🐱 I Find Cuphead's Difficulty Infuriating, Not Fun

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http://www.kotaku.co.uk/2017/10/02/i-find-cupheads-difficulty-infuriating-not-fun

By Laura Kate Dale on 02 Oct 2017 at 10:03AM
After a weekend with Cuphead, I haven't found the game terribly fun. This isn't because I don't enjoy a tough game: Dark Souls, Mega Man, Contra, Super Hexagon, Super Meat Boy, The Binding of Isaac, bring it on. I like challenging video games, but something's not quite right for me with Cuphead. Difficult games have to make you want to overcome them, and this falls short.

The default controls have actions that need to be combined scattered across the pad in an order that, to me, doesn't make sense. Jumping is on A and dashing is on Y, two actions that often need to be used together, which forces you to either re-map the dash or form a claw grip with your right hand. Eight-way firing is for some reason mapped to the right bumper, not the trigger, which feels unusual considering how consistently the button needs pressing. In addition to this, the right analogue stick is unused.

Obviously Cuphead is like this by choice. But you do find yourself thinking that moving with the left stick and firing using the right stick would have made so much sense. It confuses me that aiming is mapped to the same button as movement, and firing toggled with a separate button, when there are two perfectly good analogue sticks on every modern gamepad.


Controls are a matter of taste, however, and at least they can be re-mapped. The parry command, meanwhile, is designed as a skill move but its applications are so specific and finnicky that it's difficult to use reliably. I found myself dodging rather than parrying because I didn't want to risk dying due to an overly fiddly mechanic failing to execute properly.

I'm used to pixel-perfect parries (I love them in fighting games), but in most fighting games you judge when to execute that parry based on when the outer edge of your character is going to come into contact with a projectile or enemy. In Cuphead, the point you need to parry at feels like it's almost in the centre of the character. I'm fine with pixel perfect parries if it's possible to see the point of connection, but that doesn't seem to be the case. Also, It's not even really a parry, in that it doesn't reflect the projectile or any damage back at the enemy. It's just a way to increase your points, which is never worth the risk.

A much more pervasive and hard-to-forgive problem is that, very often, the hit boxes on enemy characters are not consistent with their visual designs. I only ever shot at the centre of enemies as I couldn't trust the outer edges of their character design to take a hit properly. A great early example of this is a dragon boss, whose ears look hittable - but shots just seem to pass through them without causing any damage. While the boss is designed as one beautiful whole, the areas you can hit seem to be confined to a rectangle inside of him.

The game's biggest problem for me, fundamentally, is that it is designed under the 'classic' principle of trial and error. Numerous times you'll be killed by things you had no way to avoid, bar replaying the level and knowing they're coming. The level design forces death upon you, depending on pure memorisation rather than giving players the chance to react on the fly and survive. You've got to really love learning patterns through repetition to enjoy Cuphead, and that's not me.

Cuphead believes difficulty is automatically fun. But I don't really think the grinding this requires is fun. For me, a challenge has to feel smart and fair — I want to feel, when I die in a game, that it really was my fault.

This is a gorgeous game, and beautifully presented to boot, but without that no-one would be talking about it. Cuphead may have a classic style to its challenge, but it's not tough in the way that Contra or Mega Man were. This is more about difficulty of execution, and memorising a level's obstacles, than getting 'better' at the game. Visually, this is exploding with ideas. As a game? It would've made a better cartoon.
 
I haven't played it. But are games really even hard anymore?
Any game worth it's salt these days has no unfair sources of difficulty. Cuphead's enemy attacks are strongly telegraphed with thatexcellent animation, unlike some stuff in the old Megaman games. Most challenges require learning, which actually can happen on the fly if you don't turn off your brain like many games do condition you to do.
 
If you had a group of illiterates reviewing books you would literally have a carbon copy of the game journalism community. All their reviews would just be complaining of the difficulty of the words or how immersive/offensive the picture on the front cover is.
 
Lol video games aren't hard, real life is hard; you can turn a video game off
You can turn real life off if it gets too hard, too.

Which is what "Laura" will probably eventually do, blaming GamerGate in zer suicide note.
If you had a group of illiterates reviewing books you would literally have a carbon copy of the game journalism community. All their reviews would just be complaining of the difficulty of the words or how immersive/offensive the picture on the front cover is.
You basically just described the way postmodernists approach literature criticism.
 
If you had a group of illiterates reviewing books you would literally have a carbon copy of the game journalism community. All their reviews would just be complaining of the difficulty of the words or how immersive/offensive the picture on the front cover is.

You basically just described the way postmodernists approach literature criticism.

Cole smithey generally reviews movies based on the trailers...
 
Five dollaroos on Sterling making a negative vid on Cuphead
Seriously. I want to like his vids because he has some genuinely good content, but why he suckles the asshole of repulsive trannies like Laura that have 1/100 of his reputation and jumps to their defense when they act like retards and people call them out on it baffles me.
 
I timed it. It literally takes 0.20-0.25ish seconds to move your thumb from A to Y on an Xbox controller. Now, I haven't played Cuphead, but I have a hard time believing that the jump cycle takes less than 1/5th of a second.

Not liking a game is fine. Acting like it's the game's fault for you being shit at it is stupid (usually).
 
I timed it. It literally takes 0.20-0.25ish seconds to move your thumb from A to Y on an Xbox controller. Now, I haven't played Cuphead, but I have a hard time believing that the jump cycle takes less than 1/5th of a second.

It's not so much the time it takes as it is just kind of an awkward placement, at least to me. It's why I moved Dash from Y to LT in the keybindings.
 
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I haven't played it. But are games really even hard anymore?

If you can re-map the buttons then why complain about the button placement? As for the dragon ears, sometimes parts of a boss look like weak points you can hit for maximum damage. But they're just decoration. Just because you want to hit the ears but you can't doesn't make the boss unfair.

Also, that's a really strange sort of cup to put a straw in. A spoon would have made more sense.

It's only really as difficult as you make it out to be. Sure you die a fair few times, but it's always a player error.

The mindset is "play through, die, ask what you did wrong, correct it" and "I'm good at section A but shit at section B, so saving lives and specials through part A will make part B easier". It's the same as what you used to do with old school games.

Problem is, these journalists want instant gratification with every game they play. If they're not getting asspats every 5 seconds they go on roid rages.

This is what happens when you're regularly given medals just for participating.
 
The game's biggest problem for me, fundamentally, is that it is designed under the 'classic' principle of trial and error. Numerous times you'll be killed by things you had no way to avoid, bar replaying the level and knowing they're coming. The level design forces death upon you, depending on pure memorisation rather than giving players the chance to react on the fly and survive. You've got to really love learning patterns through repetition to enjoy Cuphead, and that's not me.


Confirmed for never having played Megaman. This is literally the only reason Nes games are difficult. Repetition and memory are how skills are built.

Cuphead is definitely tricky. That really is all you can say about the difficulty, and I'm not an amazing gamer by any stretch of the imagination. I just can't understand the hype. Hotline Miami was just as taxing. The fucking special levels in super mario world were just as taxing.
 
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I have to be honest, A to jump and Y to dash is awful. I can deal with it because Mega Man X taught me at a young age to hold three buttons at once if I wanted that dashing, jumping charge shot, but it's not exactly comfortable.

But it takes like 3 seconds to remap it, holy crap. This is a non-issue.
 
Problem is, these journalists want instant gratification with every game they play. If they're not getting asspats every 5 seconds they go on roid rages.

This is what happens when you're regularly given medals just for participating.

This is what occurs when you make a game without "hamster wheels", loot crates, nor achievements for the most menial things.
 
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