From Below (NES Indie Review)

From Below is Tetris set during a giant squid attack. Or maybe it’s an octopus. Either/or. It’s free-to-play (but you’ll need an NES emulator. I suggest MESEN), and it’s one of the most clever things to happen to the puzzler in years. Seriously, this is inspired. It’s just plain, run-of-the-mill Tetris (purists will be happy to hear you can’t hold a block here) with the twist being a tentacle will pop up and push existing blocks and debris onto the playfield. This one teeny, tiny mechanic adds so much to the experience that it makes Tetris feel fresh. Again. Jeez, has there ever been a game that’s been successfully revamped more times than Tetris? Just when you think you think you’ve seen it all, some developer smacks F5 on it and you find yourself playing Tetris for hours again.

The same blocks. The same goal. One little difference. A whole new experience.

Really, the only difference is the tentacles, which randomly take up a single row the same width as one block component. The tentacles can wreck your progress, but also, rarely, undo holes and mistakes. If you think of them as just another block that’s assigned randomly, in theory, a lucky tentacle draw can actually be used to fix a deeply-buried gap you left from a previous screw-up. If a line forms next to the tentacle, it retracts. Only one arm enters the playfield at a time. Again, it’s such a small inclusion, but that one thing adds layers of complexity and multidimensional strategy to the established formula. And it works so damn brilliantly that I’m stunned nobody thought of this until now. It’s just so damn smart that it makes me laugh. Like, DUH, why hasn’t the official Tetris done this yet? It’s great!

Looks great too! Maybe a touch too darkly shaded, but eh, I loved the look.

There’s two different modes for the cephalopod attack. The default setting is TIMED. Here, the tentacles are not in sync with block drops and will push up every ten seconds regardless of whether you’re in the middle of moving a block or not. You can consider this the “easy mode” as it’s the one that I often could just ignore the tentacles early on and get into a rhythm. I’m the type of Tetris player that needs a few minutes to warm-up anyway. However, late in the game, you might find yourself hosed as you attempt to move a block over, only to have the squid cut you off when its ten second waiting period is up. Once you enter the mindset of “it’s me versus the squid” the dynamic changes so radically that From Below is almost as thrilling as Tetris 99. That shouldn’t even be possible!

Honestly, my biggest problem with From Below is I can consistently get to 200 lines, but once I hit that mark, the game goes so fast and blocks lock in so instantly that I can’t defend anymore. 214 is my high, despite having over a dozen 200-line games.

Then, there’s the deadly FIXED mode. Here, every time you drop a block, the squid makes a move. This is the HARD mode for sure, and also one of the most thrilling versions of Tetris ever created. You won’t believe it at first, but rounds of From Below on FIXED can turn on a dime. One moment, you’re in complete control, and before you know it, you’re desperately trying to find some solution to cut off the squid before it’s too late. Outside of Tetris 99, a game of Tetris has never been more intense.

Like real Tetris, you’ll scream yourself hoarse with “COME ON! GIVE ME A LINE!”

Keeping it real, this would basically just be an added mode for any Tetris release today, in 2022. It’d be hard to market this as a full game, except to NES collectors. But, Matt Hughson has really done something very special here, and I think he deserves to hear it from at least one semi-big game critic. So, here it is: From Below is the best thing to happen to Tetris since Tetris 99. I’ve now played a bit of Tetris Effect, and actually, I like From Below more. I love how seamlessly and intuitively it works with the long-established mechanics and rules. There’s a lesson to be learned here for developers of all stripes: you don’t need to make big, sweeping changes to classic games to create something profound and incredible. One tiny change can have gargantuan results. You know, I always liked that word. “Gargantuan.” I so rarely have an opportunity to use it in a sentence.

From Below was developed by Matt Hughson
Free to Play on NES Emulators. DOWNLOAD HERE

From Below is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

If you want to show your support to Matt for his achievement, you can buy his NES game Witch n’ Wiz for $9.99. A full review of that, and other NES indies, will be happening in February for #IGCvNES Homebrew Month. If you know of an incredible NES homebrew/indie that you think should be included, let me know on Twitter and I’ll at least play it a bit and hot-take it on Twitter.

Find Me (PS4/PC Review)

Even though the name violates the Google Rule (seriously, go Google as many variations of “Find Me” with modifiers like “PS4” or “REVIEW” and enjoy the map it will show you of where you’re at right now. Ugh!), Find Me was an awesome choice for me to start 2022. My goal this year is to be the Chick of old. The one who did almost 500 indie reviews in her first two years. Who was so brutal in examining indies, even the ones she liked, that developers would have to breathe into paper bags just by me announcing I had started playing their game. And the key to this revival is I’m going back to my roots. What the FUCK am I doing writing a four-part review for a game that sold six million copies? Why the FUCK is Indie Goddamned Gamer Chick playing sixteen-year-old Shadow of the Colossus.. FOR WEEKS.. and then doing some kind of masturbatory love-letter to it? What happened to the old Cathy? The one made jokes about lighting farts on fire while playing Xbox Avatar games she found next to the latest app that turns your Xbox controller into a vibrator?

Oh, excuse.. massage app. Sure, boss. Whatever gets you past the Evil Checklist. Wink.

“So many different ways to bludgeon a person!”

No, I’m going to mostly focus mostly on small, under-the-radar games that don’t have huge marketing campaigns. The type of stuff that feels like it would have been listed alongside those damn Avatar games and Controller-to-Dildo applications on XBLIG. Yea, that’s where *I* belong. I’m going to cuss and rant and rave and light my farts on fire. I’m throwing up both middle fingers. The Chick is back, bitches!

Oh my god, that was beautiful.

(WIPES TEARS)

Ahem.

Man, Kim Possible got really dark after I stopped watching.

Find Me will inevitably draw comparison to Limbo. That’s the fate of every game that has a shadow/silhouette, all-dark-except-the-large-soft-white-eyes protagonist. And no, it’s not an unfair comparison. If developers choose this art style, it invites that comparison. That’s just how this shit works, people. I’m so sick of hearing complaints of it from indie fans. I’ll take it a step further: I like that they look alike, because they don’t exactly play alike. Limbo’s platforming emphasis is on physics. Find Me relies more on precision. If Find Me gets an audience (and it’s not looking very likely, as it’s been out since early December but the majority of people who saw I was playing it had never heard of it) I’d have the perfect two games to explain that there IS a difference. Looking alike within the same genre isn’t playing alike.

For a seed planted at a game jam, Find Me has remarkably tight and responsive controls and some of the most intuitive jumping physics I’ve seen. That double jump? Perfect. One of the best I’ve ever seen, indie or otherwise. I’ve played games by seasoned pros who couldn’t get the movement, speed, and precision as fine-tuned as Find Me has. Sublime effort, everyone. The best thing I can say about Find Me is the controller will vanish in your hands. It’s a total non-issue, as it should be.

And it has a hell of a hook: light is lethal. Sometimes. My #1 issue with the game is a somewhat lack of consistency in that area. There’s four worlds broken into four “levels” each. In most of them, any light touching you starts to make your shadow sputter and vanish. This led to moments where you’re having to ride on top of an ambulance while avoiding lights from windows and neon signs, but the ambulance also has lights going towards the front of the cab that don’t hurt you. I only found that out when I over-jumped my target and was like “oh shit.. hey wait a second, why didn’t I bleed shadow?” Later, a level set at a space museum also has lights that don’t kill you, which made me heel-toe my way through that stage in a way that wasn’t particularly fun. It feels a bit like a GOTCHA, only instead of a death you can’t avoid, it’s not dying in a boring way that could have been avoided. So, is that a reverse-GOTCHA? An AHCTOG?

When light touches you, it’s not IMMEDIATELY lethal. You don’t have a visible health meter, but you become more transparent as you get closer to dying, and the shadow that you are sort of bellows out whiffs of.. uh.. shadow blood? I guess?

But, otherwise the concept of avoiding the light works really well, and the striking visual of how taking damage looks is memorable enough. You don’t have to really worry about dying in Find Me. You have unlimited lives, and this isn’t one of those games with a death counter that quantifies your ineptitude. Invisible checkpoints are generously scattered about, you respawn quickly if you die, and the challenge scales properly. It’s super-short. The entire game can be beaten in an hour or so. It’s a quick & dirty platformer with fun set pieces, rock-solid controls (seriously, can’t stress enough how great the jumping physics are), and a really nice “run away” conclusion where you have avoid being caught by a giant monster that’s also allergic to light. Except all the times it’s not allergic to light. You know, I could swear I just went over this with the protagonist. So Find Me is consistent in its inconsistency. Ugh.

I don’t know who this chick is, but she’s into video games, loves animals, and is deeply interested in NASA. Hell, give her a Mom who says “fuck” three times on average per sentence and it could have been my life story in game form.

The finale would be the highlight of the game, but after beating it with no issue on my first attempt, I wanted to watch Find Me’s ending again. On the second play-through, the monster somehow missed a lot of the light, even though I was flipping every switch. By time I reached the finish line, the monster had the smallest fraction of health left, but not enough to kill it. So I died and reset to the previous checkpoint, which reset the monster’s health to where it had been at that point, and spent the next fifteen minutes trying to manipulate it into enough light to finish it off, but I always came-up just short and was forced to restart the whole stage. It was at that point I noticed that the physics for the monster aren’t consistent. For example, at one point, a cable made of lights will break and swing down at it, which will cause damage to the monster most of the time. But, once or twice, the cable just passed right through it, which is probably what happened to me the second play-through. Or, any number of other random-chance elements, like where a checkpoint is, which if you die in that specific spot, you don’t go back far enough to turn on a switch that activates light that causes more damage. The developers might want to go back and fine tune this a bit, because it needs work.

One thing they got right that Limbo didn’t: they saved their super-memorable chase for the ending. Maybe Limbo opening with the giant spider sequence made it a game everyone knows, but that whole segment would have worked so much better as a climax. The team behind Find Me wisely ended their game with the closest thing their adventure had to that moment. It assures everyone who finishes it will keep talking about it. Though maybe not for the right reasons, at least until they fix it.

Mind you, none of that is a deal breaker, and again, I beat it the first time without incident. In fact, I only needed roughly an hour to not only see the end credits, but get 100% of the trophies (1 Silver, 11 Golds and 1 Platinum? Yea, those trophies ain’t what they used to be, are they?). There’s sixteen hidden story elements, one per a stage, hidden in the game. Well, “hidden” being relative, as a lot of them are just RIGHT THERE along the path you’re taking. But otherwise, there’s a lot of pretty decent platforming tropes, some decent rudimentary jumping-and-hitting-switches type of puzzles, all in a fun setting. I was never bored at any point playing Find Me. It’s not a bad little platformer at all.

The white shining thing in the center there is one of the story beats, and if there’s such a thing as an object to Find Me besides just going from point A to point B, it’s finding all 16 of them. It won’t be hard, trust me.

“Sounds great? So, what’s it about?”

Well, I thought it was about drug addiction. That was my read. I’ll go ahead and spoil it, since HOLY SHIT, do I have egg on my face. I had been distracted during the opening cinematic, so I didn’t see what was actually happening. But, the person you’re trying to find is you. You’re a girl and the game is living moments of your past. Well, actually it’s just generic (but fun) platforming stuff, but the collectables reveal moments of your childhood. Adopting your first pet. Getting into video games, which leads into making a game. Going to space camp. But at one point, you see the girl in the memories being loaded into an ambulance to frame that level of the game. I didn’t see how the game started, so I was like “okay, she overdosed, and Find Me is about finding the happy, enthusiastic person she was who had all the potential in the world before getting hooked on drugs. Then, the big demon at the end is her symbolically showing resolve to get better.” This really landed with me, as that was who I was before becoming hooked on opiates in my teens (four years sober now!). The game-loving, space-enthused girl in this game could have very well been me.

Nope, I missed the part where she got hit by a car because she couldn’t pull her head up from her video game.

Whoops.

What kind of a cretin stands on top of a pinball machine? THAT’S NOT A PLATFORM! IT’S A WORK OF ART! IT’S QUINTESSENTIALLY AMERICANA! God, I hope you get hit by a car or something!

Okay, so that’s slightly less thought provoking, but thankfully I checked before writing the review, because I had gone very, very deep into how much this resonated with me, and now I’m so fucking embarrassed. Golly. My New Year’s Resolution: PAY ATTENTION, CATHY! But seriously, if you want to kill an hour with some old fashioned platforming, nothing unconventional, a dozen easy trophies for your collection, you could do a lot worse than Find Me. Short and sweet, to the point, professionally done proof-of-concept from a group of girls who have a bright future in game design if they want it. Oh and with levels by the guy who made Serious Sam Double D XXL. The jokes write themselves.

Find Me was developed by (deep breath) Girls Make Games, Team Invenio, and Mommy’s Best Games
Point of Sale: PlayStation Network, Steam

$4.99 walked into the light in the making of this review.

Find Me is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard

IN THE INTEREST OF FULL DISCLOSURE: I’m friends with Mommy’s Best Games owner Nathan Fouts. We don’t talk regularly or anything, but I’ve known and been friends with him for ten years now. I honestly, truly had no idea he was involved in this at all until I saw the Mommy’s Best Games logo during the end credits. But you deserve to know who I’m friends with if I review their games, so I needed to disclose that.

Cuphead: The Definitive Review – Part Three

Welcome back to the fourth annual Indie Gamer Chick Cuphead Review. Thankfully, the worst is mostly over. There’s three bosses in Cuphead I consider to be actively “bad” and you’ve already fought two of them. Upon finishing the second world, you still have nine bosses (one of whom is actually ten separate mini-bosses) and two really good Run & Gun stages. Of what remains, I only consider one lone boss to be actively bad, and another to be one that starts well enough but ends with a colossal “meh” that sours the whole experience. The rest is pretty fun. So actually, the really good stuff in Cuphead starts in..

Inkwell Isle III

RUN & GUN #5: Perilous Piers
STATED INSPIRATION: Small Fry (1939), Educated Fish (1937)
IGC LIKES: Very imaginative take on the seaside trope.
IGC DISLIKES: Extreme difficulty.

For my money, the toughest of Cuphead’s traditional levels. When I look back on my time with it, or watch clips of myself beating it, I think to myself “how did I ever struggle so much with Perilous Piers?” But, when I went back to get extra media for this review, the stage absolutely laid waste to me. Again. Without exaggeration, I lost more lives playing this level than all other levels in Cuphead combined. This is one tough stage.

Through most of the level, flying fish randomly pass across the screen, some of which can be parried. This is one of those stages where Seeker is SO helpful. On the other hand, the little barnacles that spit out spiky balls remind me of the stumps from Treetop Trouble: too spongy, even if you’re using more powerful weapons. They’re not even that difficult to dodge, so it’s just needless busy work. If they’re spongy so that you can’t just sit back and ping them to death without having to deal with the spikes, it begs the question “why even make them destructible at all?” It makes more sense to have them be fixtures that you have to time to avoid.

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One of the most memorable set-pieces from Cuphead’s traditional levels are the giant crabs that you hop across. Remarkable that a game based almost entirely around boss fights managed to avoid the trope of fighting a giant crab. These indestructible decapods are the closest you get to that. What I really love about the crabs is this is one of the set pieces they absolutely nailed the pacing on. This segment doesn’t go on forever and it’s probably simplest and easiest part of the whole stage. Hop-on, admire the visuals, switch crabs a couple times, grab the coin, and move on. Quick and fun, just the way I likes it!

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This is where Perilous Piers gets teeth. You have to work your way across a series of platforms and hanging crates, often by parrying off buoys (some of which are so far away you have to mid-air dash at them) while avoiding a giant lobster that claps lightning at you. Why lightning? Wouldn’t just splashing water at you make more sense? This section and the next are what destroyed me during my run. I easily lost more lives here than I did against more than half the bosses. It looks so unassuming, and when I recapped what it consists of, it seems like this shouldn’t have kicked my ass to the degree it did. But, trust me, this is about as brutal as Cuphead gets. BUT, it never gets boring, even in failure. Nicely done, MDHR.

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Finally, you hop across a series of tentacles holding up platforms, then ride a giant octopus to the finish line. If only it were as simple as that sentence. The octopus has a gem attached to its head, and there’s a series of rocks in the way of your path to the goal. You have to parry the gem to get the octopus to blow up the rocks, and all the while, shrimp are being launched at you (some of which can be parried) and an oyster is shooting bubbles at you from behind. Again, it doesn’t sound too bad, but it’s so much to keep up with. You can’t just continuously parry the gem, as it only activates when nearby a rock. You’re auto-scrolling right this entire time, with projectiles coming from both sides, while trying to keep the Octopus from crashing and sinking. A fitting conclusion to a level I think I lost more lives to than any other video game level. I liked Inkwell 2’s R&G stages more, but this wasn’t bad at all.

RUN & GUN #6: Rugged Ridge
STATED INSPIRATION: Aztec Adventure, Contra III: The Alien Wars, Castlevania (Franchise), Giantland (1933), Popeye the Sailor Meets Sindbad the Sailor (1936)
IGC LIKES: The most visually striking of the six traditional levels.
IGC DISLIKES: Heavy reliance on trial-and-error “one more step per life” gameplay.

During this last session, I realized I never played Rugged Ridge in any of my three previous times picking up Cuphead. I have no idea how I missed it the first few times around, since I very much preferred the Run & Gun stages to the bosses (and, in many ways, still do). But, having now played through it twice, it turns out I was missing out on the weakest of the six traditional stages. Though, weak for Cuphead is still pretty good.

I feel Rugged Ridge is too much of a “trial and error” stage. Die, make it past the thing that killed you, die. Rinse. Repeat. You start by battling mountain goats that throw boomerang-like pickaxes at you, all while standing on giant scales. I never found out if the scales can kill you if you stand on them too long. Let me check..

(Public domain music plays).

Nope. The scales apparently only exist to throw you off balance while you battle these goats. Well, that explains it, since I certainly would have been killed by them if they were lethal. I mean, everything else killed me. I got my revenge though: I broke this level somehow.

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There’s a couple of these mountain lions.. in this case, lions made out of pieces of mountain.. that blow you backwards and take forever to destroy. One of them is positioned next to a pit, the other placed in a courtyard designed to push you backwards into fast-spawning Satyrs. I’ve never been a fan of “wind” in games (it was my one major knock on Gris, so much so that my entire intro in that review is dedicated to how much I hate it). This is the nit-pickiest complaint in this entire feature, but I hated these mountain lions. They’re not particularly challenging, soak up bullets, and can feel free to blow me in a way besides the way they actually do.

Speaking of coins, I kind of like that once the coins are gotten, they’re gotten. If you missed any, they’ll be the only ones left when you replay it. There’s forty total coins. Thirty are in stages, one you get in the game’s tutorial, four are hidden throughout Cuphead’s overworld and five are given to you by NPCs. My only complaint is I wish there was more emphasis on hidden coins. There’s not a whole lot of excuses to explore the overworld.

In an apparent effort to squeeze every possible gaming trope into Cuphead, there’s an elevator where you fight an ever-spawning army of mud monsters and little baby dragons that The Art of Cuphead suggests have a tie to Grim Matchstick. Well, yea, I could tell. These are your only chances at a parry in the stage. Every other bullet they fire is parriable, but it requires you to not shoot the dragons. If you do, you’ll miss out on your three required parries. What is it with Studio MDHR and limited parry chances involving dragons? Is this some kind of in-joke? Also, I had the biggest bitch of a time grabbing the coin that was along this path, and when I finally got it, I felt like an idiot because it’s actually absurdly easy. This whole section is fine. Difficult, but not too difficult.

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If you have the spread gun equipped, you can cheese the next section. Walls pop up (they’re apparently another homage to Contra III), but walking next to them and blasting them at point-blank range will kill them before they have a chance to shoot at you. You’ll want to do this, because the little drops of oil they spit out are hard to dodge. In addition to these and the other mountain lion, these Satyrs shoot up out of the ground, then dash off to the left or right. If it’s the left, chances are you’re already in front of them and they pose no threat. But, they’re easily dispatched even if they head in your direction. It’s almost like they gave you a free pass for this section. I remember thinking “huh, that’s ominous.”

