eventually will be released on June 30, 2022.[20] [21]
A port of Cuphead for macOS was released on October 19, 2018, and advertised with an animated short titled Crisp Apples.[22]
A port for the Nintendo Switch was released on April 18, 2019.[23] This was made possible when Microsoft approached the development team about it.[24] A PlayStation 4 port was released on July 28, 2020.[25]
In June 2019, a port for Tesla, Inc.'s Linux-based operating system for some of its cars was announced by Tesla CEO Elon Musk, who expressed his appreciation of the game.[26] It was released in September 2019 as part of Tesla's software version 10, though only the first level was playable.[27] [28]
Reception [edit]
Ben Kuchera of Polygon wrote that Cuphead was one of the five most interesting reveals at Microsoft's E3 2014 press conference, even though he knew little about the game apart from its aesthetic. He said it "stood out immediately" and that everyone in the website's press room viscerally reacted to the trailer.[44] Cuphead won the IGN Best Xbox One game at E3 award in 2015,[45] and "Best Indie Game" at the Gamescom 2015 Awards.[46] It was nominated as "Best Independent Game" at the E3 2016 Game Critics Awards.[47]
Cuphead received "generally favorable" reviews, according to review aggregator Metacritic.[29] [30] [31] [32] Its difficulty was noted by several media outlets.[48] [49] Destructoid's Brett Makedonski welcomed the high difficulty, which he noted as "tough but fair". Based on "exhaustive" pattern recognition, he said it ultimately relied on muscle memory, rather than reaction. He thought structuring the game around boss battles was well executed, and that each boss encounter held "different and special and memorable" traits. Praising the 1930s aesthetics as cohesive, he found the jazz-based soundtrack to be "similarly fabulous". He said the "eight-direction firing radius" was "clunky and awkward".[33] Though dying 188 times in his playthrough, Ray Carsillo at EGMNow was not frustrated by the difficulty, but rather was motivated to "dig my heels in deeper". He lauded the "gorgeous" hand-drawn visuals, surpassed only by the gameplay which goes "beyond pattern recognition".[35] Peter Brown of GameSpot opined that combating enemies provided a considerably rewarding experience. He described the cartoon aesthetic as charming, infusing "color and expression", and a "true recreation" of hand-drawn cel animation. He relished the quick loading times which serve trial and error tactics. Though he saw "the fear of the unexpected" as part of Cuphead 's thrill, he disparaged its failure to identify progress and capability.[37]
Lucas Sullivan at GamesRadar+ wrote that Cuphead "stands tall among the best 2D shooters of all time", and that the gameplay demands patient pattern recognition, but which is not frustrating and would reward players "tenfold". Sullivan called the animation adorable, with a wealth of detail in the watercolor backdrops, which worked well with the gameplay.[38] Giant Bomb's Ben Pack remarked that playing the game yielded one of his most enjoyable gaming experiences, citing the combination of "brutal" platforming and an "exceptionally well realized" art style.[39] Joe Skrebels of IGN declared every scene a "masterwork" and commended the sound work, calling it an "ideal match" to the aesthetics. He called platforming battles the most imaginative part, and the lack of enemy health bars its "smartest" and "most devilish" feature. He found the battles rewarding and "one of Cuphead 's greatest strengths". He said the "run 'n' gun, left-to-right platforming" lacked inventiveness, and criticized the "parry system" and control scheme.[40] Chris Schilling of PC Gamer liked the "reliable jump and dash" controls with "nimble and responsive" handling. Schilling explained that certain random elements meant "you can't simply learn patterns by rote and rely entirely on muscle memory".[41] Chris Plante of Polygon said the game educates the player in strategy through trial and error. He enjoyed the "crucial" and "relatively forgiving" parrying system, more than the various attacks. He complained that the final bosses diminished the game's greatest features, and that the difficulty "eventually goes too far".[42] Colm Ahern of VideoGamer.com wrote, "Cuphead will best most games in how it looks and sounds, and defeating that boss that you once deemed unbeatable is glorious." He criticized the final bosses, saying that the challenge was "a step too far".[43]
Unwinnable writer Yussef Cole wrote an essay titled "Cuphead and the Racist Spectre of Fleischer Animation", arguing that by using the rubber hose animation style, Studio MDHR also brought up the "bigotry and prejudice" that had a strong influence on early animation, claiming that Studio MDHR ignored the context and history of the aesthetic it "so faithfully" replicated.[50] Cole states that much of the imagery that Studio MDHR took from the Fleischer style effectively carried the racial stereotypes of the 1930s Harlem and minstrel shows that the animation style was built on.[50] Chad and Jared Moldenhauer had stated prior to release that they wanted to make an animation style that harkened back to 1930s cartoons without getting ties to racism or minstrel shows in them.[15] Maja Moldenhauer further stated that all they wanted from the Fleischers was the animation style and visuals, and are "not versed in" anything else happening in that era.[51] In response to Cole's essay, Brandon Orselli of Niche Gamer defended the game as a tribute to that art style, writing that it was not meant to deliver narratives, or "go anywhere beyond where it needs to go in terms of its basic and child-like storytelling".[52]
