🐱 I Find Cuphead's Difficulty Infuriating, Not Fun

CatParty
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.
 
There's no such thing as a "games journalist" anyway.

Anyone who can play videogames just plays them and enjoys them.

"Games journalists" are a weird species of creepy fucker who fails to enjoy a nerd pursuit and then whines about it even though they are well outside the intended audience. They suck at games, and then they whine that the fact that they suck means something is wrong with the games.

"The fault, dear Brutus, is not in our stars, But in ourselves, that we are underlings."

Or in short, SHUT THE FUCK UP BECAUSE YOU SUCK!

There is nothing wrong with the games. It's you that sucks. You are the one who sucks.

'Game journalist' isn't a profession you go looking for a majority of the time. Typically a lot of these idiots couldn't find other writing jobs and just landed in the profession. They don't care about games or their audience. Its why you get fucking idiots shoving controllers up their ass or how they can't even beat a tutorial a pigeon could figure out.

There is a reason YouTubers and streamers are called the enthusiast press. They hate Pewdiepie so much because one video of him fucking around in one game can sell thousands of copies. Meanwhile, articles from top outlets don't even remotely have that influence.

So it breeds this resentment towards their intended audience. In turn, their intended audience ignores and mocks them with the exception of some sycophants on Twitter. And then there is just the shoddy work on articles, like the Cuphead guy skimming wikipedia and getting easy to find info wrong.

Companies do notice this. I mean, fuck, Steam reviews are more trustes and sell more copies than they do. Modern gaming journalisim is a fucking joke and they should be mocked and derided.
 
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I love the comment section of this thing
 
Not enough Gamergate.
Give it time. If there is one thing these types of exceptional "games journalists" do well, it's bending over backwards to try and find any connection to tie anything they have an aversion towards to Gamergate.

That and getting high off the smell of their own farts as they write up pretentious thought pieces about video games all the while not understanding the basic concept of how to actually play video games. And I don't mean being a frickin' wizard, but I just mean basic competence.
 
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.
 
The hitbox complaining is also kinda funny, I always thought being able to kill a boss by hitting him 3,000 times on the one bit of ear or tail he can't hide (when it's obviously not what the designers intended) was an easy way to get by, but not fulfilling.
 
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