Oh shit.

Allegedly, the earring tips off some relation to Brineybeard. Cousins, perhaps?

In direct tribute to the Mecha Dragon from the first part of Wily’s Castle in Mega Man 2, you now race a cyclops to the finish line of Rugged Ridge. You have to make harrowing jumps across narrow platforms (some of which are orbited by indestructible flames) while avoiding contact with the one-eyed beast. The platforms are placed for maximum challenge, and the flames are placed in exactly the way you’d expect the world’s biggest dickhead to place them. I’d be very impressed if someone aced the Cyclops chase on their first attempt. God, I wish this was a boss, but in fact, this is the lone “mini-boss” in Cuphead you don’t kill. It’s simply a chase, and when you cross the finish line, you’ve finished the last of Cuphead’s platforming stages. Well, assuming you do this one last, which is a big assumption since, if you play the stages in the order you pass them on the map, this unlocks before Perilous Piers. Eh, play this last and end the Cuphead’s Run & Gun experience on the perfect note for the stages: exciting, memorable, and wishing the mini-bosses were full bosses.

BOSS #11: Rumor Honeybottoms in “Honeycomb Herald”
STATED INSPIRATION: Honey Woman (the unused Mega Man 9 boss that became Hornet Man), Darkstalkers, Ants in the Pants (1940), Mr. Bug Goes to Town (1941), Cobweb Hotel (1936)
IGC LIKES: That I never have to play this boss ever again now.
IGC DISLIKES: Every aspect of this part of the game. It’s the worst boss in Cuphead.

This is it. The boss I needed the most lives to defeat. One that took me five hours to beat during this session of Cuphead. What’s insane is, after beating Rumor Honeybottoms and only scoring a B+, I had to continue to fight it to reach my “A- minimum” goal on every boss.. and immediately won a second fight. Only, I got a B+ again. I lost the next attempt, but finally got past it with my desired A-. In theory, that means I “got good” at Rumor, since I won 3 out of 4 matches. In my authority as someone who can say they’ve won four times against her on Regular mode: Rumor Honeybottoms is the most boring boss in the entire game, and the most unfair.

PHASE ONE – SECURITY BEE:  The Rumor Honeybottoms fight presumably takes place immediately following the Grim Matchstick fight. That was a horizontal auto-scrolling battle. This one is a vertical auto-scroller, but with the same basic set of problems. The randomized platforms can absolutely screw you. In theory, they should keep you thinking on your feet. In reality: this is pretty much the most cramped battle in the entire game, which would make this difficult enough if it weren’t scrolling. But, the battle starts harmlessly enough. The idea of the security bee goes with the “bees as booming 9 to 5 business culture” that falls totally flat as this is one fight so busy you can’t take in the background. You have to focus on the platforms, since huge gaps in them will often appear, and all over. The gaps can even be in the dead center. Security Bee throws bombs that explode into six spikes. Half the spikes can be parried, but you have very limited space to do so. Worker bees also float by with suitcases, but they’re easily dispatched. This isn’t the worst part of the worst fight, so enjoy it while it lasts.

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PHASE TWO – A WHOLE LOT OF BEE S: Phase two has the queen attack you three different cycles. Which attack goes first is random, but the attacks will always follow the cycle’s order from there.

  • MISSILES: Rumor appears in the center of the screen and her head falls to the bottom, like a wrecking ball. She then spits missiles at you that zoom around half the screen in an S or Z pattern. It’s the hardest to clock and the attack that the randomized platforms can.. and will.. absolutely screw you the most on. I hated this attack. I hate this boss.

The randomized platforms can leave some downright absurd patterns. Look at how few are on Cuphead’s side of the screen in this shot. A massive gap between the player and the next platform above them, plus missing platforms on the side. It takes away the glory of finally winning when victory often comes down to getting favorable RNG lottery odds.

  • SPHERE: Rumor conjures a pair of pink energy balls that can be parried off of. This is the easiest of the three to avoid and a quick way to charge your cards.
  • TRIANGLE: Rumor will create triangles that always spawn right on top of where you’re standing and force you to move right away, or else suffer damage. The triangles then spit parriable bullets. Again, sounds great, until you realize this is the most difficult layout for parries in the entire game. Sometimes you’ll go to score one only to instead land on a platform and take damage. Plus, since rumor is taking up space, your ability to dodge out of the triangles is limited, especially if the Honeycomb Lottery from Hell decides to not spawn platforms to jump to. What a miserable stage.

Not exactly the most tightly designed boss in any form or fashion. When given a favorable order of attack cycles, speed runners can easily knock out Rumor before she can even transition to the final phase. Although exceptionally skilled players can phase-jump multiple bosses in Cuphead, Rumor is the only character that many novice players have, by total luck, managed to score a victory before the final phase starts. Hell, even *I’ve* had moments where I died during the second phase and my jaw dropped as I see I’m actually, technically, well over halfway through the final phase before she even turns into the airplane. Yikes!

Every aspect of the actual battle with Rumor is made completely unfun and tedious by the randomized platforms. You can’t really form a strategy, since it’s practically inevitable the floors will suddenly stop spawning near you. It’s like the match with Grim Matchstick on steroids. There’s nothing entertaining about it. Since this is the last major instance of auto-scrolling, I’m going to say that I hope they avoid this in the DLC. I’m certain Studio MDHR had the best of intentions with this setup, but it doesn’t work. It’s not the fun kind of difficult. It’s just frustration with no redeeming value. You don’t feel joy when you beat Matchstick or Rumor. You feel relief. Oddly, the majority of Cuphead never feels like a traditional punisher. This isn’t Super Meat Boy. This isn’t 1001 Spikes. It’s not Celeste. This might be the most notable accomplishment of Cuphead that nobody talks about: it defies the sub-genre it technically belongs to. Cuphead is a punisher that never feels like a punisher. EXCEPT for the Matchstick and Rumor fights. Those are punishers, and not the fun ones. All pain and no pleasure, like one of those days where your dominatrix’s heart isn’t into it. Not that I would know anything about that…………WHAT?

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PHASE THREE – GET IT? SHE’S A B-52 NOW! IT’S FUNNY BECAUSE SHE’S A BEE!: What should be an epic final form still doesn’t land at all because the fight still sucks. And that’s not even getting into how inelegant this battle is. Rumor’s bullshit sawblade attack is one of the biggest GOTCHA!s in the game, since there is absolutely NO WAY to see it coming the first time around. Or, several times after, really. It’s not set-up with a proper telegraph (and there’s NO point in doing this kind of game without a telegraph), it fully extends too quickly, and it covers over half the screen. It’s just a dick move, the shitty icing on the most disgusting cake in all of Cuphead. And this is all in addition to the still randomized platforms. I died just as much falling to the bottom of the screen as I did from the saw. The one shining light is this phase should go quickly, as you can ping a lot of damage off phase three while you’re still in phase two. Congrats, you’ve made it past the worst boss in a good game I’ve ever played. This was the absolute rancid shits. The worst they could have done. Ugh, horrible!

FOOD FOR THOUGHT: Rumor Honeybottoms is the one boss in Cuphead where I think the difficulty is ALWAYS of the “this is just frustrating” type. Even Grim Matchstick, as terrible as he is, has the parade phase, which is unlike any phase in any boss I’ve played, and totally in service to the character. Rumor is interesting and ALWAYS frustrating. That’s not a good thing, because that’s the type of difficulty that gets boring the fastest. In gaming, ideally you want to challenge players in a way where they think they’re getting closer, and where the body count isn’t the point, but rather surviving the stuff that keeps killing you. With Rumor, it feels like the body count is the point. Where every aspect of the challenge was designed by the world’s biggest dickhead. You never think “ugh, just one more time” with Rumor. You think “OH CHRIST I HAVE TO KEEP GOING AND I WANT IT TO BE OVER!” But, the good news, dear reader: this is it. She’s the last of the “bad” parts of Cuphead. Even the most annoying of the bosses still to come don’t override the fun factor.. well, except the ending to Dr. Kahl’s Robot.

BOSS #12: Captain Brineybeard in “Shootin ‘n Lootin”
STATED INSPIRATION: Bluto, Felix the Cat in “The Goose Who Laid the Golden Egg” (1936), King Neptune (1932)
IGC LIKES: Squint and you’ll swear you’re playing a Popeye game and not.. uh.. THAT Popeye game.
IGC DISLIKES: This really should have been a world two boss at the very least, or even the final boss of Inkwell Isle I.

Another iconic fight, and in my opinion, one that should have been in world two. I don’t know how they came up with the order for Cuphead’s bosses, but it’s all wrong. Like, hugely, historically wrong. The story I hear constantly (literally just heard it again as I’m typing this) is players hitting a wall in world two and throwing in the towel. If Studio MDHR had moved Baroness Von Bon Bon and Grim Matchstick to late in world three, while moving Brineybeard and Werner Werman to much sooner, I think a lot more players would have stuck it out to the end of Cuphead. Few owners of this game have actually beat it.

In fact, I’ll take it a step further: Brineybeard’s placement is significantly out of whack. He should have been the final boss of world one. It’s inevitable that a game based entirely around bosses would have a few scaling issues, but the degree of which Studio MDHR bungled it is stunning. “But if a boss made them quit, doesn’t it stand to reason they’d of quit at that boss no matter what world it was in?” NO! That’s just wrong. You expect any game to get harder as you go along, and people are a lot more likely to press on through difficulty if the end of the game is in sight. But, fighting extremely difficult bosses before the mid-point of the game is demoralizing and makes you fear how bad things will get. Yes, there’s going to be players who freak into acing difficult fights (my sister beat Djimmi on her very first try, and I beat King Dice the first time I ever reached him when I first beat Cuphead in 2019 DESPITE horribly shitting the bed in the battle), but on the whole, most players seem to agree that Brineybeard is too easy.

PHASE ONE – KILL HIM MR. TAKO!: What makes the battle with the pirate stereotype interesting is you have to shoot up at him. There’s no elevated platforms, so you’re forced to either hold down your aim-lock and fire diagonally, or jump A LOT, which is probably what makes this battle feel longer than it actually is. Briney will start every fight by firing bullets out of his octopus. Some of these are parriable, and in fact, there’s no boss that you can charge up your special attack faster on. Of course, you have to watch out for the ever-present barrel during this match, which crashes down on you whenever you pass under it. The barrel sticks around for the duration of the entire fight. The octopus gun stops when you reach the final phase. This is the only non-shmup fight where I could fire off three fully-charged super weapons over the course of the battle, mostly owing to these bullets. Even on expert mode, I could do it.

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PHASE TWO AND THREE- UNLEASH THE KRAKEN.. AND SEADOGS.. AND THE SHARK: After pinging enough damage off Brineybeard, he’ll start to summon various sea creatures to lend whatever qualifies as their hands. The seadogs jump onto the right side of the dock and quickly scuttle to the left, but can be killed easily with a few bullets (apparently their collars are a tribute to the Sega Master System title My Hero). The giant squid pops up in the center of the screen and inks the camera so you can’t see what’s going on, but he’s also easily dispatched with bullets. Finally a shark will dive onto the dock from the left side of the screen, but you get ample warning it’s coming. This phase goes on for quite a while, and seeing multiple of the same attack isn’t rare. After a little bit, a third phase will start which adds the boat spitting out cannonballs across dock. In Simple Mode, this IS the first phase, before Brineybeard starts shooting you with the octopus. It’s weird how different the simple and regular phases can be handled. Just wait until the next boss. I’m extremely impressed by the balance in the random difficulty. This might be the most evenly balanced any set of randomized attacks are in the entire game.

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PHASE FOUR- BOATY McBOATFACE: Eventually, the boat will have all it can stands and it can stands no more. It pops up (if you watch closely, you can see Brineybeard go flying into the water in the background) and reveals it’s a whale-like monster. It shoots fireballs at you that loop from right to left. After a bit, it charges up a gigantic beam that holds on the screen for a while. Remember, the overhead barrel is active this whole time and can still crash down on you. But, the catch is this is one of the few “super shot” attacks by a boss that can be parried. If your timing is true, you can bounce across this beam and charge-up a super shot. The ship’s uvula is the weak point, and it makes for a cartoonishly delightful finale to one of my favorite Cuphead bosses. Studio MDHR were wise to focus on this encounter during the marketing.

FOOD FOR THOUGHT: Brineybeard was one of the characters that got the lion’s share of pre-release footage and hype. So, I find it kind of bizarre that the actual fight happens so uneventfully, early in world three. It doesn’t feel like a battle that should take this long to get to. It’s not an event by time you reach it. It’s just another boss to check off. That’s a shame, because Briney is a treat to fight and the ship losing its shit is one of the great moments of the entire game. Again, I haven’t the faintest clue how they determined which bosses go where, but besides the first two and final two bosses, they got it all wrong. If the first world ended with the captain, or the second world opened with him, I think a lot of Cuphead quitters would have pressed-on. After a boat flings its captain off and has its uvula shoot lasers at you, who knows what they’ll come up with next? It makes you wonder if Studio MDHR had any clue at all or if they’re the biggest hacks who lucked into an amazing project since George Lucas. I guess we’ll find out with the DLC, but so help me god, if they changed it so Brineybeard shot first.. well, I can’t be held responsible for my actions.

BOSS #13: Werner Werman in “Murine Corps”
STATED INSPIRATION: The Barnyard Battle (1929) Mickey’s Rival (1936)
IGC LIKES: One of the more visually striking and twisted finales of any boss in Cuphead.
IGC DISLIKES: Uh.. why is the simple mode arguably harder than regular mode?

Yea, you heard me: for whatever reason, Werner Werman is possibly more difficult to beat in simple mode than it is in regular mode. As a reminder, like most other bosses in Cuphead, simple mode is missing the entire final phase, because players who use the easy mode developers chose to include must be punished for doing so. Only, the second phase of Werner is actually a lot tougher on simple than it is on regular. It’s so weird! Even worse: Werner is among the cinchiest bosses in all of Cuphead and very easily should have been a World One boss. Maybe. Actually, I got a mixed reaction to this when I posted it on Twitter, with several friends and followers saying they had a bitch of a time beating the rat.

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PHASE ONE – CAN OF WORMS: Werner scoots back and forth in his tomato can tank while either firing bombs at you or catapulting junk at you. The bombs must be avoided completely, and when they hit the ground, they explode in fire trails that go left and right. The catapult offer two projectiles that can be parried, though the position of the parriable objects is randomized. Eventually, he’ll fling two springboards out that you must parry to launch yourself off of in order to avoid his charge. This phase is so simple and basic, even on regular mode, that I can’t believe this is a world three boss.

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PHASE TWO (SIMPLE) – THIS IS EASIER?: Actually, once you get the pattern down, it’s not so bad. Werner emerges from his tank with a cherry picker and two flame throwers attached to it, and now the walls are lined with sharp bottle caps. In simple mode, Werner moves up and down AND left and right while firing bursts of flames. You have to time when to switch between the upper and lower platforms. When Werner is shooting along the top platform, you can actually stand on his vehicle and fire up into him. This is one of the fights that took me the longest time to beat on simple, but when the time came to fight him on regular, I shredded him.

PHASE TWO (REGULAR/EXPERT) – NO, THIS IS EASIER: For whatever reason, Werner doesn’t move left and right in regular mode. Instead, he remains in the center of the screen and rises up and down while firing his torch across the top and bottom platforms. The “added challenge” is that the bottle caps on the walls activate and randomly stretch out. There’s apparently no logic that dictates which caps are the ones that extend. I’ve had entire battles go where one never even came close to me. The balance is totally out of whack.

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PHASE THREE – KATZENWAGEN: The menacing cat that you’ve seen periodically peeking in on the battle emerges and swallows Werner, and begins probably the easiest final phase since the first two bosses. The cat will swipe with either its left or right paw, but you have more than enough time to dodge out of the way. Every time he swipes, the banging of the paw causes pieces of debris to rain down from the ceiling left to right or vice-versa. After a while, he’ll also unleash the ghosts of mice, who shoot balls of energy at you that split into two when they hit the floor, though most of their initial shots can be parried. Fitting for a a battle with a rat, this is one of the most cheeable battles in Cuphead. If you have spread equipped, you’re really golden, as you can simply jump in front of the cat’s face and fire your super shot, and all eight bullets will score an immediate hit. I’ve taken the cat down in just a few seconds several times. Even on expert, it’s absurdly easy. Maybe the easiest finale in Cuphead, actually. Visually, it’s among the most amazing, but it’s so easy that it’s probably the biggest letdown in Cuphead.

FOOD FOR THOUGHT: I’m as far removed from “professional” gaming skills as possible, but even I can consistently beat Werner’s second and third stages combined in under thirty seconds with no effort. Thus you have a world three boss that could have been one of the first three bosses. Don’t get me wrong: it’s the last time a boss is this big a push-over, but I firmly the reject the notion that it’s okay to insert a cinch battle as a cool-down late in the game. If people need breaks, the last time I checked, game controllers have a big ole pause button right in the middle.

BOSS #14: Dr. Kahl’s Robot in “Junkyard Jive”
STATED INSPIRATION: Dr. Wily (Mega Man), Dr. Robotnik (Sonic The Hedgehog), Gunstar Heroes, Mickey’s Mechanical Man (1933), Modern Inventions (1937)
IGC LIKES: The concept of systematically shooting down a boss, part by part.
IGC DISLIKES: That the battle ends on the laziest idea in the entire game.

Far and away the boss that most of my readers cite as the hardest (and worst) in the entire game, this shmup battle is infamous for having one of THE “what were they thinking?” moments in all of Cuphead. I seem to be better at shmups than I realized (to my credit, I have beat Ikaruga without cheating, though that was nearly twenty years ago), and in my first time actually beating Cuphead, I only needed six attempts to take down the Robot, which was the last contract I needed. This time around, I fared a little worse, but still won the battle after only eight attempts. But, if you’re not wired for shmups? Yea, this is going to be brutal.

I put in far too much effort trying to get a quality shot of all three weapons firing at once.

PHASE ONE – PIECE BY PIECE: Dr. Kahl’s Robot (which I erroneously credited as being inspired by a Superman cartoon, something the Art of Cuphead never mentions) starts by forcing players to destroy three sections of the body, with three completely different attack points that all fire independently of each-other. Each segment introduces a different “penalty attack” for blowing up. This boss is going to shit the bed like it’s on an all Metamucil diet, but let it be said, the shmup boss with the worst idea in Cuphead also has the best idea in Cuphead. Perhaps Studio MDHR practices video feng shei or something.

THE HEAD: The robot fires a laser from an antenna on its head that lingers on the screen for a while and takes up a TON of real estate, thus limiting your ability to dodge other attacks. I strongly suggest focusing your efforts on destroying this first. Upon its destruction, the robot will start firing a spread of nuts, bolts, and screws at plays until the phase ends.

THE BELLY: The robot unleashes a wave of four drones that fly back and forth around the screen in an S pattern. As soon as you blow up the head, head to the bottom and blow this up. After being destroyed, it’ll unleash gigantic bombs that, when you shoot them down, still blow-up in still-deadly explosions that must be avoided. Keep a distance and you’ll be fine.

THE CHEST: Leave this alone until you have to blow it up, as it provides players with a means to charge their power shot. It unleashes slow moving drones that can be disabled with a quick parry. Even if they fire their full-screen vertical laser beams, you can still disable them with the parry. The “penalty” for blowing up the dock these launch from is the Robot starts using its hands, either by thrusting them from the left side of the screen (then shooting bullets as they retract) or using a magnet that draws players towards it. You really don’t want this happening while you fight the rest of the robot, and by saving it for last, you should only have to deal with it once. Blowing up the chest last also puts you in the position for the final portion of the phase. Believe it or not, you just finished the easy part.

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THE HEART: After all three sections are blown up, the heart will pop out of the chest cavity. Fire at it while dodging the three penalty attacks until it’s dead. Phase over, and if you’re playing on simple, level over.