Sales [edit]
In the two first weeks of release, more than one million copies of Cuphead were sold worldwide.[53] Sales reached more than four million by July 2019,[53] and five million by its second anniversary of release.[54] By the time it was released for the PlayStation 4 in July 2020, it had reached 6 million sales.[55]
Awards [edit]
Entertainment Weekly placed Cuphead fifth on the list of its "Best Games of 2017",[56] GamesRadar ranked it ninth on its list of the 25 Best Games of 2017",[57] and Polygon ranked it 14th on its list of the "50 best games of 2017".[58] In Game Informer 's Reader's Choice Best of 2017 Awards, the game won the "Best Microsoft Game" and "Best Co-op Multiplayer" categories, and got third place for "Best Action Game".[59] [60] The website also gave it the awards for "Best Microsoft Exclusive" in its "Best of 2017 Awards", and for "Best Bosses" in its 2017 Action Game of the Year Awards.[61] [62] EGMNow ranked the game at #2 on its list of the 25 best games of 2017,[63] and Ben "Yahtzee" Croshaw of Zero Punctuation ranked it third on his list of the Best Games of 2017.[64] The Verge named it one of its 15 best video games of 2017.[65]
Cuphead was nominated for "Breakout Game of the Year" in PC Gamer 's 2017 Game of the Year Awards,[66] and won the award for "Best Xbox One Game" in Destructoid 's Game of the Year Awards 2017.[67] It won "Best Xbox One Game" and "Best Art Direction" in IGN's Best of 2017 Awards,[68] [69] whereas its other nominations were for "Game of the Year", "Best PC Game", "Best Platformer", "Best Original Music", and "Best Multiplayer".[70] [71] [72] [73] [74] It won "Best Looking Game" and "Best Style", and was runner-up for "Best Shopkeeper" for the character Porkrind, "Best Music", "Best Debut", and "Game of the Year" at Giant Bomb's Game of the Year 2017 Awards.[75] [76] [77] [78]
In the week of September 14, 2019, the album Selected Tunes from Cuphead topped the Jazz Albums Billboard charts.[79]
List of awards and nominations for Cuphead | ||||
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Year | Award | Category | Result | Ref. |
2017 | Golden Joystick Awards | Best Visual Design | Won | [80] |
Best Xbox Game of the Year | Won | |||
The Game Awards 2017 | Best Art Direction | Won | [81] [82] | |
Best Independent Game | Won | |||
Best Debut Indie Game | Won | |||
Best Score/Music | Nominated | |||
Best Action Game | Nominated | |||
2018 | 45th Annie Awards | Outstanding Achievement for Character Animation in a Video Game (Hanna Abi-Hanna) | Won | [83] [84] |
Outstanding Achievement for Character Animation in a Video Game (Tina Nawrocki) | Nominated | |||
21st Annual D.I.C.E. Awards | Game of the Year | Nominated | [85] [86] | |
Action Game of the Year | Nominated | |||
Outstanding Achievement in Animation | Won | |||
Outstanding Achievement in Art Direction | Won | |||
Outstanding Achievement in Original Music Composition | Won | |||
SXSW Gaming Awards | Excellence in Musical Score | Nominated | [87] [88] | |
Excellence in Visual Achievement | Nominated | |||
Excellence in Animation | Won | |||
Excellence in Art | Won | |||
Most Promising New Intellectual Property | Nominated | |||
Excellence in Design | Nominated | |||
Independent Games Festival Awards | Excellence in Visual Art | Nominated | [89] [90] | |
Excellence in Audio | Nominated | |||
Game Developers Choice Awards | Best Audio | Nominated | [91] [92] | |
Best Debut (Studio MDHR) | Won | |||
Best Visual Art | Won | |||
14th British Academy Games Awards | Artistic Achievement | Nominated | [93] [94] | |
Debut Game | Nominated | |||
Music | Won | |||
Original Property | Nominated | |||
2018 Webby Awards | Action | Nominated | [95] | |
Best Art Direction | Won | |||
Best Visual Design (People's Voice) | Won | |||
Develop Awards | Sound Design (Sweet Justice Sound) | Nominated | [96] | |
The Independent Game Developers' Association Awards | Best Arcade Game | Nominated | [97] [98] | |
Visual Design | Nominated |
Legacy [edit]
A Cuphead Mii Fighter costume was added to the 2018 fighting game Super Smash Bros. Ultimate via downloadable content in January 2020. It also came bundled with one of the game's boss level themes, "Floral Fury".[99] Four Cuphead-themed "spirits" were added to Super Smash Bros. Ultimate in February 2020.[100] Later in 2020, Arby's added limited edition toys and papercrafts based on some characters from the game to its kids menu at select locations.[101] A tabletop game, Cuphead: Fast Rolling Dice Game, was released in 2021, featuring a companion app for iOS and Android that plays music and calculates the score.[102]
The Cuphead Show! [edit]
The Cuphead Show!, an animated series based on the game and produced by Netflix Animation, was announced in July 2019. The show does not use pen-and-paper animation methods like the game and instead uses digital animation. Chad and Jared Moldenhauer serve as executive producers alongside CJ Kettler from King Features Syndicate.[53] [103] The series premiered on February 18, 2022.[104]
Notes [edit]
- ^ Titled in-game and on promotional materials as Cuphead: "Don't Deal With the Devil"
References [edit]
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External links [edit]
- Official website
lagrangealses1994.blogspot.com
Source: https://en.wikipedia.org/wiki/Cuphead
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