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PHASE TWO – USE YOUR HEAD: The robot’s head flies off and will pass back and forth until you shoot it down. It’s one of the shortest boss phases in Cuphead (by design instead of by cheesing transition between phases like other bosses). While it can be a pain in the ass if you try to shoot it down normally, there’s an easier solution. By the end of the first phase, you should have a fully-charged power shot. Save it for this phase, position yourself directly across from the head as soon as you blow up the heart, and when the head launches, activate the big bomb. While it won’t take the head down instantly, you’ll only need a few more bullets to end the fun of Dr. Kahl’s robot and enter the worst phase in the entire game. Oh, and the belly torpedoes from earlier keep flying in at a faster rate. Do what I said and they’ll stop too.

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PHASE THREE – YEA THEY COMPLETELY RAN OUT OF IDEAS: Welcome to the moment where Cuphead’s design team gave up. The finale of Dr. Kahl, now riding the robot’s head in a homage to Dr. Wily, is him holding up diamonds, which spam the screen with bullets. Why diamonds? Unclear. This is a lazy bullet hell with emphasis on HELL. There’s two attack patterns, but the concept is the same: move out of the way of bullets (some of which can be parried, though it’s random chance if you’ll be able to reach them or not) and electrified walls that you must quickly avoid, or else they will cut off your path (oh and you can’t shoot through them). This section is over half this battle. It doesn’t really change-up. It’s just a spam of bullets, a brief break as he switch diamonds, then another spam of bullets, all while avoiding walls. Seriously, this is the end of the battle, and it goes on (in my best Smalls voice)..

It’s sooooooooooooo boring. Do you mean to tell me the same team who came up with some of the most imaginative and inspired character designs, bosses, and attack patterns in the entire history of the medium couldn’t think of a better thing to do with a goddamned giant robot? Hell, this could have been fine, even as a finale, if it went, like, fifteen seconds. One burst with the blue diamond, two bursts with the red diamond. But OVER HALF THE BATTLE? Fuck off. It’s one of those things where it goes so long that it becomes boring and you just want it to be over, and then it goes even further past that and you actively begin to hate the entire battle for making you do this. Plus, there’s not a lot of room to maneuver AND there’s the occasional foreground elements that block your view and make it even harder to follow the bullets. I’ll actually defend the opening segments of Junkyard Jive. It’s an inspired idea and an incredible visual. Maybe my favorite design of any boss in the game. But this back end of the battle sours the fight and the whole game something awful. Not only is it not fun, but it just makes players angry. What were they thinking?

FOOD FOR THOUGHT: I’ve not met a whole lot of fans of the giant robot fight. I can’t imagine I’m alone in thinking the opening section is among the most clever uses of the shmup mechanics as any in Cuphead, but the only thing people talk about with the Dr. Kahl fight is the pain. The finale is supposed to be a tribute to chaos emeralds in Sonic The Hedgehog. I guess I’m not versed in Sonic lore, but I can’t remember which game in the franchise featured Dr. Robotnik lazily spamming the screen with bullets. I have a hunch there was supposed to be more to the battle than what happened, but this is one of the few parts of Cuphead that has no “deleted scenes” that I could find info on. I can’t help but wonder if the final phase was meant to be shorter and they padded it out. Either way, congratulations: the worst of Cuphead is over. What’s left might still be difficult, but never to the point that it feels uninspired, lazy, or boring. I hate Dr. Kahl’s finale, especially because I know Studio MDHR is capable of better.

BOSS #15: Cala Maria in “High Seas Hi-Jinx”
STATED INSPIRATION: Olive Oyl, Betty Boop, Moth and the Flame (1938), The Rescuers (1977)
IGC LIKES: One of the more fun shmup stages.
IGC DISLIKES: Even professionals hate the randomized nature of this stage.

Apparently, Cala Maria is the level that Cuphead pros.. not an occupation I imagine pays well.. dread most. If you don’t have to worry about making “perfect runs” you won’t find High Seas Hi-Jinx as annoying as they do (apparently it was even worse before the 1.1.3 update, where you had far fewer parry chances). In fact, the concept, the huge variety of attacks, and overall character design are downright inspired. I don’t really have a exact favorite battle, but Cala ranks near the top of my list. A great way to end the shmup stuff.

PHASE ONE – THE (NOT SO) LITTLE MERMAID: Cala Maria, who can only be shot in the head, has completely randomized attacks that are stackable with each-other. I’d like to note that this is another one of those “see, they CAN balance the difficulty for randomized attacks” situations that makes it so I can’t give those bosses where there’s highly-desirable random attack cycles a free pass. Of the six ways Cala can hurt you, only one combo is really of the “aww shit” variety. That ain’t bad.

  • GHOST PIRATES: Cala burps out three ghosts that home-in on you and dart in a very fast straight line once they finish emerging. By itself, this isn’t bad. When combined with other attacks? It’s among the hardest attacks to dodge in all of Cuphead. It’s absolutely uncanny how often I had perfect runs ruined by this. Far more than the stun-locking fuckery to come.

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  • GIANT FISH: Cala sinks under the water, and when she returns, she’ll have one of two fish. If she has a yellow fish, she’ll shoot an electrified dolphin that heat-seeks you and lingers on the screen for quite a while. If she has a red fish, she’ll shoot a series three of spreading shots at you, some of which can be parried. After each fish attack is completed, it’ll wiggle loose and return to the water, causing you damage if it makes contact on the way down. Red fish give you chances to charge cards, so maybe they’re too desirable, but both are tough.
  • SQUIRTY McSQUIRTER: Yes, that’s it name. I didn’t know that when I made the Boaty McBoatface reference above. Anyway, it’s a sea horse.. in this case a normal horse that hangs out in the sea, who follows underneath you and squirts a stream of water that’s harmless by itself but it pushes you up into whatever other attack she has going. If you randomly draw the combination of Squirty and the Ghost Pirates, you’re in big trouble.
  • BOMBSHELL BARRY: A turtle that fires off bombs that explode into shrapnel in eight directions. Despite the fact that this thing’s attacks hurt you and the horse’s doesn’t, I’d much rather draw Barry over Squirty. It’s worth noting that both can be killed, though you have to take your focus off Cala Maria in order to do it. For Barry, it’s not worth it. For Squirty, you might want to at least think about swapping to bombs and taking it out.
  • THE PUFFER GANG: Cala Maria raises an army of puffer fish that float vertically. At least some of these things can be parried. I don’t know what the RNG odds are, but this is the only one of her attacks that seemed like it happened every single match against her.

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PHASE TWO – SHE DIDN’T EVEN HAVE TO BOINK POSEIDON IN ATHENA’S TEMPLE: Two eels do a stranger danger thing to Maria, and she turns into Medusa. The previously nuanced fight becomes really simple at this point: an army of eels spam the screen with bullets, some of which can be parried. The eels actually can be shot down, but I’ve found it to be neither helpful nor detrimental to do so. Just keep focusing on her head. The difficulty isn’t merely the bullets, but the fact that she can now turn you to stone, and as it fills the entire screen, there’s no way to avoid it. She’ll fire off this once before the eels start shooting to give you a heads-up she can do this now, and you have to button mash to revert back to normal. The first time I played this, I was so pissed that they chose to do this, but I can clear it without taking damage a lot easier than I can dealing with the seahorse from earlier.

SIMPLY OFF-PUTTING: This portion of the fight is missing if you choose simple mode.

PHASE THREE – BRING ME THE HEAD OF MEDUSA: This is where they might have taken the whole “turn to stone” angle a little too far. After you cause enough damage, Cala’s head will break off from the body and enter a narrow tunnel. Despite what you’d think from the NES Teenage Mutant Ninja Turtles, the coral lining the tunnel is not lethal to the touch, but you must still avoid the walls themselves. Maria will now drop little skull bubbles and continue to stun-lock you. There’s also spiky barriers that you have to avoid. The bubbles and the barriers would be challenging enough, but getting stun-locked (which seems to be 100% unavoidable) forces you to quickly hit 22 input commands (that’s what the Cuphead wiki says) before you unfreeze. A memorable conclusion, but one that can be randomly unfair. That’s why this is among the least favorite battles among pros.

FOOD FOR THOUGHT: Besides a couple mini-bosses during King Dice’s stage, this is it for the shmup portion of Cuphead. In total, there’s five of these levels, all which are, for better and for worst, among the most unforgettable moments in the entire game. All of them have some high-quality aspects. When I first played Cuphead, I was totally baffled by their inclusion. I fully admit that I went into the game with the wrong mindset. I thought I was signing up for Contra/Gunstar like shenanigans. Shmups are one of those genres that I rarely seek out, but when done right, I have an amazing time. In my ongoing #IGCvSNES initiative, I have three Parodius games ranked in the top 25. As of this writing, I’ve played nearly 200 games for that project, so yea, I really like a well-done shmup, especially when they defy convention with original ideas. Cuphead brought the goods there, and then some. I’d be willing to pay $59.99 for a Cuphead sequel/spin-off that was composed of 15 to 20 levels of this type of action. It’d be first in line, and I’d be as excited as I’ve ever been.

BOSS #16: Sally Stageplay in “Dramatic Fanatic”
STATED INSPIRATION: Samurai Showdown III, Final Fantasy VI
IGC LIKES: One of the most non-conformist boss concepts I’ve ever experienced.
IGC DISLIKES: One of those “middle of the pack” fights where the execution isn’t anywhere near as brilliant as the concept.

Sally is probably the highest-concept boss of Cuphead. A drama queen.. literally.. whose battle is represented as a complete life-of play. A wedding (which can end tragically if you play it right), a family, and the afterlife. While the actual mechanics of the battle with Sally are among the most conventional in all of Cuphead, it’s how it’s presented that makes it unforgettable. While this plays like any boss in any game, it never feels it.

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PHASE ONE – WEDDING DAY: Despite her smaller stature, Sally might be the most space-invasive boss in all of Cuphead. In phase one, her primary attacks are to do twirling jump kicks at you, or to teleport and crash down on top of you. Additionally, she’ll jump up in the air and throw a fan that sticks in the ground, further cutting off your space. Finally, she’ll blow kisses at you, which are a chance at a parry. While she seems easy, she has an uncanny knack for hitting exactly the right move when you make the wrong move.

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SECRET PATH – WEDDING CRASHER: Till death do you part, indeed. Sally is the final boss (at least as of this writing) who has a secret path. When she blows the kisses at you, you can you parry off the hearts and onto one of the two cherubs on the side, which will lower and signal you did it correctly with a subtle chime. Do it to both and the chandelier will crash down on Sally’s husband at the alter, killing him. A weird glitch (maybe it’s not a glitch?) I discovered right before publishing this review is that, if you cause enough damage to Sally after you activate the final cherub but before she teleports to go mourn her husband, you will actually skip the entire second phase and go straight to phase three.

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PHASE TWO – LIVING THE LIFE: In the normal pathway, you transition to Sally’s house, where she continues to throw jump kicks or stick her fan in the ground. The kisses are gone now, and in their place, she opens her umbrella and drops remote-controlled mice that run across the ground, up the wall, and across the ceiling, at which point they’ll drop down on you once you cross their path. This whole time, her unholy offspring will drop bottles out the windows. Weirdly, there’s no ways to score a parry during this portion of the battle. In the SECRET PATH version of phase two, Sally apparently turns to religion to cope with her dead husband and the phase transitions to a nursery. The battle plays out the same, but the baby with the bottle is replaced with a nun who throws crosses in your direction, every-other of which can be parried. No matter which path you choose, you will ALWAYS be cramped this phase.

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PHASE THREE – ACTING GODDESS: The only time in Cuphead where the art style changes, this as an apparent tribute to rare stop-motion films of the 1930s. Sally lowers from the ceiling dressed as a goddess. In the normal path, she has three attacks. In one, a meteor lowers from the ceiling. It’s not very hard to miss, and upon shooting it, it opens to reveal a parriable star. She can also call a tidal wave, and if you don’t have the smoke dash equipped, you’ll need to use the meteor’s star to parry over it. Finally, she’ll call lightning down, which comes in groups of two, three, or four. If you took the SECRET PATH, this is one of the spongiest battles in all of Cuphead. I believe all the hit points you skipped in the first path carry over here, where the husband joins her, eating grapes like Caeser while her unborn child utilizes a new attack: rolling fireballs at you.

SIMPLY OFF-PUTTING: This portion of the fight is missing if you choose simple mode.

PHASE FOUR – JUST CALL ME ANGEL OF MOURNING: Sally takes a bow in one of the most difficult short phases in the game. Her parasol acts as a heat-seeking top that you have to constantly jump over, and all the while, an angelic Sally flies overhead, pumping her fists in gratitude while the audience throws roses that are lethal to Cuphead’s touch, though some can be parried. This phase is the same whether or not you took the secret path, but the background characters change. A pretty underwhelming conclusion to one of the more conservative, traditional-feeling battles in all of Cuphead. But one with no respect for personal space at all.

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FOOD FOR THOUGHT: The entire Sally Stagehand sequence is one of my go-to examples for dressing-up something that feels sort of “been there, done that” otherwise. Sally is that rare Cuphead boss that feels like she could be a boss in any other game, at least based on how she fights you. But, they took her attack cycles and staged them (no pun intended) in a way that makes a pretty run-of-the-mill fight still an unforgettable experience. It’s something a lot of developers need to think about when creating their games. Not everything you do has to be original from a video game aspect to still leave a lasting impression if you implement it creatively.

BOSS #17: Phantom Express in “Railroad Wrath”
STATED INSPIRATION: Final Fantasy VI, Pan’s Labyrinth (2006), Lonesome Ghosts (1937), The Skeleton Dance (1929), The Skeleton Frolic (1937) Swing You Sinners! (1930)
IGC LIKES: The eerie, macabre tribute to a time when cartoons were out of fucks to give when it came time to “think of the children.”
IGC DISLIKES: That I said I didn’t have a favorite battle. Upon reflection, actually, I think this might be my favorite.

As a kid, I had a VHS recording of a special called “Disney’s Halloween Treat” that I pretty much wore out. At a certain point, they stopped airing it on TV, even though it was basically the greatest clip show in TV history. My point is, while I’m not particularly a fangirl of the era of cartoons Cuphead pays tribute to, I do happen to have much love for the shorts that aspired to scare. Phantom Express is a loving tribute to that, and in my opinion, the best stage in Cuphead. There, I said it. What’s really weird about that is, each of these mini-bosses that makes up this stage are extremely basic, consisting of one attack each (except the finale, which has two), like they’re made to prep you for the fight against King Dice.

PHASE ONE – THE BLIND SPECTER: This whole battle is fought on a train car with two switches you can can parry to switch between three positions on the track: left, center, and right. But, you’re not the only one who can activate them. Railroad Wrath’s first two phases have a squadron of jack-o-lanterns that fly by and drop bricks on the switches, which could lead to you being maneuvered directly into taking damage. The bricks can be parried as well, which you can use defensively, or you can shoot down the pumpkins. Sometimes, you might even use the pumpkins and their bricks to switch your position so that you can focus on whatever mini-boss you’re shooting. This all starts with the Blind Specter. Apparently inspired by the hand demon thingy from Pan’s Labyrinth, the Specter bounces eyeballs at you. The eyes can be shot as well. It’s a pretty spongy opening, but it’s a suitable intro.

PHASE TWO – THE CONDUCTOR: God, this game is gorgeous. I’ve said it before, but has there ever been a more fun game to watch than Cuphead? Hell, give Studio MDHR Dragon’s Lair and see what they do with that. Anyway, the Conductor will always start in the center car and slam his massive hands down. From there, the head will move around randomly (though never in the same car twice in a row). Despite the girth of his hands, even if you’re not under the head, there’s actually a safe spot on the rail car no matter what position you’re in. I’ve had entire fights against this thing without ever paying any heed to what position on the track I’m sitting on. What a bonehead.

PHASE THREE – THE LOLLIPOP GHOULS: I’m not sure what lollipops have to do with the theme, but they sure look like monsters straight out of a 1930s horror cartoon so I’ll zip my lips. This time, there’s one situated to the left and right, and randomly, one of them will fire a gigantic blast of electricity across to the center car and back. Even if you’re under the one that’s about to fire, you can stay safe by staying close to the wall (as seen in the above picture). For this phase, the jack-o-lanterns are replaced with ghosts that heat-seek you. When you shoot them down, they drop pink skulls that can be parried, but also activate the rail car’s controls. It’s a lot to keep up with. I find the seekers useful for this battle, even if they do less damage. Use the other gun for whatever Lollipop you’re under, then switch to seekers to ping the other from a safe distance, and to also knock out the ghosts before they get too close. Fun fact: the twins are the boss that underwent the fewest changes from conception to release. They were happy with the design from the start, and rightfully so.

SIMPLY OFF-PUTTING: This portion of the fight is missing if you choose simple mode.

PHASE FOUR – OFF THE RAILS: The damn train starts running for it, which seems like it would be slower than, you know, going like a train. This is one of the more fun final phases, though frustrating too as there’s some minor visibility issues due to the speed of the action (huh, I guess it is faster). You have to parry off the train’s tail to open its firebox, which shows the train’s exposed heart. This is another battle I found the seekers to be preferable, as the heart is quite high off the ground, the train doesn’t remain stationary and readjusting your position for a clean shot is frustrating. Jumping to reach it is also often impossible. The Seeker was MADE to fight this train. But, the nose shoots rings of fire that have to be jumped over if they land on the tracks. Also, when the firebox is open, it rains fire down upon you. The only thing keeping this entire fight from being *perfect* is how tough it is to see both these attacks in the heat of battle (pun intended if you laughed).

FOOD FOR THOUGHT: Probably the best thing I can say about Cuphead is that it has actually stoked my interest (waits…….. moving on) in the source material that inspired these incredible characters. Not just the Phantom Express, but the whole cast of Cuphead. They’re all so vivid and, exaggerated as they are, they feel alive and playful. Perhaps that’s Cuphead’s greatest success. It’s astonishing how fast this game is becoming a major media property. There’s even going to be a Cuphead show on Netflix. I hope when this is all said and done, Studio MDHR doesn’t forget where its bread is buttered. I absolutely think they should keep this style, make it their studio signature, but explore other characters and genres.

Once upon a time, I never thought I’d make it past this point in Cuphead. But, when I finally did it, it was one of the most rewarding experiences of my gaming life. I even had to wipe tears. That was 2019. Here I am, closing out 2021 with the most in-depth review I’ve ever done. CLICK HERE for the final part of Cuphead: The Definitive Review

Cuphead: The Definitive Review – Part Two

Welcome back to Indie Gamer Chick completely losing her mind and deep-diving a game that she already reviewed three previous times! In part one of this feature, I reviewed Inkwell Isle I. If Cuphead scaled properly from there, I think it’d be talked about as one of the greatest video games ever made. But, it’s not in that discussion, even among some of its biggest fans. Why? Well, the big problems start in the game’s second world.

INKWELL ISLE II

RUN & GUN #3: Funhouse Frazzle
STATED INSPIRATIONS: Castle of Illusion Starring Mickey Mouse, Dynamite Headdy, M.C. Escher, Salvador Dali, The Cabinet of Dr. Caligari (1920)
IGC LIKES: One of the best “anti-gravity” stages in gaming history.
IGC DISLIKES: Perhaps leans too heavily into trial-and-error gameplay.

Both of Cuphead’s second world Run & Gun stages feel like they could be final levels in other games. The monstrously difficult Funhouse Frazzle is overwhelming when you first enter it. I’m a huge fan of anti-gravity platforming. In fact, I selected XBLIG all-star Antipole to be included in the 2013 Indie Gamer Chick Bundle for Indie Royale. Cuphead takes gravity-swapping to an extreme, but it’s still a LOT of fun!

Right at the start of the level, you’re given a warning to switch gravity now, or be run over by a parade of cars that’s far too long to simply leap over. You have to parry the switches, and there’s this weird little delay that follows as the gravity changes. A wall is launching these traffic jams at you, and you’ll have to swap back and forth between the floor and ceiling before you get a chance to attack it. It’s one of the most intimidating intros to any stage I’ve ever experienced. At this point, Cuphead is done easing you into bosses or stages. And remember, there’s no simple mode for any of the Run & Gun levels. It makes me wonder if perhaps they should have been a little more gentle in introducing the anti-gravity mechanics.

I haven’t talked about the different guns in the game yet. The more toxic element of Cuphead’s fanbase shames players for using the heat-seeking bullets, but I find they work really well for some bosses and pretty much all the Run & Gun stages. They do the least damage of all the bullets, but for sections like the wall above, you’ll regret not having them equipped. They free players to focus on avoiding the various objects and projectiles being thrown at them. Meanwhile, I never used the charge gun once during my entire Cuphead run. I used the Spread/Roundabouts for all but a handful of bosses, while on levels I’d usually do spread/seekers. As for the special items, I’ll get to that in Part Four, but let’s just say that once you have smoke dash, you might as well ignore all other non-guns.

The majority of my lost lives in Funhouse Frazzle were the result of the brutal introduction to the stage. Once you get past that initial section, the rest of the level plays out in a way that’s almost conservative, at least as far as Cuphead goes. From here out, the challenge comes from simply picking the right spots to swap back to either the floor or the ceiling and making sure to clear the gaps while you’re at it. You don’t even have to engage the tuba guys pictured here, even without the heat seeking guns. Just avoid their blasts, clear one final wall, and you’re good to go. Funhouse Frazzle does lack in big-time set pieces, but as a concept-type stage, it’s unforgettable and one of the best Run & Gun segments in Cuphead!

RUN & GUN #4: Funfair Fever
STATED INSPIRATIONS: Ringling Bros. Circus posters, the Super Mario franchise.
IGC LIKES: Excellent series of set-pieces and high-concept platforming sections.
IGC DISLIKES: The final section of the stage goes a bit too long.

The best of the six traditional levels of Cuphead, Funfair Fever is an absolute delight to play and experience. Like the best levels in any game, it combines a series of memorable set-pieces with a scaling challenge, pitch-perfect timing and placement of enemies and obstacles, all while squeezing as many possible tropes out of the theme as possible. Unfortunately, it does slip a little towards the end, but it still pulls off being the most consistently dazzling of Cuphead’s limited traditional jaunts. Level designers of the world: take notes. This is the good stuff.

The level starts with a sentient trampoline running back and forth, which you must use to bounce over walls and avoid, or possibly parry off-of, balloons. There’s a risk/reward element to the balloons: if you ignore the non-parriable ones, they’ll float by you. If one is in your way, you can shoot it, but doing so unleashes a hail of bullets that might be even tougher to avoid. There is one issue: the trampoline is shown to have teeth jetting out of the side, or possible spikes. Either/or, but regardless of what they are, they’re drawn in a way to signify something sharp and dangerous, which suggests you MUST keep from touching the sides of the trampoline. In fact, doing so doesn’t damage you, but rather just launches you into the air. This might still result in damage if there’s a balloon overhead, but why include those teeth at all if they don’t hurt you? It’s so misleading, especially in a game meant to be ultra-difficult, where everything hurts you. This won’t be the last time this becomes an issue.

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Next is the truly inspired dunk tank section. You navigate a series of platforms, each of which is attached to a target. Along the way, you hit walls of toys that must be shot until they stop refilling. The catch is the final wall is shooting balls this entire time that will drop the platforms upon hitting the targets. It requires quick reflexes, precision platforming, and use of your dash to get past this part of Funfair Fever. Some of the balls can be parried, but otherwise, you have to keep track of the placement of the projectiles and plot which platforms will be safe. Every part of this is well done. They even wisely made the final wall not be unbearably spongy. This is an area so inspired that I wish they’d made a boss battle based around it.

Along the way, you’ll have to face a magician that’s a direct-tribute to Magikoopa from Super Mario World, along with clowns balancing on balls that are pretty easy to get past. This leads to the first of two mini-bosses: a sentient 30s midway-style arcade machine. So cool. This actually makes me wish Cuphead had taken a crack at vintage pinball machines. I bet they could have come up with some imaginative designs (fans of pinball, check out The Pinball Chick!). Anyway, the machine fires off a shotgun that causes duck targets to rain from the sky. The battlefield for this fight is cramped by a previous wall you had to scale over. It’s really well done. Another mini-boss I wish had been turned into a full boss.

Finally, the stage ends with a bit of a whimper as you scale a few platforms and then make your way across a series of platforms where every-other one moves up and down. You have to shoot down sentient pretzels (truly the most evil of all snack items) and avoid squirts of ketchup, mustard, and relish that look suspiciously like the flames of an iconic game boss. Indeed, the giant hot dog is a direct tribute to Bowser from the original 1985 Super Mario Bros, only there’s no axe to kill it. Instead, you have to ping it until it dies. This whole section goes on forever, and while it’s intense at first, by time you fight the hotdog, it’s long since stopped being white-knuckle and just became an overly long slog. Cut it by a third and it’d been an satisfying cap to one of the best levels in the history of video games.

BOSS #6: Baroness Von Bon Bon in “Sugarland Shimmy”
STATED INSPIRATIONS: The Cookie Carnival (1935), Somewhere in Dreamland (1936), Moose Hunters (1937), Kirby’s Dreamland, Castle of Illusion Starring Mickey Mouse, Candy Land
IGC LIKES: Tons of eye-candy. Hah, get it?
IGC DISLIKES: One of the most RNG-heavy battles in Cuphead, and not in a good way. Absolutely should have been a world three boss.

One of my biggest complaints about Cuphead is how Studio MDHR completely, totally screwed up the difficulty scaling. There’s two world two bosses that belong in world three, which is incredibly fitting as there’s two world three bosses that really are easy enough to have been world two bosses. Baroness Von Bon Bon (named after Baron Von Blubba, the time-out skeleton from Bubble Bobble) absolutely should have been a battle that happens much later in Cuphead. She’s one of the most difficult bosses in the entire game. Being the 6th boss is ridiculously under-valuing how damn hard (and miserable) battling her is. It’s inexcusable, and the poor placement makes her one of the worst fights in the game.

PHASE ONE THROUGH THREE – CANDY MINIONS: The fight with Baroness Von Bon Bon opens with three randomly-selected mini-bosses, one of which doesn’t ever appear in simple mode. The order will be different every fight. What’s really bothersome about this arrangement is the five bosses are most certainly not equally difficult. A few are much easier than others, and one in particular is significantly more difficult. On top of all this, environmental elements get added with each passing boss. The second phase adds small, easy-to-miss jellybean soldiers running across floor, some of which can be parried. The third phase adds the Baroness firing a slow-moving trio of clouds at you, the pink-portion of which can be parried, though I have no clue why they bothered with that since it’s nearly impossible to pull off without taking damage. Depending on the order of minions you get, the hazards of the arena can easily become too much to keep-up with. They went so far overboard with this fight that it’s almost shocking.

I’ve decided to breakdown the mini-bosses in the order of least difficult to most difficult.

LORD GOB-PACKER: The Pac-Man-like evil gobstopper is easily the simplest-to-defeat of the Von Bon Bon’s five mini-bosses. It slowly stalks you around with one of its children (two in expert mode and none in simple mode) not far behind. Even if you’re not using the smoke dash, it’s just a matter of keeping a distance on it and firing upon it whenever you can. Seekers or Roundabouts are especially effective for this battle. You can breathe a sigh of relief if you draw the jawbreaker.

SARGENT GUMBO GUMBULL: A close second place for “easiest Von Bon Bon mini-boss” that only loses by virtue of it actually becoming a really hard fight if you draw him third on regular. He has the simplest pattern of all the candy mini-bosses, mindlessly running back and forth. If you don’t have the smoke dash equipped.. seriously, go get enough coins to buy it and put it on. I can’t imagine fighting this thing without it, since it allows you to pass from one side to the other without taking damage. On simple mode, you can easily leap over it with the platform. On any other mode, it rains gumball continuously on you. The biggest factor for why this becomes a difficult fight is the sheer amount of projectiles it spews becomes especially overwhelming in phases two and three, when you’re having to watch out for the hard-to-spot jellybeans.

KERNEL VON POP: Nobody likes candy corn, so it’s fitting that it’s the middle-of-the-pack mini-boss here, neither desirable nor frustrating to get. It sticks to the edges and occasionally cuts up and down the middle of the screen. You simply have to avoid it and the tiny, slow-moving corns it drops. It’s not exactly difficult to avoid, and I’m only putting it ahead of the gumball machine because it moves faster and has a slightly more randomized pattern. If players remember to avoid the center of the screen when it’s moving along the top, they should be fine.

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SIR WAFFINGTON III: I spent the longest time calling this the “chocolate bar” but no, it’s supposed to be a waffle. That’s butter its wings are made of, not filling squirting out (that’s what he said!). Either way, this battle has teeth. It flies in a somewhat unpredictable pattern, and occasionally breaks apart into eight pieces that fly out before returning to the mouth. This is the definitive “crowding your space” mini-boss, since I often found myself pinned against a wall when it began to launch its attack. Even if you get cramped, you can avoid the pieces individually, but it requires absolute precision timing. As tough as this is, it’s also the best, most-balanced of the five mini-bosses.

SIMPLY OFF-PUTTING: This portion of the fight is missing if you choose simple mode. Though this is a rare instance where you’re better off.

MUFFSKY CHERNIKOV: The only of the five mini-bosses that never appears in simple, and there’s a reason for that. Beating this cupcake is no piece of.. um.. some kind of easily obtainable frosted snack item. In fact, I’d actually make an argument that Muffsky here is the single most difficult phase in all of Cuphead that isn’t a secret phase. Far worse than anything any other boss throws at you, including King Dice or the Devil, with only Djimmi’s optional secret phase being harder. I’ve only successfully defeated it twice, ever. Once was during my fight against it on Xbox One that ended in total victory. This mini-boss leaps around the stage at fast velocities before attempting to butt-stop you. When it lands on the ground, not only is it seemingly invulnerable to your shots, but it creates tidal waves of cream that make the floor deadly. The waves are so low in visibility (in a stage that already has frustratingly small, deadly elements running across the floor) that they’re hard to track and easy to miss. You have to jump to avoid them, which puts you right in the path of the cupcake, who flings himself back up, often right in your direction. I hate this boss. It’s so imbalanced. I don’t know what they were thinking, but the little shockwaves of icing went too far.

PHASE FOUR (SIMPLE) – CUP HUNT: The Baroness has two completely different ending phases, depending on which difficulty you’re playing. In simple mode, after dispatching the final mini-boss, she pops out from behind her castle and begins firing clouds at you, the pink portion of which you can score a parry off of. While this is going on, the jellybeans are still running across the floor. It’s not an incredibly complex fight, but I found it to still be very difficult, even for a “simple” mode. This is one of those fights where equipping the spread gun bites you in the ass, since it requires you get close enough for the shorter-ranged bullets to hit. The clouds can be shot down, but it takes several hits to do so, and being in close proximity might not leave you with enough time. The only way I could successfully beat this phase was to throw on the Seeker and cheese it by standing back and letting the bullets slowly ping her to death. It’s especially frustrating because the bullets chase down her bullets and the jellybeans too. But, I went ahead and played ten complete rounds against the Baroness on simple. The “stand back and shoot the seeker” method carried a 100% success rate with absolutely no effort needed. That officially qualifies as cheese in my book.

SIMPLY OFF-PUTTING: This portion of the fight is missing if you choose simple mode.

PHASE FOUR (REGULAR) – HOLY CRAP, NOW THE CASTLE IS CHASING ME: If you’re playing on regular or expert, upon beating the third mini-boss, the castle comes to life and starts chasing you. Suddenly, this boss fight becomes an auto-scroller where you must keep running left while avoiding obstacles and still figure out a way to shoot the Baroness. The creepy bitch THROWS HER HEAD OFF at you, which heat-seeks you for a bit before pausing to linger and block your movement before heat-seeking you again. Oh, and the the castle itself spits out giant peppermints, but at least you can parry off those. This whole section is far too spongy and goes on so long that it renders what should be a memorable “holy shit!” moment into a fight that’s actually a little boring. A miserable conclusion to one of the poorest-balanced bosses in the entire game.

FOOD FOR THOUGHT: How the hell did this make it past play-testers in one of the most extensively play-tested indie games ever made? Seriously, I know the team at Cuphead is capable of better. NO, I’ll take it a step further: I know they’re smarter than this. I know they are because, throughout the entire game, they deleted several concepts that were speced-out and often even programmed because they knew it threw the balance off. Apparently, even this fight had some major deleted content, including having the jellybeans begin jumping (oh FUCK OFF for even thinking about that!) and a sixth mini-boss that would have paid tribute to the red arremers from Ghosts ‘n Goblins (these things). How could they show restraint in keeping those things out of this battle but still manage to make such a frustrating fight? To put it in perspective, I’ve beaten Cuphead twice now, and the only boss I died fighting more times than the Baroness is Rumor Honeybottoms from Inkwell Isle III. In fact, I’ve actually have lost more lives to the Candy Bitch over my two full play-throughs of Cuphead than I have to King Dice and the Devil COMBINED! Yet, this is considered the first boss of the second world? No. Just…………………………………. no.

BOSS #7: Beppi the Clown in “Carnival Kerfuffle”
STATED INSPIRATIONS: He Who Gets Slapped (1924), Beetlejuice (1988), Super Mario World, Dynamite Dux, Koko the Clown
IGC LIKES: A memorable boss fight with four distinct stages.
IGC DISLIKES: One of the most cheesable stages, especially with the spread gun.

One of the iconic fights of Cuphead, the crew at Studio MDHR struggled with the design of Beppi more than most of the game’s cast of characters. In fact, the Art of Cuphead shows several possible designs that range from traditional terrifying clowns to slightly more terrifying clowns to “what the HELL is that?” surreal clowns (also terrifying). This is one of the few fights in Cuphead where every phase is a distinct form with unique attacks and play styles. Is Beppi fun to fight? Yes, but some weirdly exploitable portions of the game make it too easy to cheese as well.

PHASE ONE – BUMPER? I BARELY KNEW HER!: This is one of the most invasive phases of any boss battle in Cuphead. Beppi shuffles along in a bumper car, but the way he does it is so erratic that you can’t ever get a comfortable feel for safe distance. When you think he can’t scoot any further, he does. When you think he’s going backwards, he goes forward. Eventually, he’ll zoom forward and you have to jump over him, but while you do this, there’s shooting gallery duck targets passing above you that are lethal to the touch. Some of these can be parried, and all of them only take a single hit to render safe. This is actually one of the more intense opening phases of any boss in Cuphead. Even in replaying it, I was caught off-guard by how hard to clock this whole sequence is.

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PHASE TWO – BALLOON FIGHT: Beppi becomes a giant balloon animal machine that unleashes dogs upon you, some of which can be parried. This would be one of the easiest phases of the game, if not for the fact that a roller coaster becomes part of the fight at this point. You can parry off the nose of the front of the coaster, but you still have to dodge seats occupied by crash test dummies. Weirdly, the back of the coaster looks like it would also be lethal to the touch, as its covered in spikes. But, it doesn’t hurt you. DON’T DRAW SPIKES IF THEY’RE NOT GOING TO HURT YOU! This is real basic game design stuff, people!

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PHASE THREE – A HORSE OF A DIFFERENT COLOR: Bring on the cheese! If luck is on your side, you can park yourself right under Beppi and unload bullets directly into him with minimal fuss. There’s two attacks here: if the horse is green, it’ll cough up horseshoes that travel in a sine curve at you. This usually includes one that can be parried. If the horse is yellow, a fast moving row of shoes will shoot out, stop, then drop straight down, leaving a small safe zone for you to avoid them. The roller coaster remains active for the entire fight, but you can see when it’s coming if you watch for it to climb up the hill in the background. Just stand under the horse and pump it with bullets. This is one of the easiest and most embarrassing phases in all of Cuphead.

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PHASE FOUR – CAROUSEL OF DEATH: One of the most visually striking finales of Cuphead, the carosuel is also surprisingly difficult. Even if you are using spread and cheese it by using your special attack in the center, which results in all eight bullets immediately registering a hit, the carousel is spongy enough that it takes quite a while to beat it. The roller coaster goes significantly faster this phase, so much so you’re really only safe by leaping across the chairs. But, Beppi also spits out baseball-throwing penguins (a nod to the Chargin’ Chucks from Super Mario World), which prevents you from getting into a rhythm on the swings. I can’t imagine how hard this would have been without the cheese of the spread shot. Compared to the previous two phases, this is maddeningly difficult, and also epic as all hell. One of the great finishes to a battle in the game. If only they were all this amazing.

FOOD FOR THOUGHT: This is a boss that Studio MDHR had to work quite a bit on before they got it to the point that they liked the look, personality, and set-pieces. For all the numerous problems Cuphead has, they never settled for “eh, good enough” when it came to their character design. Even if it caused delays in getting into the meat of programming, they kept experimenting with the appearance until they got it where they LOVED it. Beppi is the prime example of that, and the final result is an unforgettable boss. There’s a lesson to be learned there for indie developers: the game itself might not come out the way you want it to, but it’s going to be your name on it. Work it until you’re VERY happy with the end product. If you’re settling for “that’s fine, I guess” it’s time to rethink things.

BOSS #8: Djimmi the Great in “Pyramid Peril”
STATED INSPIRATIONS: Darkstalkers of all games (the sarcophagus section), any game where you fight an evil version of yourself.
IGC LIKES: The best of the shmup levels, and one of the most memorable boss fights in gaming history, with five distinct phases (the most in the game).
IGC DISLIKES: RNG luck rears its ugly head again. And my sister beat this on regular on her very first try ever, which is SO annoying because I’ll never hear the end of that.

The battle with the genie is probably the best stage from a technical standpoint in all of Cuphead. While I’m not sure it’s the most fun to do battle with (honestly, I don’t have a favorite boss) and perhaps goes a little too long, Pyramid Peril is the complete Cuphead package. The artistry on display here, from the character design to the memorable set-pieces, the music, and even the background combine to form a truly wonderful experience.. provided you get the right RNG. And you don’t just totally cheese several of the phases. Or you don’t attempt to beat the nigh impossible secret fifth phase. Okay, wow, Djimmi has a lot of “ifs” doesn’t he?

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PHASE ONE – TREASURE TRACKERS: The genie unleashes one of three random attack styles on you. Such as the worst random elements of Cuphead, these three patterns are not equally difficult. The swords are the most desirable in my opinion. They’re the largest and easiest to to avoid, as they come out and take a formation before heat-seeking in your direction. Another wave has the chest simply spam the screen with small pieces of junk, some of which can be parried, though the pieces might be too far away and with too much clutter between you and them to reach. Finally, miniature cat sarcophagi open to reveal heat-seeking cat scarabs, one or more of which will be parriable. The junk/cat waves are very problematic in how much crowding they feature and how much luck you need to even be granted a clear path. I’ve seen professional players have perfect runs ruined during these phases (granted, on expert. Still counts..)

PHASE TWO – PUNCTURE THE PILLARS: This is where the genius of Cuphead’s design really shines. You’re still fighting a boss here, yet the stage transitions to a vintage shmup area where you have to shoot your way through walls. Only the bricks with faces can be destroyed, and you also have to dodge bouncing spinning blades while you do it. The faces, still being part of the boss, count towards damage, so if you use bombs, the overkill damage carries over to the main fight. If there’s a column with two faces and you blow them both up, you essentially do double the damage to Djimmi for that section. This allowed me to beat the third phase in literally five seconds yesterday. Whoa! Hey everybody, look at me! I’m a speed runner! Next thing you know, I’m going to be mainlining Red Bull and hocking shitty gaming equipment from a shady sponsor on Twitch.

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PHASE THREE – SAR-COUGH-AND-CUSS: If you don’t totally cheese your way past this phase, you can cheese it in other ways. A series of mummy-ghosts will float out at three different speeds while Djimmi is now basically a formless slug who occasionally shoots out bullets shaped like Saturn that are actually his eyeballs, because gross. You can switch from bullets to bombs, linger towards the top of the screen relatively close to Djimmi and cheese your way through this phase without taking damage.. sometimes. I’ve heard some players can pull this off 100% of the time, but I take damage every 3rd or 4th attempt at it, which still means this is a safe and effective strategy in at least two-thirds of the runs. I think it’s a matter of whether you get in the right rhythm for when the mummies spawn versus when you’re actually firing the next bomb. If not for this trick, this wave would be really hard, but the trick is there, so it ain’t.

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PHASE FOUR – CUPPET: Cuppet is certainly one of the more memorable encounters in the entire game, so much so that I sorta hope it returns for a traditional platforming-based boss fight in the DLC. Hell, that would be an interesting DLC pack, no? Take the five shmup bosses and turn them into platform encounters, and maybe remix a few of the traditional bosses as shmups? That idea is all yours, Studio MDHR. Anyway, the ability to totally screw with the Djimmi ends here. Cuppet shoots you with bullets, some of which can be parried, and all the while the genie’s hat floats aimlessly around, causing crowding issues and occasionally unleashes waves of bullets. The fight gets surprisingly intense here, as you always feel like you have very little room to maneuver. The intensity combined with the menacing laugh of Djimmi when Cuppet starts firing at you assures this is a phase you’ll never forget.

SIMPLY OFF-PUTTING: This portion of the fight is missing if you choose simple mode.

PHASE FIVE – YEA, HE’S HUGE NOW: The final phase of Djimmi is almost as visually striking as the Hilda’s moon phase, but this is a lot more difficult, as the genie spawns three Illuminati-style pyramids that unleash deadly waves across the screen. It’s a solid concept, but problems abound. One issue is that Djimmi fires an almost-invisible series of ring-bullets. Why did they make them so transparent? I didn’t even realize what was pinging me at first on a multi-thousand-dollar 4K TV when playing on Xbox. The first time I actually beat Cuphead, it took me several rounds before I even realized I was being shot during this section. In a game that put such a high premium on mind-blowing visuals, it’s jaw-droppingly stupid to have any projectile (in a goddamned shmup stage nonetheless!) be so transparent that you can easily miss it in the heat of battle. Once I knew what to look for, it’s a matter of sticking to the center, avoiding the death rays, and hurling as many torpedoes as I can charge-up at it. Thankfully, this phase is over quickly.

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SECRET PHASE FIVE – I REALLY SHOULDN’T HAVE DONE THAT: If, during the transition between the third and fourth stages, you shrink down to the smaller plane as Djimmi scans you to find the inspiration for Cuppet, you’ll actually skip the fourth phase entirely and go directly to finale, only with a twist: a miniature Cuppet will now clog up the center of the ring of pyramids. You know, that area where you were relatively safe when you beat this without the secret phase? Not only does he clog it up, but he fires bullets in addition to all the other attacks of phase five. It turns a fairly balanced finale into likely the hardest phase in all of Cuphead. Every-other bullet fired by the mini-Cuppet is parriable, though in almost thirty attempts, neither Angela nor myself could score a single, solitary parry off this. There’s no comfort zone and every single area you can maneuver is now a tight squeeze. I’m not ashamed to admit: I couldn’t beat the secret phase. It’s a nice bonus though. You know, if you’re a masochist.

FOOD FOR THOUGHT: I didn’t realize how deeply flawed Djimmi was until I really dove deep into the nuts and bolts of this battle. Pyramid Peril has more problems than an algebra quiz. Yet, it’s a sequence nobody who plays it will ever forget. A big part of that is Studio MDHR’s imaginative “anything goes” attitude with characters and phases. But, I have to also call attention to the incredible backgrounds of all the Cuphead battles. The battle with Djimmi is a tribute to the 1930s Fleischer Studios “setback” backdrops for their Popeye cartoons. They could have easily cheated and did the thing in CGI, but instead, they used real models and photographed them just like artists from nearly a century ago did. A lot of things frustrate me about Cuphead, especially the snotty attitude of gating via the easier difficulty that’s just about as shittiest a thing I’ve seen a developer do in my ten years of IGC. But, I admire the fact that nobody at Studio MDHR took any shortcuts making Cuphead, when they could have in multiple different ways. It’s commendable, even if the studio is populated with more dicks than the national convention for the American Association for the Advancement of Persons Named Richard (the AAAPNR, annual dues are $75 and include a quarterly newsletter, though it’s mostly full of dicks too).

BOSS #9: Wally Warbles in “Aviary Action”
STATED INSPIRATIONS: Popeye the Sailor Meets Sindbad the Sailor (1936), Yoshi’s Island, Earthworm Jim
IGC LIKES: The most conventional of the five shmup levels, until it’s suddenly not. Absolutely twisted finale. Fine-tuned difficulty balance.
IGC DISLIKES: Final phase, twisted as it is, also totally ruins a great level.

One of the stranger levels in all of Cuphead. Apparently, one of the least memorable too. Nobody talks about Wally Warbles, and this in spite of the battle having some damn shocking macabre imagery and an up-tempo theme that includes a sample from Ride of the Valkyries.The fight literally ends with two EMT birds salting and peppering Wally’s possibly dead body, an unforgettable visual, yet this isn’t one of the top discussion points of Cuphead. What happened here? Maybe it’s too traditional, until it’s suddenly not.

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PHASE ONE – SCRAMBLED EGGS: Wally usually starts by shooting comically large bullets from his fingers before he starts coughing up eggs. The eggs have to be dodged from the front and back, as they break into three smaller portions against the wall. Oh, and during the first two phases, chicks (as in baby birds, not me) fly across the screen with goddamned nails tied to them. Seriously, this is one twisted stage. It’s also as conventional as a shmup gets. Though it never feels like it, I suspect that’s why Wally is one of the “forgotten” Cuphead bosses. If, during this phase, you replaced Cuphead with a spaceship and Wally with a.. er.. larger spaceship.. would you even think of this as a Cuphead boss? Perhaps this was too conservative and Studio MDHR should have focused on more character gags. I dunno.

PHASE TWO – PULLET HELL: I’m far too proud of that pun. Give me a moment to pat myself on the back. (ahhh, that’s the good stuff) So, yea, after X amount of shots, Wally loses his shit and starts spamming the screen with feathers. As far as lazy bullet hells go, this isn’t bad. No, I can’t explain why this is okay while in Part 3 of this review I’m going to absolutely skewer Dr. Kahl’s Robot for doing the same thing. Well, maybe I can? #1: this is more creative. Dr. Kahl’s Robot involves the mad doctor simply hold up a diamond that generates the bullets. This is a bird that’s so angry it’s shaking all its feathers off at you. That’s more in the spirit of this battle than the Dr. Kahl setup-payoff is. #2: They’re also larger and easier to dodge bullets. #3: The section doesn’t go on as long. The bullet hell in Dr. Kahl’s stage goes for nearly half the battle. So long that it stops being intense and simply gets boring. #4: The lazy bullet hell (and let’s face it, this shit IS lazy) isn’t the finale to Wally’s battle. Dr. Kahl’s is, and combined with the length of the spamming, it makes winning feel less victorious and more a sense of relief that it’s finally over. That’s why it’s not fun there but it is here. Okay, so I could explain why it works here. The best bits in games are the ones that are in service to the setting and characters.

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PHASE THREE – WILLY WARBLES: God, this thing is so creepy. But, again, the conventional shmup design of having a shield around the enemy and having to carefully aim to get your shots in works so well here. Not only that, but as the eggs spread outwards and you have to weave your way in and out of the shield, it NEVER stops feeling intense and awesome. I also like that all of his shots can be parried, though at no point in Cuphead did I have more instances where I both scored a parry AND took damage than during this phase. It’s so weird. How is that even happening? Shouldn’t the act of being shot be the end of the bullet, thus no parry, or the act of scoring the parry also be the end of the bullet? One or the other, gang. I’m going to guess this is a glitch that never got patched out, but it happened several times.

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PHASE FOUR – THAT’S SO DARK IT LEAKS HAWKING RADIATION: (rubs eyes) Yea, so a mangled Wally is being stretchered out by two EMT birds, and the level totally shits the bed here in terms of feeling fair. Wally, the two EMTs, and even Wally’s heart are shooting you, but there’s little room to maneuver and get your attacks in. It’s the issue with the giant moon in Hilda’s stage, amplified: you have to spend forever getting back to this section only to quickly die over and over again trying to figure out where the bullets are coming from and how you can dodge them. But this time, there’s an even larger variety of attacks. Heck, I often took damage that I didn’t even know where it came from. Every time I’ve beaten Wally, I felt like I got lucky that I didn’t die right before the final point of damage came in. It seems like it’s meant to be a finale that forces the use of bombs, but perhaps they would have been better off limiting the final phase to Wally’s coughing-up of his own bullet-spitting heart and having players shoot it while dodging the pills from the EMTs without all the other crap. The heart gag is brilliant and original! The whole phase should have been built around it!

FOOD FOR THOUGHT: Yea, Cuphead has an issue with closing the deal on their fights, but I appreciate the anything-goes attitude. As far as visual gags go, seeing the EMT birds begin seasoning Wally is so damn funny that I almost forgive how sour a note the fight ends on. One of the amazing things about Cuphead nobody talks about is how smart the decision was to have fights end with a boxing bell and the dramatic “A KNOCKOUT!” graphic instead of having a typical gaming death animation. I mean, those happen too, but the moment you win is a MOMENT, and Cuphead does that moment even better than Shadow of the Colossus.

BOSS #10: Grim Matchstick in “Fiery Frolic”
STATED INSPIRATIONS: Mega Man 2, Contra III: The Alien Wars, Woos Whoopee (1930), Mickey’s Fire Brigade (1935)
IGC LIKES: Fun personality? Eh, screw it: there’s nothing redeeming about this fight.
IGC DISLIKES: Randomized platforms. The fact that I had several rounds that only had two chances to parry.

The other boss that’s so hard that it should have been moved to world three, and in my opinion, one of the worst bosses in all of Cuphead. An auto-scrolling nightmare with totally randomized attacks and more issues than Time Magazine. It’s not merely a slog to fight, but I think it’s just really badly done overall. In order to get high grades at the end of fights, one of the conditions is that you must score three separate parries over the course of the match. But, I had multiple battles with Grim (named after Snow White animator Grim Natwick) where only two chances for a parry ever happened over the course of the fight. You can’t do that, Studio MDHR. If parries are so fucking important, you have to give players more chances at them. There should be something parriable every round. Inexcusable. This boss is total crap.

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PHASE ONE – HOW EXACTLY IS THIS A “FROLIC” HMMM?: This miserable battle opens with Grim shooting laser eyes at you. This could be the only part in the entire match where you have a chance to score parries, BUT, he might only shoot the lasers twice at you. From there, he’ll spit meteors at you and jab his tail up into the playfield. After this, what he does is randomized, and it leaves open the possibility he’ll never fire the lasers again and stick to the meteors. Even though one of the conditions for a perfect score is scoring three parries, it’s not even that rare for a match with Grim to only have the two parriable shots fired. I had several times where I played good (well, good for me) but I’d been at a disadvantage in the score because the game never presented me with the opportunity for the final parry I needed. It pisses me off so much because I actually cared this time whether or not I got high scores on the bosses (my mission this session of Cuphead was to score at least an A- on every battle). And there were multiple other instances where they could have very easily programmed other parry opportunities in phases two and three. What an absolute brain fart on their part. The randomized platforms also often have unfair alignments, and the stage moves just fast enough that you can be absolutely screwed.

PHASE TWO – MATCHSTICK MARCH: This WOULD be the most interesting part of the battle, since there’s nothing quite like it in any other game, but again, it’s a pain in the ass because of those randomized platforms. The flames marching across the bottom will periodically fling themselves up at you. They could have easily made the occasional one pink. I mean, it would make total logical sense and reward fast-reflexes. Not sure how that didn’t happen, especially since you could totally be fucked on your grading after the first phase. Seriously, I’m not letting it go. It makes me mad. Anyway, this is probably the best part of the fight, since I’ve never experienced this type of action in any game. It’s inspired. I wish the rest of the fight hadn’t been completely unlikable.

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PHASE THREE – HEY, WHERE DID THOSE OTHER HEADS COME FROM?: Grim is now three-headed and constantly spits fireballs at you. The fireballs break into four directions if you accidentally shoot them, which is sort of inevitable. After a while, the middle head will throw on a mask and spit a flame across the middle of the screen, and I’m sure it’s because I suck at video games but I never saw this coming. A big reason for that is this phase takes place in a really dark lightning storm, and since you have to focus completely on making your jumps, you can’t really pay attention. The first few times you fight Grim, it feels like a GOTCHA! but at this point I’ve come to expect that shit from this fight. The third world somehow opens with an even worse battle, which is the only thing that keeps Grim Matchstick from being the bottom of the barrel of Cuphead’s otherwise epic bosses. And again, any of those bullets Grim fired could have easily been a parry chance. Grrrrr. SERIOUSLY HOW DID THEY FUCK THIS UP SO BADLY?

FOOD FOR THOUGHT: In theory, the only way to 100% for sure prevent the Grim Matchstick battle from shorting you on enough parries to earn a perfect score is to deliberately play poorly until the third parry is earned. Um, yea. When was the last time a truly great action game penalized players for excelling? The obvious answer is to not force players to score parries, but I actually like that idea. I just think, for something that they put such a high premium on, they really needed to include more chances at them. Not just in this fight, but several others. The good news is, this could easily be fixed with a patch. I mean, the overall fight can’t. It’s boring and bad as a concept, except the second phase. But, at least they can take away the frustration of playing perfectly and still only getting an A instead of an A+ because the damn dragon only shot twice at you instead of three times.

Click here for Part 3 of Cuphead: The Definitive Review! I head to the biggest world in the game: Inkwell Isle III, where I’ll face two more Run & Gun stages and seven bosses.

Cuphead: The Definitive Review – Part One

“Four times? You’re reviewing Cuphead a fourth time? Are you whoring for page views or something?” #1: Yes. Always. #2: in nearly 4,000 days as Indie Gamer Chick, with over six-hundred indies reviewed, there had been only one game I got wrong that I flipped my review status on without a single patch being applied: Terraria, which I did almost immediately. That one was easy to flip. I was annoyed by all the glitches. I was annoyed by the crashes and lagging while playing multiplayer. Then, as soon as I hit publish on the review, Brian and I turned it back on to “finish our projects” and “get it out of my system.” Twenty hours of playing Terraria later, we both realized that I might need to rethink things, and I did.

Cuphead is now the second time I admit I got a review wrong. Which is really fucking sad when you think about it since I wrote THREE previous reviews of it.

I needed a little more than a couple days to flip on Cuphead, a game that I thought I detested. In fact, took me four years to realize I never hated it so much as I hated the unfair aspects (that are REALLY in the game) that mostly happen late in the game and thus feel fresh when the time comes to do the writing. That and the fact that the final world is gated from players who choose the simple option the developers included. If Cuphead hadn’t told me “not good enough” when I got to the end with having finished all the bosses on simple, I probably wouldn’t have touched it again, given it Approved Status, and moved on.

But, I was a little.. a lot.. okay, extremely pissed that a tentpole indie game locked people out of the ending (and loads of other content). I rejected the universal argument of the developers and its superfans that “Cuphead couldn’t have an easy mode! It would have gone against the spirit of the game!” That’s seriously dumbest argument I’ve ever experienced as IGC. Cuphead DOES have an easy mode! Saying the easy mode for the bosses of the first three worlds should lock you out of the finale would be like arguing a car can’t have breaks because that prevents it from moving forward, which is all a car is supposed to do. Well, that’s just a stupid way of thinking, but locking players out of the finale of Cuphead is arguing that it only exists to create an extreme challenge. That the tribute to golden age cartoons, incredible attention to detail, and masterful direction are completely meaningless because the only point of Cuphead is to be hard. They probably didn’t mean to make that point, but by using difficulty to gate-off large amounts of content and thus defining Cuphead by its difficulty, Studio MDHR chose to make every other aspect but the difficulty of the game completely meaningless. Uh, Whoops?

My first time playing Cuphead, I beat all the bosses on SIMPLE. I didn’t consider myself especially skilled enough to beat the game on the game’s terms. The second time, I didn’t even try. The third time, I did beat Cuphead, and I admitted I’d gotten a lot wrong. I conceded that I really liked the shmup levels, and those moments of victory after suffering through dozens of defeats were some damn-potent happy thoughts. But, I still insisted I didn’t like the game. And, at the point I walked away from it after the end credits rolled, I believed that was true. Even when I ended up having talks with friends where they noticed I had a warmness about it I previously lacked. Then, my kid sister/future Spielberg-of-her-generation Angela, in the middle of a 30s/40s animation kick, picked up Cuphead last week to take a look at how a modern tribute to that style would work. I don’t watch the “video game awards” or whatever the fuck they’re called on TV, so I asked “hey, whatever happened to Cuphead’s DLC?” on Twitter. Everyone replied that Cuphead’s DLC had been dated finally literally the night before. June 30, 2022. Wait, that’s Indie Gamer Chick’s 11th Anniversary! I watched the trailer, and I became excited. And then this conversation happened in my head:

Me: Wait, why I am excited for Cuphead?

Brain: Because you love Cuphead, you fucking idiot.

Me: I…….. do love Cuphead! Oh. My. GOD!! I love Cuphead! Wait, I do? That can’t be right!

So, I loaded Cuphead up on my Nintendo Switch this time (the previous three sessions having taken place on my Xbox One) and set a new goal: instead of simply beating the Devil, I would get at least an A- on every boss AND collect every coin in the game, thus requiring me to beat all six Run & Gun levels as well. This time, I knew what to expect. All the surprises were gone. I’d gotten good at Cuphead, and with or without the Jiffy Pop hands that my Parkinson’s disease is starting to cause, by God, I’m going to beat this fucker good this time. How’d that go?

Well, if I’m doing another Cuphead review, I’m doing the most in-depth review on the game ever written, so that I never have to do another write-up about Cuphead ever again.. until the DLC launches.

Nobody can complain this time. I scored a 100%!

I’m breaking it into four parts. One for each world in the game.

INKWELL ISLE I

RUN & GUN #1: Forest Follies
STATED INSPIRATION: Contra III, Gunstar Heroes, and Donkey Kong Country
IGC LIKES: Simple layout, clear targets.
IGC DISLIKES: Lack of big set-pieces.

Forest Follies, the first Run & Gun stage, will never get credit for being one of the all-time great opening levels in video games. That’s a shame, because it is an all-timer, yet nobody talks about it. A big reason for that is people think of Cuphead primarily as a boss rush game. The six “normal” levels are treated as after-thoughts in the game itself, and thus fans do as well. That’s borderline tragic, because all six levels are rich in gameplay and properly pay tribute to genre-defining titles like Gunstar Heroes and Contra. I’m a big fan of those games, and I think that’s a big part of why I was so drawn to the Cuphead’s Run & Gun stages, even when I wasn’t admitting to myself I loved the overall game.

Like any great intro level, Forest Follies is the perfect introduction to Cuphead’s platform-and-spray mechanics. The enemies are basic and can be clipped with a single bullet. The coins are easy enough to fetch. The parriable objects are practically set-up for you to bounce off. All set in a gorgeous level that feels like you’re taking-on actual cartoon characters from the golden age of animation. It’s one of the few times you can assign the word “basic” to Cuphead, but this is a basic level. Just, one done really well.

Each of the Run & Gun stages has at least one distinct “mini-boss” that makes you sort of wish they’d expanded it into a full boss fight. The acorn maker is the only one in Forest Follies, and one of the few in Cuphead’s Run & Gun stages that doesn’t feel like an event. It feels like a wall (Cuphead is full of those too) that you shoot through. This is as big a “set piece” as Forest Follies has, and if it’d been a little more epic, I think Cuphead’s intro stage would have to be in the discussion for best video game levels of all-time. It’s certainly among the best intro levels, even if nobody will call it that.

RUN & GUN #2: Treetop Trouble
STATED INSPIRATION: Ghouls ‘n Ghosts, Mickey’s Garden (1935)
IGC LIKES: How perfectly the developers captured the spirit of their targeted inspiration: Ghouls ‘n Ghosts. The final platforming stretch and the battle with the giant beetle are among the best platforming sections in all of Cuphead.
IGC DISLIKES: The climbing section is a slog. The randomized lady bugs are annoying.

The second level is where Cuphead’s Run & Gun stages get teeth. From here out, the Run & Gun stages are all essentially as difficult as late-game levels in other titles.

Dealing with the woodpeckers would be tough enough without these lady bugs bouncing around. The randomness of which ones can be parried is especially annoying given that there’s a coin that can only be gotten via a parry. It’s one of those things that is wonderful in theory, but in practice, they really needed to rig the RNG so that there is one pink bug constantly bouncing around where the coin is. The stage is challenging enough without having a chance of missing the coin.

The climbing section goes too long and is made a bit annoying by how spongy the enemies are. You can forgo finesse by equipping the heat seeker. The trees soak up too many bullets no matter what you use, so you might as well cheese the whole thing. The left-right-left style of climbing gets pretty old. This is one of the weaker segments in all of Cuphead’s traditional stages.

Then, inspiration hits. Hopping across the leafs that are being held up by bugs makes you think they’re going to sink under your weight. Instead, semi-random fireballs kill the bugs, which make the platforms drop out under you. This is the type of memorable twist on traditional platforming that can only really work this well in a game that puts such a high premium on art and style. It’s really something special.

Finally, the mini-boss, a giant dragonfly, really hits all the marks of what you’d want in a battle that caps off this section (and indeed, the whole level). Unlike the climbing section, you absolutely need finesse and precision here, and the result is one of the most memorable and satisfying bosses in any platforming-shooter. In fact, like many of the best platforming sections, this part was so good it probably could have been turned into a full-on boss battle for the main game. If you could somehow combine this boss with Forest Follies, you’d have one of the great stages in gaming history.

BOSS #1: Goopy Le Grande in “Ruse of an Ooze”
STATED INSPIRATIONS: Dragon Quest, Balloon Land (1935)
IGC LIKES: Imaginative battle that encapsulates everything magical about Cuphead.
IGC DISLIKES: That I fought this boss second instead of first.

I’m using the incredible book The Art of Cuphead for discussing the order of the bosses. In ten years, I’ve never recommended any book on gaming more, at least until my own book comes out. Yes, I’m writing a book. It’s titled Indie Gamer Chick: Everything I Learned Telling People Their Games Suck, and it’s coming out in 2023. Anyway, while I fought the Root Pack first, this was meant to be the first boss. I think of them as co-first bosses. The Root Pack all remain stationary and fire projectiles at you. Goopy has no projectiles and instead educates players on a moving target.

PHASE ONE – LITTLE GOOPY: Goopy bounces around and occasionally throws a giant, inflated punch that you can easily duck under. It’s a really simple attack pattern that eases players into the boss battles. Combined with the Root Pack, these fights are probably as good a job at introducing players to the world and concept of Cuphead as possible. I really can think of no flaws with these encounters. With first bosses, keep it simple, stupid.

Goopy blinks before throwing his big knock-out punch, just like Mike Tyson in Punch-Out!! This was supposed to originally be a series of punches, just like in Punch-Out!!, but it had to be cut. However, they kept the famous “Tyson Blinks at 1:30 telegraph” in the game.

PHASE TWO – BIG GOOPY: After a few hits, in a homage to A Boy and His Blob, Goopy flips a jellybean in his mouth and becomes huge. The fight is still the same basic concept: let him jump over you, duck to avoid his punch. Everything is heavily telegraphed, so there’s no GOTCHA type gameplay. The genius of this fight is it gives the illusion of being more difficult, while in reality, it’s just mildly changing-up its attack pattern but uses the medium and art style to make the change-over spectacular looking.

SIMPLY OFF-PUTTING: This portion of the fight is missing if you choose simple mode. The battle ends with phase two. Besides the fact that players are gated out of the final world, the worst issue with simple mode is it gates players out of entire sections of fights. That’s strange to me, because it’s not like they couldn’t make adjustments to make these phases easier. The ways it could have been done are self-evident. That’s one thing I hate about Cuphead that I’m not letting go of: it doesn’t merely tell players who are of lower skill levels that they suck, but also they’re not even deserving of seeing some of the great set pieces in the game. It’s such a snotty, elitist attitude towards game development. They can use the excuse that it doesn’t “hold your hand” or “games in MY day” were like this. Yea, well lots of stuff was different IN YOUR DAY, but we ain’t in that day anymore. Difficulty is an accessibility issue, and it’s unethical to gate large portions of your game out for those who can’t handle higher difficulties in a game that ALREADY HAS ADJUSTABLE DIFFICULTY! Sorry, it’s just a dick move, and if you didn’t want people playing on lesser difficulties, you should have not included it at all. Welcome to the 2020s, where if you don’t give a shit about less-abled people, or in the case of Cuphead, you punish them for taking advantage of the options YOU included, you will be called out for being the complete assholes that you apparently are.

PHASE THREE – GOOPY’S TOMBSTONE: This is one of the best end-of-encounter forms in Cuphead. You’re still following the same basic principle of something moving back and forth, only now, instead of it being lethal to the touch, there’s timed attacks to avoid. Originally, this was going to feature two of the little blue goopies from Forest Follies. Smart move taking them out, as it would have massively thrown-off the difficulty scaling. This is one of the few instances where the team at Studio MDHR got a boss fight absolutely perfect.

FOOD FOR THOUGHT: Apparently, Goopie is the boss that changed the most from the concept phase. In early trailers, you could see Cuphead battling two at once. Other ideas that didn’t make the cut were Goopie using Rock-Paper-Scissors-based attacks, and a closer tribute to the Tyson fight from Punch-Out!! than what remained in the game. The developers had to give up a lot of ideas, but the restraint they showed is something a lot of first timers wouldn’t do. It’s really remarkable.

BOSS #2: The Root Pack in “Botanic Panic”
STATED INSPIRATIONS: Woody Woodpecker, The Jungle Book (1967)
IGC LIKES: The perfect introductory boss. The idea of secret phases within boss battles.
IGC DISLIKES: That there’s not more secret phases in Cuphead. Sal and Ollie are kind of forgettable in their designs, especially compared to the ultra-creepy Chauncey the carrot.

Really, this is the first boss in Cuphead, and the team couldn’t have possibly done better. Who says perfection is unobtainable? Okay, so it’s not TOTALLY perfect, as I’ll get into below, but seriously, this is an all-time first (or second) boss. The stated goal was that every phase would train players in an essential aspect of controlling Cuphead. In your typical game, this is done through seasoning the first level with elements. “Hey look, there’s a block with a question mark on it. Perhaps you should jump up and hit it!” It’s game design 101. Then, for bosses, you apply what you learned in the levels in battling them. But, in Cuphead, it’s assumed most players will battle the bosses first. Educating players in the heat of combat is harder than you think. It’s truly astonishing Studio MDHR created a boss that retains just enough of that Cuphead challenge while also functioning perfectly as Cuphead’s instruction manual.

PHASE ONE – SAL SPUDDER: All three Root Pack characters remain stationary, and you simply have to ping at them while dodging their attacks. For Sal, it’s jumping over four projectiles while he attacks (three in simple mode). The last one is always a worm that can be parried. There’s three cycles of increasing velocity, to give players a chance to get a sense of Cuphead’s hangtime and get into a rhythm for how to jump over projectiles. Besides maybe randomizing the order of which projectile can be parried, I can’t think of anything that they could have done better here.

SIMPLY OFF-PUTTING: This portion of the fight is missing if you choose simple mode. Because why would players who need an easier experience need to learn to dodge left and right?

PHASE TWO – OLLIE BULB: From jumping over projectiles to avoiding them by left to right movement. This is also the first example of giving players a tight squeeze to deal with, which will be a common theme throughout the game. I do have a major knock on this fight: the pink teardrops come in too fast to parry, even on Normal mode. I think I successfully did it once in all my attempts. Of course, if you beat Sal too fast or missed one of his worms, this is your last chance to get the three parries you need to get a perfect score.

“What part of this was inspired by the Jungle Book?” The carrot’s eyes. I’m not pulling that out of my ass. The Art of Cuphead book specifically says it was inspired by Kaa the snake. Which technically means it could have also been Hiss from Disney’s Robin Hood as well!

PHASE THREE – CHAUNCEY CHANTENAY: This is one creepy boss. While the other two Root Pack members are kind of forgettable, nobody will ever forget the creepy design of the finale of this encounter. This section is designed to get players used to the idea of multiple different types of projectiles coming at you at the same time AND firing while still moving. It’s really well done and makes for a truly exciting climax to one of the best intro bosses in gaming history. Of course, it could have played out very different. Then, the game was patched and suddenly it could play out very different!

SECRET PHASE THREE – CHAUNCEY CHANTENAY & HORACE RADICHE: Horace was one of the final attacks that was speced-out and deleted before the game went gold, and was so close to complete that Studio MDHR could patch it back in. So they did. If you do not shoot Ollie during his phase, he’ll vanish without crying, essentially skipping that entire phase. Doing this causes Horace Radish to spawn during the finale phase. He’s basically a homing top that you must jump over while also avoiding all of Chauncey’s attacks. It’s not a huge difference, but it makes the fight a more true “sum of all parts” finale.

FOOD FOR THOUGHT (HAH, NO PUN INTENDED!): Even though I’m flipping Cuphead’s ultimate verdict and conceding it’s one of the best video games ever made, indie or otherwise, I have a LOT of things to complain about, hence this comprehensive review being done so I never have to talk about the game again.. until the DLC hits on June 30. But, one aspect of Cuphead I don’t take any major issue with is The Root Pack. My one knock on it: that I think the pink teardrops during Ollie’s phase should have come in at lower speeds to make scoring a parry more reasonable. Otherwise, this is basically the perfect first boss for this kind of game. They nailed it! Maybe I’d make Horace a permanent addition to the third phase since he completes the “educate players” angle of the fight, but I’m happy they patched him in and won’t complain. Hell, the time between the main release and the DLC gives me hope even more deleted content will be re-added to the game. The Root Pack has another deleted member: Beetrice Lutz, who would throw her children at Cuphead. Come on, you gotta put that back in!

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BOSS #3: Ribby and Croaks in “Clip Joint Calamity”
STATED INSPIRATION: Street Fighter (franchise)
IGC LIKES: Most of the attacks and phases are fine-tuned and well balanced.
IGC DISLIKES: The final phase too heavily factors in RNG luck.

Cuphead changed a lot during its conception, and no fight exemplifies this more. Originally, every boss would have seen Cuphead fight it with different types of attacks. They wisely abandoned this for the sake of uniformity. Had they gone through with that plan, this fight would have been VERY different. Originally, lifebars would drop down on the fight and it would have felt much closer to the series they were paying tribute to with this battle: Street Fighter. Walking away from those plans didn’t hurt Clip Joint Calamity, but other issues cropped up that I can sink my critic teeth into. It’s a memorable fight, but also the first one where I can really get into the meat of the issues that keep Cuphead out of the conversation of “best game ever made.”

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PHASE ONE – BATTLE TOADS: The two characters alternate fire attacks. Ribby (the shorter, plumper one) shoots Ryu style fireballs, some of which can be parried. Croaks spits a series of fireflies that drift down at you. The fireballs must be avoided (or parried) but the fireflies are easily dispatched with a few bullets. In fact, they have four hit-points no matter which difficulty you play. When you get enough damage, this is one of the bosses where the transition between phases can still hurt you: the pair split apart, and Ribby must be lept over to avoid damage. Pretty basic stuff, nothing too intense.

PHASE TWO – FAN OF FROGS: Croaks turns into a fan and blows you towards Ribby, who claps energy balls that bounce towards you. It’s one of the easier attacks to avoid in Cuphead, The weird thing is, in simple mode (and Expert), the fireball attack from the previous phase also becomes part of this phase. Either way, it’s not too difficult to get the hang of the timing, even when you’re being pushed left by the current from the fan.

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PHASE THREE – CUPHEAD, YOU IGNORANT SLOT: For the first time in Cuphead, RNG luck overrides player skill. After having to dodge the machine spitting a few coins at you, the handle lowers and can be pulled by performing a parry on it, which starts the reels. The slot machine features three attack waves that are determined by a pull of the handle. The three waves are NOT equally difficult. The more desirable one is getting three snake heads (I thought they were frogs), which creates a series of platforms that must be jumped on. In regular mode, getting the timing down for these is a cinch (in expert difficulty, I kept messing it up). The other two modes are butt-clenching madness. Spin three tigers and the machine spits out a series of platforms that have balls bouncing up and down that must be jumped through. If three bulls are spun, the platforms will float in the middle of the screen with pillars of fire that randomly will go either above or below the platform. Oh, and the sides of all these “chips” are lethal.

FOOD FOR THOUGHT: I get that it’s a slot machine and it’s supposed to be random, but maybe for the sake of difficulty and consistency, they should have gone with the illusion of randomness while rigging the machine so a player experiences every wave. The really weird thing is, when I beat Cuphead the first time, I never got a “desirable” series of chips during the final wave. Then, when playing on Switch for this review, I got a double snake-head, which led to a fast knockout and a perfect score. Even weirder: when I went back to get media of the other waves, I kept getting the snake heads, to the point that I wondered if the Switch version removed other waves. I got a lot of crap from the “git gud” crowd with Cuphead, but it’s telling to me that so many bosses can be beaten by gittin’ lucky instead. For a game defined by extreme difficulty, how tightly designed can it really be when you can have entire runs determined by random chance?

BOSS #4: Hilda Berg in “Threatenin’ Zeppelin”
STATED INSPIRATION: Alex Kidd in Miracle World, Contra: Hard Crops
IGC LIKES: Wonderful introduction to the shmup fights. The RNG factors are well balanced and equally difficult.
IGC DISLIKES: There’s no reason to hold-off on giving players bombs until Inkwell II.

Cuphead including shmup levels was jarring as hell to me at first. It’s one of those genres that I didn’t realize how much I loved when I first reviewed Cuphead. It felt like a party crasher. I later came to realize the shmup levels are the most consistently solid and balanced stages in the game. And also I’m apparently really good at shmups, as I could take these down with the fewest attempts. It all starts with Hilda Berg, whose design came from a power-up in the game Alex Kidd in Miracle World of all things.

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PHASES ONE, THREE, AND FIVE – BLIMP CHICK: Throughout the fight, tiny Zepplins will fly in and shoot projectiles at you. Blue ones fire single shots, every fourth of which will be a pink bullet you can parry. Green ones shoot four bullets. The zepplins can be shot down easily, but players might be better served avoiding them and their bullets to focus on shooting the boss. Hilda herself will laugh at you, with giant HA bullets flying at a high velocity. She’ll also eventually generate a large tornado at you. When you’ve done enough damage, she’ll launch herself at you, leaving behind a sequence of stars that transitions to the second and fourth phases of the fight.

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PHASES TWO AND FOUR – WHAT’S YOUR SIGN?: Once Hilda floats through the cloud of stars, she’ll transform into one of three constellations. In simple mode, the order will always be Taurus in the second phase, then Gemini in the fourth. In expert, it will always be Gemini in the second phase, then Sagittarius in the fourth. Weirdly, standard mode is where random chance factors in, with Taurus always being the second phase, but the fourth phase could be either of the other two forms. Remarkably, Gemini and Sagittarius are well balanced, which eliminates the RNG factor during the battle. It’s why I can’t excuse Cuphead when luck and desirability of other random phases factors into other battles: because I know Studio MDHR is capable of balance.

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PHASE SIX – CURSE OF THE MOON: One of the most scary and imaginative character designs in Cuphead, the giant moon is an unforgettable finale to the first shmup level. It’s also one of those moments where trial-and-error will inevitably factor in. When the face is inside the moon, you’ll have to simply avoid a series of stars that fly across the screen (some of which can be parried). When the face opens up, the space you can work with is cut in half and a parade of UFOs will march across the top of the screen. Keeping yourself in front or behind the lethal beams of the UFOs has a huge learning curve to it. For most players, they’ll make it to this final phase and perish several times before they get it right. It’s a bit frustrating, since this is by far the best portion of the entire battle, and getting there can be a slog after a while.

FOOD FOR THOUGHT: This is one of those stages where I wonder if the developers wouldn’t have been better off creating a separate “checkpoint” mode. As I’ve said in previous reviews, gamers are great at rising to the challenge if that’s what they’re into. I’ve seen people who beat games blindfolded, for God’s sake. But in longer stages like this, where the difficulty escalates to a massive degree during the end sequence, it turns a great game into a bit of a slog as you inch back towards the section that keeps owning you. Yea, we get it: difficulty is the point. But sometimes that backfires and turns something amazing into something tedious. Checkpoints do not hurt Cuphead’s integrity in any fashion. All the lack of them does is gate out lesser skilled players and make it clear: you’re not welcome here. It’s so mean-spirited.

BOSS #5: Cagney Carnation in “Floral Fury”
STATED INSPIRATIONS: Aztec Adventure, Ghostbusters (Genesis), Swing You Sinners! (1930), Flowers and Trees (1932)
IGC LIKES: A perfect finale to Inkwell Isle I and one of the great boss fights in gaming history.
IGC DISLIKES: I’m not a jazz person and I can’t believe THIS is the theme that made it into Smash Bros. Ugh.

One of THE icons of Cuphead, the battle with Cagney Carnation was heavily inspired by several plant-based bosses in gaming history. It’s more than simply the juxtaposition of a cute, wholesome flower that suddenly screams at you and then looks like the most evil thing that ever eviled. It’s a boss that checks every box of the Cuphead experience: crowded, relentless, and maybe just a little too reliant on RNG luck. Unlike a lot of bosses, Cagney really only has two phases. But, the variety of attacks in the first phase makes it one of the more intense battles in all of Cuphead. Hell, in around fifty attempts at beating it on expert mode, I only made it to the second phase twice. Twice! They might have gone a little over-board.

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PHASE ONE – I’M PRETTY SURE CARNATIONS ARE A DIFFERENT SPECIES: No matter the difficulty, RNG factors heavily into the battle. When he becomes a machine gun that fires seeds into the air, one of the seeds is capable of scoring a parry on. Whether or not you’ll have a safe chance at scoring that parry is total random chance based on where it’ll fall or if other hazards have already spawned that will prevent it. Another luck-based attack is Cagney’s full-screen stretch. If he does this across the bottom lane, you should have a few moments to cleanly, safely plug away bullets without having to move a muscle. It’s still safe even if he chooses the top lane, which requires you to duck below it. But, this attack might not even happen at all. I had several battles where he never fired it once.

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PHASE TWO – SERIOUSLY, THAT’S CLEARLY NOT A CARNATION: RNG factors into the second phase as well. At the start of this portion of the fight, the bottom channel become deadly, and the fight moves completely to the three floating platforms. Cagney only has two attacks here: spitting projectiles and having spikes emerge from the three platforms. The projectiles are easy enough to avoid, and occasionally one will be pink and thus able to score a parry on. The spikes are problematic. He targets two at a time, and you only have a brief moment to get to the safe platform. Where RNG truly factors in is if you’re already on the correct platform. Especially if you’re using the spread gun and on the front platform. It’s essentially giving players an extended period of not having to do anything. Almost all my most successful runs against Cagney involved the sheer dumb luck of not having to dodge the spikes. For a game that demands players “git gud” it’s stunning how often players are able to walk away saying how lucky they got. But, for all my bitching here, this was seriously one of THE great matches in Cuphead. Bravo, Studio MDHR!

FOOD FOR THOUGHT: This is another boss that went through tons of changes over the course of development. This includes concepts like having all the seeds be parriable. I wish I could try that version of the fight. In fact, Cuphead was demoed several times over the course of its development at trade shows like E3, and I’d love to have access to those early demos. Maybe Studio MDHR should consider doing a collector’s edition of Cuphead that includes all the deleted content in playable form. They’re the developers of a game that has become a source of inspiration for a new generation of developers, and having access to those early builds would be very educational.

Click here for Cuphead: The Definitive Review – Part Two, where I’ll venture into Inkwell Isle II. The overwhelming majority of Cuphead owners never make it past this world. Why is that? I have the answers.

Cape’s Escape Games (Switch Series Review)

As previously stated in what became the least-viewed feature in the entire history of Indie Gamer Chick, the Vice Family has a new pastime: Escape Rooms. Certainly healthier than our previous pastime: smoking copious amounts of tobacco while sitting on our fat asses and binge-watching old TV shows. Escape Rooms have been our post-Covid salvation. You go into room, they “lock” you in (there’s typically no actual lock for safety reasons, though we did once do a room where we started handcuffed), and you work together to solve puzzles to hopefully exit the room (or in some cases simply unlock a primary treasure chest) before time expires. It’s normally an hour time limit, but sometimes you only have 45 minutes if it’s a shitty room made by cheapskates. In my experience, the 45 minute rooms are the ones that put in the least effort anyway. Either way, Escape Rooms can get expensive. When it’s my parents, Angela, and me, it usually runs us $100 per room. We’ve paid as much as $300 for a single room when we did one with my brothers from different mothers Reggie and Christian and their wives and kids. Spendy, yes, but it’s such a great time. Seriously: if you’re looking for a great Christmas gift, check to see if there’s escape rooms in your area and buy someone the experience. You’ll be hooked. You’ll also find out who among your friends and family are the dumb ones. Of course, you risk finding out it’s you. Not that I would know anything about that. Cough. 

On mobile, this game is called “Cape’s Extra Room.” On Switch, FOR NO REASON, it’s called “Cape’s Escape Room 2.5.” That makes it sound like the same room as #2 with different puzzles. It’s not. At all. It’s an entirely different room, in an entirely different location, with entirely different puzzles. I met developer Alignment Sharp on Twitter and confirmed that he doesn’t speak English at all, so some of these quirks seem to be a result of poor translation. The dude has talent and honestly I’d love to see him design an actual real life Escape Room.

Of course, that experience can’t possibly translate to a video game. According to my non-seizure-having family, doing the rooms in VR isn’t remotely the same as real rooms with real props. So, translating the experience in a video game is tough. I’ve done several Escape Room video games lately and all of them fall short. Usually, it’s via clunky controls and unstable engines. That’s why it’s funny that the closest I’ve seen any game come to feeling like the real thing is any of the releases in the VERY cheaply made series called Cape’s Escape Games. There’s five of these on Nintendo Switch and presumably more coming since this series runs ten-deep on the iPhone App Store, where the franchise originated. This review covers the whole shebang, including future releases, because no matter which room you buy, all games offer the same fundamental experience. One that is being shit on by other critics, and I don’t get it. Did they even play it, or did they take one look at the graphics and thumb their snotty noses up at it? Because this was far and away the best I’ve seen any Escape Room video game come to feeling authentic so far. They’re really not bad at all, as long as you ignore the writing and the mediocre visuals. Basically, if Kevin Smith did a video Escape Room, it’d be this.

As you’ll notice in this screenshot, there’s no word-wrap in the dialog. It’s SO annoying. It’s hard to believe that one of the best options the Cape series offers is turning the story off, but you can. It’s a shame, because Cape is hella cute, but the actual dialog is overly sexual and so cringey. These should ideally be good games for the whole family, and they still are.. as long as you turn the story off. Like, immediately. Before the kids are in the room.

Unlike the more higher-end Escape Room video games, the Cape series doesn’t have a physics engine or a 3D environment to deal with. Everything is handled like an old-timey adventure game with static screens and items to collect. But, instead of having to deal with LucasArts style octopus logic (“mix the stick with the trashcan to arm the racoon to overthrow the mayor who in turn gives you a key..” YEA, THAT MAKES PERFECT SENSE!), the puzzles are exactly the type you find in Escape Rooms. They’re scattered along a small handful of interconnected rooms, along with hints to how to solve them. You have to figure out the sequential order of the puzzles, since solving one always unlocks something essential towards another. This process repeats until you get the final key that unlocks the ultimate door. There’s a story framed around a ghost named Cape that keeps trapping people in these places, but it’s poorly translated from Japanese, overly horny (the implication being that the main person Cape keeps trapping is a pervert), and completely skippable. In fact, you can disable it in the menu, and I strongly suggest doing so. I know this sounds weird coming from the girl who paused the ending of Walking Dead: Season 2 to go play with herself in celebration of her most hated character finally dying, but there was NO REASON for these games to have that type of “humor” in them. What the Cape’s Escape Games do best is perfectly replicate the type of puzzle design you see in real life escape rooms. They took a “less is more” approach that makes every game in the series a genuine joy to experience.

Sure, it’s not much to look at. It won’t win any awards for presentation, but actual effort is made to assure you can locate the puzzles and figure out your way around the room. If you get lost, there is a hint system which can do as little as point you at the next puzzle you’re scheduled to solve, which I confess, we did use once or twice. Hey, we had shit to do! Mostly play other Cape’s Escape Games, but that counts.

So, for example, a drawer might have a lock with a different color for each number, while somewhere else those colors are represented by X amount of colored objects. Count how many of each object, input those numbers into the lock, the drawer opens, and you get something that helps you solve the next puzzle. None of the puzzles are obtuse, with one exception (more on that in a bit). Repeat that for an hour each game and it’s done. Usually, Escape Room releases have no replay value, but Alignment Sharp also included an after-the-game mode where you find various hidden ghosts. Nice addition, but really, you’re paying $3 – $9 (depending on the release) for a one-and-done hour or so experience. That’s fine. Not every game has to be a permanent investment that will be fun for ever and ever, people. If you think $3 for an hour is too expensive, you’re a snot. Hell, we pay $30 every month FOUR TIMES OVER for Escape Room-at-home subscriptions from Cratejoy (we get Deadbolt Mystery Society, Finders Seekers, The Conundrum Box, and the bi-monthly Escape the Crate, at a combined cost of around $140 a month with shipping & handling figured in) that also take roughly an hour or two to finish and offer no replay value. Of course, too many people these days expect every game to last a lifetime. Right. And how many arcades let you take home the machine you dropped a quarter into for 90 seconds of gameplay? Christ, you people crack me up sometimes.

Which of the five games is this from? Honestly, it doesn’t matter. They’re all basically the same level of difficulty. Gun to head, my Dad and I agreed Cape’s Escape Game 3rd Room was very narrowly the hardest of the series. Or was it? We did finish it at like two in the morning, so it’s possible our brains weren’t firing on all cylinders.

Of course, the Cape’s games don’t have the charm of being a real life escape room OR an escape room box with physical maps/puzzles/trinkets. But, you’re also paying a fraction of the price. In fact, I’d say that these are excellent games to spend very little money on and sample if the Escape Room experience is something you’d be interested in. There’s only one puzzle in the entire franchise that we agreed was bullshit. In the second game (I think it was the second game), you have to call up your note pad and use the transparency filter, which suddenly reveals a clue that you couldn’t see before. That’s the only such puzzle like that in the entire game. Otherwise, you never have to use the built-in tools or counters. You can sit and play the game with a notepad and a pen, and it works better than the tools provided.

There’s a learning curve to navigation, and occasionally it’s hard to get a feel for the geometry of the room, but thankfully puzzles and points of interest call your attention with things like (?) stamps. Plus, anything that’s finished and offers no further value to the rest of the game is removed from being able to be clicked on, which is INSANELY helpful. Seriously, as cheaply done as these games are, they really feel like they’re made to be enjoyed. The fatal flaw in so many Escape Room video games is that it seems like developers want confusion to factor in, but that’s just being unimaginative. Really, a video game escape room should have massive advantages over real ones in terms of being able to wall-off players from areas that no longer matter. Even the best video game escape rooms can’t beat the charm of a real one, but they sure as hell can be more convenient and accessible.

All puzzles BUT that one are well done, feel rewarding to solve, and even leave you wanting more when the game is over. When you finish a puzzle, you don’t have to worry about ever clicking that area when you try to navigate the room. Finished puzzles are walled off, and even whole rooms get locked-off once you no longer have use for them. The navigation arrows that lead to those rooms simply vanish, never to be seen again. That’s perfect! That’s the type of video gamey thing a real escape room can’t actually do. If you can’t be better, at least do the things real escape room designers could only dream of doing. The funny thing is, when I showed off that my Dad and I were playing these games in early November, a few people got snobby based on how cheap they look and sound and assumed they were shitty. But actually, these are REALLY good examples of how to do video escape rooms, and we had fun with all five of them pretty much equally. Seriously, it’s embarrassing how excited we are for even more of these games. We’re going to buy every single one from here out. That’s an incredibly rare accomplishment for any indie franchise.

One of the most rewarding aspects of doing an Escape Room is when you enter the room and you see all this weird shit that makes no sense, until you start to solve the puzzles. Suddenly these weird, out of place things have a logic to them, and when you realize that, it’s like you just learned an entire new language, because you sort of did! You’re speaking the puzzle’s language, and it’s genuinely thrilling. Like when I was a kid and I learned how to say “fuck” in ten different tongues.

The one thing I don’t get is why they’re priced differently. The first one sells for $3. The second and third one (which is actually 2.5) sell for $4.90. The 4th and 5th one (which are numbered 3 and 4 sequentially) sell for $9. Mind you, the more expensive ones don’t offer more challenging puzzles or a longer experience. It’s such a nonsensical way of selling a game franchise and it’s bound to trigger confusion. These games seem to go on sale regularly, so if you’re only casually interested, you might be better served waiting for a sale. But seriously, don’t be one of those people who says “well it’s a mobile port and it’s ugly..” Gameplay is king! Take it from someone who has done over a dozen real life escape rooms in 2021: this accomplishes what those 3D escape room games haven’t come close to doing. The lack of physics allows you to FOCUS ON THE PUZZLES! That’s what it’s about! You can’t do that if you’re fumbling around with a camera or if the engine is unstable or you can’t examine items or can’t interact properly with the environment. All credit where it’s due to the Cape’s Escape Game series: it fucking gets it. It’s about the puzzles, stupid! And puzzles don’t require state of the art technology or graphics engines to do right. In fact, they get in the way more often than I do when we enter real escape rooms. HEY, AT LEAST I’M HONEST!

Cape’s Escape Games are developed by Alignment Sharp
NINTENDO SWITCH STORE LINKS

Cape’s Escape Game
Cape’s Escape Game 2nd Room
Cape’s Escape Game 2.5th Room
Cape’s Escape Game 3rd Room
Cape’s Escape Game 4th Room

Each game was purchased at a discounted price.

This entire series is Chick-Approved and ranked as a single entity on the Indie Gamer Chick Leaderboard.

THIS REVIEW WILL BE UPDATED if any additional Cape’s Escape Games become an exception and are not worthy of wearing the IGC Seal of Approval.

Drizzlepath: Deja Vu (Review)

Drizzlepath: Deja Vu is the new champion of awful. The absolute worst game I’ve ever played in my entire life. It’s been a while since I reviewed anything that left me with nothing positive to say. It’s been so long that I forgot what that feels like. I’m confused. I’m sort of angry. I’m checking to make sure I didn’t have a psychotic episode and imagine the game. I pinched myself. I pinched others. I sawed off my pinky toe.. actually that one was just for fun. But really, this was such a waste of time. Not even that much time either. It takes well under an hour to finish Drizzlepath: Deja Vu, but it feels longer. It’s unreal how bad this game is. It’s so pretentious and unlikable in every way that you’d swear it’s deliberate. But, at least I can try to turn this into a positive and get my thoughts out on how, yes, Walking Simulators can be fantastic. You know, with actual effort.

I envy that ram, for it knows not the pain of playing Drizzlepath.

The insane thing is, this is the 4th game in a series. I’d not known that if my readers hadn’t alerted me. You’d think after four games, they’d know what they’re doing. The game starts with you being dropped in water, at which point, you walk in a relatively straight line until you have to double back a bit and turn a different direction. Then something kills you. Then you start at a different scene, and five minutes or so later you’re given one final thought on the meaning of life, and the game ends. There’s no action button and almost no interactive elements besides tiny visual gags that set-off the main hook of the game: “deep” philosophical commentary that comes across like you’re being stalked by a 14-year-old who actually knows dick shit but fancies themselves to be “worldly” and “enlightened.” On Switch, the commentary sounds like it’s coming through a microphone purchased at a dollar store, which tracks with everything else about the port. On other platforms, Drizzlepath: Deja Vu has one thing going for it: it’s nice looking. On Switch? It looks like a Wii game, and not even a good one. The audio and visuals are some of the worst I’ve seen. Here’s a pivotal scene from the Steam version:

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And as close as I could get to the same scene on Switch:

THAT is fucking embarrassing.

Now, normally I don’t give two squirts about presentation because gameplay is king, but with Drizzlepath: Deja Vu, that’s all it could potentially have going for it. There’s no gameplay! You walk down a path that’s walled-off. I managed to kill myself once by walking off a narrow walkway, but otherwise, there’s no puzzles or truly interactive elements. The full-of-itself commentary will play if you walk past certain moments. Like you might see a cabin and a shadowy figure standing in the door of it, and then that person slams the door before you get close. Early on, a character runs away from you. There’s animals, some of whom run from you, and others just sort of stand around. Sometimes a bird will fly overhead and the camera will auto-pan up to highlight them. Finally, a demon rushes you and the screen goes black before you begin a brief final sequence. But you don’t do anything with any of those things. You just observe and listen to the most droning commentary I’ve heard as IGC. Everything you need to know can be summed up by the fact that, instead of an action button, there’s a button that walks in a straight line for you. Yes, they actually added cruise control to a game!

The giant archer in the background has no connection to any other visuals or the glorified fortune-cookie commentary. Apparently Drizzlepath: Deja Vu is the 4th game in the series, and according to the Steam store page, it features nods to the previous three games in the franchise. Who knows if this or the other “WTF?” moments are those nods. They’re just random, confusing shit that show up and do nothing. What a truly unlikable game.

Ideally, a walking simulator makes the world compelling and interesting, or gives you some overarching point to it all. After all, people walk to GO PLACES and DO THINGS, so if you’re making a game that removes the entire reason we, as a species, walk, you’re just being lazy. It’s so unimaginative to just have you walk and “appreciate visuals” while hiding behind the pretense that it’s “okay, because it’s supposed to be relaxing.” Yea, but don’t we play games to relax in general? Isn’t that our escape from the real world, however you define it? If I want to veg out, I don’t just stare at a screen saver. I throw on Tetris, or I’ll even pop in Dead Cells for a run or two. But, you can make a breezy, low-thrills walking simulator WHILE STILL HAVING SHIT TO DO IN IT! Look at The Vanishing of Ethan Carter. It’s 99% walking, but at least you have destinations and stuff to do at those places. For those developers who make games like this, that really are just “hey, look at this stuff”,  be honest: you intended to do more and just can’t be bothered. It’s okay. HEY, listen.. it’s okay. Shhhhhh. I’m lazy too.

This burger embryo basically ignores your existence. At one point, there was a deer (I think it was a deer) that ran away from me, which is the closest any of the wildlife comes to actually interacting with you.

A great walking simulator is not just a nature hike that’s occasionally (in the case of DP-DV, rarely) interrupted by weird things photo-bombing the scenery. You’re trying to create the illusion of freedom, so as to immerse the person in the world you’ve created. If you don’t have immersion, you don’t have shit. But, right at the start of Drizzlepath: Deja Vu, the illusion is broken when you encounter a look-out tower with an open door, but you can’t actually go up inside it because there’s a platform seven inches off the ground that you can’t step up on. I tried, and I tried, and I tried. I kept checking and rechecking the control menu to make sure I didn’t miss a jump or action button. I didn’t. Nope, it’s just something you can’t enter. This is it:

Now, being the thorough person I am, I checked to make sure I understood how walking works, just in case I’ve been wrong all these years. Experts agreed with me that, indeed, it involves lifting one leg and moving it forward before planting the foot attached to the bottom of the leg somewhere in front of you, so as to create a forward motion before lifting-up the other leg and also moving it forward, and the process repeats from there. This is how walking works, and it’s dependent on picking your feet up and off the ground. If you don’t pick your feet up, that’s a different thing entirely, with a completely different name. Sometimes it’s called shuffling your feet. Now, in this WALKING SIMULATOR, you are apparently not moving your legs up off the ground, because I could not enter this tower. The gate for the tower is a platform that’s barely elevated above the surface you’re standing on. So, what is being simulated in Drizzlepath: Deja Vu? Because it’s sure as hell not walking!

I want to do a satire of this game where I question how many tampons you’d need to clean up the blood rain. By the way, while this seems like it might be a cool visual, on Switch? Yea, not so much. Click here to see what it looked like when I played it. Warning: cringe-inducing deep commentary about the rat race included.

With no point, no action, and not even gorgeous visuals in the port I played, the only thing a “game” like this could have going for it is immersion. But that tower and that tiny step that you can’t take immediately took a torch to any potential I had to be immersed. From there out, it was just walking forward, occasionally being confused when random shit like miniature UFO balls show up, and then being left dumbstruck by the philosophical ramblings that are so arrogant and pretentious that they made me angry. The Nintendo store page says “you’ll take the role of a nameless man climbing towards a mountaintop in search of answers. Witness events as you explore, each gradually adding to the larger existential narrative..”

Here’s some examples of this, and you might want to set some easy listening in the background to soften your soul in preparation to receive this deep wisdom. Ready? Here we go..

We may choose to see the world in black and white. Yet, it is anything but!

Mind. Blown! You’re so right!

All live and die in cages of our own design!

That is some deep thinking, man! You must have access to the GOOD weed to put that so elegantly!

They say up to 60% of the human body is composed of water. Perhaps this is what draws us so frequently in its direction!

Dude…………….. DUDE! Duuuuude. Dude.

This has been Deep Thoughts with Jack Handey!

This whole thing is supposed to be “surreal or ominous” according to the Switch store page. It really just comes across like a student film by the kid in the class everyone else hopes they don’t get partnered with.

Actually, those are just the opening parts of these long-winded diatribes that are the most completely meaningless philosophical musings I’ve heard in any game. There’s no deeper meaning to be gleamed from this crap. It’s the most base and shallow philosophy. Someone who thinks they’re a free-thinker, man, but really just regurgitates stuff they’ve heard that they know is wise, even if they don’t totally understand it. With no context and little, if any, over-arching tie to the actual in-game happenings, it really just comes across as someone who thinks they’re smarter than you talking down to you.

In reality, Drizzlepath: Deja Vu completely betrays the concept that the game is about exploring existentialism. I’m going to guess they don’t even get what that should be about. If the developer understood it at all, the game would challenge cookie-cutter philosophy instead of just blankly stating it. Instead of the commentary reminding people the world isn’t black and white, existentialism would flip the script. Any well-adjusted adult knows the world is shades of grey, and existentialism would force you to say “am I totally sure about that. Oh God, WHAT IF I’M WRONG?” It’s about reflection and questioning, not reinforcing. But, who needs that shit? Just spew puddle-deep thoughts that make you think you sound smart, package it in the most lazy game imaginable, and put it on everyone else to find meaning in a product you couldn’t even be bothered to create meaning for. The only thing deep about Drizzlepath: Deja Vu is how full of shit it is.

Drizzlepath: Deja Vu was developed by Tonguç Bodur
Point of Sale: Nintendo Switch, Steam, PlayStation 4/5, Xbox

$5.59 (normally $6.99) can spit deeper than this is the making of this review.

 

Worse Than Death (Review)

I’m not a horror person in general. I don’t watch scary movies. I don’t play scary games. I’ve never locked myself in a bathroom and chanted BLOODY MARY. I’ve never bungee jumped. I know people say “that’s not horror.” WHY ISN’T IT? You’re tying a rope around your feet and throwing yourself off a tall structure. If the point is to be scary, isn’t that horror? If you want an extreme sport, go play hockey using samurai swords and a puck that’s on fire. Bungee jumping is horror: a simulation of something that should kill you, only you walk away without the dying part. And it’s not for me. None of it is. Maybe I was traumatized by walking past those creepy-ass Scary Stories to Tell in the Dark covers in book stores as a child, but I just never got into the genre.

FFJtY9uUUAAJXh-

Worse Than Death mixes comic-style art with neo-retro pixel art. It’s a bit jarring. I never really felt like either style was specifically in service to the game. It’s just how it looks. That’s fine, I guess. I normally hate it, but I’ll let it slide this time.

There’s always exceptions, but it’s certainly not something I seek out or get excited about at all. But, as Indie Gamer Chick, I feel it’s important to wet my whistle in as many areas of gaming as possible. I’ve actually bought tons of indie horror titles over the years. Most of them I don’t even remember the names of, let alone ever get around to playing. In those rare instances where I do, they have to live on their gameplay or storytelling merits, and most are utterly forgettable. I have a hunch I probably won’t forget Worse Than Death, but for the wrong reasons. It’s one of those games where you think you get the twist ahead of time, and then when you realize you’re wrong and the game goes in a completely off-its-nut direction, you can’t help but laugh.

The inspection screens always use the comic book art style. I suppose that was out of necessity, because these screens would be incomprehensible pixelated vomit puddles with the large-dot, faceless characters. Still, it makes me wonder if the whole game should have been done like this. It’s perfectly good comic book artwork. I’d buy a graphic novel by this artist.

In Worse Than Death, a pair of besties arrive at their ten year high school reunion. You’re Holly, and you’re trying to convince your BFF, a Fonz-lookalike named Flynn (I typed THE Flynn, which he should totally roll with), to attend the reunion party. He doesn’t want to because everyone is a bit pissed that he wrapped his car around a tree and killed the their friend, Grace. Yea, that’s just the sort of thing people hate. I don’t even get why you’d bother to show up if you’re a known pariah. Like, these things ARE optional, you know? I’m not exactly an expert on high school politics or dynamics. I was home-schooled. I kind of wish I hadn’t been. I would have gone to school with future NBA star Jeremy Lin if I had attended, and he would have no doubt fallen in love with me. I shit you not, I could be Mrs. Lin right now! Well, actually, probably not, as the minute he signed with the Houston Rockets would have been the moment I’d of filed for divorce. Anyway, among the things I do know about high school is that class reunions aren’t legally binding. If two people didn’t want to go, I can’t imagine why they would. “So the plot can happen” is basically the answer, though there is a kinda, sorta unseen force that seems to have pulled them there, maybe?

Thankfully, the developer didn’t skimp on sound design. Eerie songs and spooky sound effects play throughout Worse Than Death. Channel your inner SNES fandom and PLAY IT LOUD!

Anyway, supernatural shit starts happening and bodies start piling-up, as bodies tend to do. I kinda figured this was going to be the “everyone is already dead and this is purgatory and/or hell” trope. It’s not, and which is the only spoiler I’m going to do. I’ll just say that the plot goes so far off the rails that you question if it ever belonged on the rails in the first place. By the final third of the game, and especially the ending, the story is absolute bat shit on a stick, and not necessarily in a good way. The more that was revealed, the less tense the atmosphere got, which made the jump scares less effective and everyone’s motives less consequential. People keep dying, but it never feels like it matters. It’s supposed to be about secrets and the damage they do, but the back stories are kept too vague, to the point that the destructiveness of those secrets feels somewhere off in the background. By the end game, Worse Than Death had long since ceased being tense or frightening and had just become silly. I went from totally on the edge of my seat to giggling at what a train wreck the whole thing had become.

Of the three hours and change we spent playing this, probably twenty or so minutes was spent trying to figure this fucking thing out. My sister, Angela, finally got it after she took a bathroom break that mysteriously required her to take her tablet and ask what the name of the game was again. Funny how that worked out. This “puzzle” was clunky as all fuck and probably should have been explained better.

So, I must have hated it right? Well.. no. While I feel Worse Than Death ultimately failed to deliver on the promise the opening chapters had, to the point that the end game felt like it was satirizing its own story by time the end credits roll, I still never lost interest in seeing where this was all going. It helps that the writing is razor-sharp throughout. Developer Benjamin Rivers clearly has a gift for making compelling characters and creating dialog that feels almost always authentic. Some of the tropes, like the school bitch or the aggressive bully, feel forced and unnatural. But the relationship between Holly and Flynn feels totally real and affectionate, with the slightest hint of apprehension (which, by the way, the end-game makes sense of with the only aspect of the story where the payoff DID work, and there’s even an after-the-credits gag that put a smile on my face). Maybe the plot is completely off its rocker, but the characters made me and my entire family stick it out for the full three hours or so of gameplay. That was nice.

Worse Than Death’s #1 survival mechanic is waiting in the background while specters walk back and forth, a mechanic that loses its zing a bit when you’re often straight-up told you “feel cold” when they’re around. Plus, a lot of levels have places you can hide but no ghosts, which sort of spoils that later chapters will have the ghosts appear in those rooms.

Well.. maybe gameplay is too strong a word. In fact, you don’t encounter your first puzzle element until the second chapter of the game, and that element is simply finding a code for a door lock. Mostly, the game consists of story bits, exploring relatively small areas for clues, and finding keys or passcodes to open doors. There’s a handful of almost-Escape Room-like puzzles, but don’t buy this game for the problem-solving elements as they’re very basic overall. The survival-horror part of the game is handled better. You’re given not-so-subtle warnings when a danger element is approaching and must either hide in the background or make a run for it. These encounters are constant, but I never actually died from them. There were moments where I got particularly bold (IE impatient) and legged it, only to see a ghost was right there, but still managed to live. It never completely stops being tense, but as a horror experience, Worse Than Death was a lot better when it relied on atmosphere and jump scares. The game might have been better served removing all the hiding stuff completely.

I struggled with the ultimate verdict on Worse Than Death more than most games. To its credit, I was never bored playing it, except with the radio puzzle where we had it on the right channel but didn’t realize we apparently had to flip the switch up and down, and one brief spot where we got lost late in the game that was actually on me. Otherwise, the writing is always compelling. The characters are realistic enough to grow attached to. It does mistake “startle” for “scare” far too much, but what survival horror game doesn’t? It’s so much better when you’re walking by a mirror only to see a shadowy figure run across the reflection. THAT’S the type of horror it does best, and should have stuck to it. After the first hour, I would have bet the farm I was going to award Worse Than Death my Seal of Approval on the characters and atmosphere alone. I mean, yea, it’s weird that the character has to describe the details of seeing a dead body that’s hanging from the ceiling (“OH GOD, HER EYES JUST KEEP STARING OUT!”) because the chosen graphical style isn’t very good at showing off small details, but it’s still always eerie.

That’s a dog? Was its cause of death “infection by The Thing?”

But, that damn direction it took. I sat at my keyboard for ten minutes looking for the right words, and all I could do was make a “mmmmph” sound. I was so ready to feel an uneasy dread going into the finale, and instead I was just giggling by the end. Even worse, I was doing so at the game and not with it, because the ending is so sincere that it makes my heart hurt that it didn’t work for me. A bad ending normally doesn’t sink a video game, but in the case of Worse Than Death, it absolutely needed an incredible payoff. A mystery killer is great! Worse Than Death felt almost like I Know What You Did Last Summer, easily the most underrated horror movie that came out in the wake of Scream. Even if the game did silly things like instant-cure headache medicine (yea, because that’s how pills works, right!) or ghosts that come dangerously close to feeling Scooby-Doo like. I could forgive all that, because it sure seemed like everything was building to a great ending. Then the ending happened, and it sucked, and it retroactively made everything before it feel like a waste of time. It’s so jaw-droppingly whackadoodle that, after getting over the initial shock, we all just started laughing. It was such gloriously awful shit.

So, I can’t really recommend Worse Than Death. Granted, I’m one of the last people who anyone should go to for advice on which horror games to purchase. But, if you’re a non-fan like me, I feel safe in saying that Worse Than Death is not going to be an exception. Either way, I’m totally going to check out other games by Benjamin Rivers. No question he has a gift for dialog and atmosphere. Paying it off? Well.. to be determined. What about all the successful jump scares in the game, you ask? So what? I can do that too. Give me a pack of balloons and a thumbtack and I can startle my family every time with minimum effort, but that hardly makes me Stephen King.

Worse Than Death was developed by Benjamin Rivers
Point of Sale: Nintendo Switch, PlayStation 4, Xbox One, Steam

$1.99 (normally $9.99) wasn’t really worse than death in the making of this review.

Angry Video Game Nerd 1 & 2 Deluxe (Review)

I’ve never been the biggest Angry Video Game Nerd fan. It’s nothing personal or anything. It’s one of those YouTube shows that caters to people born before me who also realized that some games suck (“wait, I thought it was just me who hated Back to the Future on the NES!”) who also never grew out of singing the Diarrhea Song (“When you’re sliding into first and you feel a sudden burst..”). Which is not to say I’ve never found AVGN funny. Just mostly unfunny. He cusses a lot and makes poop jokes. Which, yea, I do that too, but at least I try to be clever about it. He just strings them together like a third grader filling in every blank in his Mad Libs book with the word “shit.” The majority of AVGN bits and jokes seem to have never evolved past the idea that fecal matter is the single most hilarious thing ever. It’s funny because it’s poop, and poop is funny all by itself. It’s not for me. I’m more of a fan of crotch shots and casual murder, as long as effort is put into both. And murder by crotch shot? It’s why I can’t play as Cassie Cage in Mortal Kombat XI unless I’m prepared to spend the next hour getting stains out of the couch.

Oh, and diarrhea. The Angry Video Game Nerd has a HUGE fascination with diarrhea. Also known as that thing that kills millions of people every year, especially children. You know, as Indie Gamer Chick, I only pretend to be a psychopath. If you think diarrhea is funny, you might actually be one. Seriously, who snickers at the idea of shitting yourself to death? I can’t believe I, of all people, am saying this, but hey James Rolfe and crew: grow the fuck up. How about a good faith effort towards removing that gag from your show, and maybe kick a few bucks to Doctors Without Borders? I’ll do it too, just to show there’s no hard feelings. I just don’t find that particular running gag to be funny. It’s the drizzling shits. Hopefully it’ll be gone by time #3 comes out.

Really, the Nerd’s best bits are the ones that have a set-up and pay off, like actually landing the plane in Top Gun using the Power Glove. If the show could pull off gags like that more often, I’d of actually become a fan. Instead of being someone who, once every 18 months, remembers the show exists at 3AM when I get sick of binge-watching VFX Artists React. At least James Rolfe seems like he’s a nice guy. As opposed to your average YouTube star, almost all of whom come across like complete fucking tools. Like, you know, basically everyone else who appears on the Cinemassacre channel. I’m sure they’re nice too, but if I had to fill a roster of the All-Youtube-Douchebag Olympics, I’d probably just use them and Channel Awesome’s staff and call it a day.

Apparently, most people didn’t get the Captain N joke here. Meanwhile, I was born exactly 60 days before the first episode of Captain N aired on NBC and *I* got the joke. I’m not sure what is more sad: that the intended audience didn’t get it or that I’ve watched enough Captain N in the last couple years to understand it. BTW, Captain N debuted September 9, 1989, which means it debuted in North America exactly ten years to the day that the Sega Dreamcast did. How’s that for useless trivia?

I figure I should have prefaced this review with that fact that I’m not a big AVGN fan. That’s actually really important to note, because I really, really liked the revamped Angry Video Game Nerd I & II Deluxe. I know I’m late to the party here, but the thing is, the original builds of these games were not exactly compatible with my photosensitive epilepsy. Then, developer FreakZone Games met me, and we’ve been good friends ever since. Oh right, disclosure: I’m friends with FreakZone Games, or Sam as I know him. He even hid my mascot in his latest game, which I keep calling Spitball Sparky. That is, in fact, NOT the name of his new game. It’s “Spectacular Sparky.” Spitball Sparky is a Game & Watch knock-off of Breakout. Anyway, Sam’s my buddy. BUT, he’s the kind of guy who would never want to be friends with someone who would spare his feelings when reviewing his work. That’s probably why he’s so good at what he does. Good thing, because I have a lot of mean things to say about these games. They’re great, but hardly perfect.

This is Spectacular Sparky, one of two major 2021 indie releases hid Sweetie in them as nods to me. She’s in Axiom Verge 2 too. I don’t really have a joke to go with that. It’s nice that my work meant something to devs that are so talented. Plus, let’s face it: Sweetie is cool! I owe her.. like.. 70% of my success. 75%. Somewhere in that ballpark.

For a while, it seemed unlikely that the AVGN games would ever get a re-release due to tricky rights issues, but once that changed, FreakZone added options to make the games playable for people like me. The original was so flashy that my Twitter followers were blowing up my inbox warning me away from the game. I’m fond of Neo Retro games and AVGN was on my radar as a potential IGC review. Here we are, nearly a decade later, and I’m finally playing it. Incredibly, it still looks amazing. I’ve seen games that had six-figure Kickstarter campaigns that don’t look, sound, or play anywhere near as nice as these do, yet Sam put this whole thing together for under the price of a budget car. Seriously, Sam could have bought a Mitsubishi Mirage or made this game. They cost roughly the same. Wow.

Seriously, I can’t stress enough how gosh-darn beautiful these games are. The second one especially left me gobsmacked several times. THIS is how you do neo-retro: dress the game in pixel art, but go completely bonkers with the tools that actual retro developers would have sold their first-born to have access to.

The original build of AVGN Adventure was notable for its extreme difficulty and lack of options. The most common complaint was centered around “Death Blocks” that resulted in your instant kill if you touched them, sort of like Legos on bare feet. In the revamped AVGN Adventure, there’s now a whopping SIX difficulty settings, and while you can play the original build if you’re sick in the head, there’s now modes that scale back the Death Blocks. I made a good faith effort to beat the game on Normal mode (which is #2 of the six difficulty settings) and couldn’t make progress. But, on “Easy”, the game still has teeth and pretty sizable difficulty but becomes.. gasp.. FUN! Actually, really fun. INSANELY fun even! One of the best games I’ve played as IGC. It’s almost like when you leave an absurdly talented developer to their own devices, they end up making a great game. Who’d of thunk?

Lazy movie quotes and tons of swearing without even the faintest hint of cleverness. Yep, this really is an Angry Video Game Nerd game.

You don’t have to be a Nerd fan to appreciate how good AVGN 1 is. You don’t need to get the references from the show. You don’t need to get the references to classic games. In fact, this feels less like an AVGN release and more like an M-Rated Captain N: The Game Master game. Which, according to many of my readers, was their dream game as children. I’m not just being nice here: the opening cinematic and the stage-select screen are based on the opening credits from that “classic” 1989 animated series and you play as a protagonist who uses an NES Zapper for a weapon and plays through recognizable-but-completely-wrong video game zones.

Only rarely over the course of both games, at least on Easy mode (and “easy” is relative, as I died over 300 times between the two games) did the game become so difficult that it was demoralizing. The stages based on sci-fi stuff in AVGN II had the action grind to a halt. The shit thing is, they probably also use the most imaginative portals in a game since.. well.. since Portal! But, you’re forced to heel-toe your way through them, and it’s just not that fun. That part and one section of the Virtual Boy area were the closest I came to quitting AVGN at any point. Once the action got going again, I immediately remembered why I was so smitten with these games.

There’s a Castlevania stage, a Mario stage, a Mega Man stage, with winking nods to dozens of famous games along the way. There’s even an entire stage dedicated to Atari’s pornography games, and when I say “dedicated to” I mean THE ACTUAL SPRITES FROM BEAT ‘EM AND EAT ‘EM ARE IN THIS GAME! Do I think Sam took that stage too far? Yes. I don’t think there’s anything funny about Custer’s Revenge, a game that’s about rape, but that’s the final boss of the stage. I had to do the parent thing and say “I’m not mad at you so much as I’m disappointed in you” and hope it cut him to the bone as much as it did when I was a kid and my parents said it to me. I mean, my parents still say it to me. Pretty much every day, and for different reasons. For me, it’s just white noise at this point, so hopefully Sam has been otherwise decent.

Yea yea. Whatever. I grew up in the Bay Area. We call this shit “Tuesday.”

Functionally, the games are platform-shooters that feel closer to Mega Man if the Blue Bomber got over his crippling arthritis and was able to lift his arm up. You run, you jump, you shoot, and you precision-platform your way around enemies and traps. This was probably the smart way to go, though I’m a little surprised that FreakZone didn’t change the weapon to suit each stage’s theme. A whip for the Castlevania stage. A different kind of whip for the Beat ‘Em and Eat ‘Em stage. I’ll wait for that image to be cleansed from your soul. Are you good? Okay, moving on..

Enemies explode like meat piñatas, their organs often left rolling around the ground in a way that seems tailored to leave me sitting in a puddle of my own joy goop.

The action is really well done. The enemies are NEVER too spongy, and thus the two games (especially the first one) cut blistering paces. There’s also various limited-use weapons scattered around, which are probably the biggest flaw in the game. AVGN 1 & 2 are still punishers when you get down to it. You have unlimited lives and the finale screen of each title ends with a total death counter. So, why would you lose the temporary weapons between each death? That’s not fun! A couple of them, like the Glitch Gremlin or Super Mega Death Christ, I never once successfully used outside of the tutorial level. Oh, I would have, but I always died from spikes, pits, or death blocks before I got to a section where they were useful. Or, because you can only carry one item at a time, I might have accidentally replaced Jesus with a beer keg, like many in the south do today. If you kept items after dying, or if the weapon/area items were kept separately, it’d been so much more fun. AVGN 1 & 2 handle items the way someone who gives you something and then takes it back. What’s that called again? Oh right.. an asshole.

On the plus side, I finally played a decent indie game with Jesus in it. I’ve had a lot of bad experiences (see my reviews of Fist of Jesus and Save Jesus).

The disastrous use of secondary weapons are probably the biggest flaw, but they’re hardly alone. You also lose multi-shot upgrades if you take a single hit. It’s such a tease. There’s some minor control issues unique to both games. The learning curve for the relatively loose jumping will have you falling to your death several times early in AVGN 1. By time you start the sequel, you should be at peace with the handling, but it’s always going to be a bit off-feeling. In the sequel, an item caused me the most trouble. ASSimilation (seriously, that’s the name) has permanent upgrades. One of them is a Nintendo Power Pad that you use as a cape. But, I found the cape absolutely fucked me when I attempted to wall-jump (an ability exclusive to the sequel), and there’s no way to disable it. Once you acquire an upgrade, it’s on, period. Even worse, I never found a single instance where the cape was useful. It’s the leaky silicon breast implant of game upgrades: fun to look at, but dangerous to your health.

The second game also includes worlds themed around other Cinemassacre productions like Monster Madness and Board James. If you’re not a diehard fan of those things, you’ll wonder why a game about a video game critic has you dodging Hungry Hungry Hippos and fighting Mr. Bucket. Having said that, the Monster Madness stages were truly stunning to both play and just admire. AVGN 2 might be the best looking neo-retro indie ever.

The weird thing is, Sam assured me that I’d like AVGN 2 even more. He was wrong. The second game builds off the first with the same look, mechanics, and physics, but adds a Mario 3-like map, unlockable special moves, and feels closer to a direct-homage to classic “bad games” than the first one did. While it’s a fine game (seriously, these are both great efforts), I felt the first AVGN had bolder level design, better action, and some of the best pacing I’ve experienced in any punisher. Seriously, I’d tell any aspiring developer that if they intend to include checkpoints in their game, play AVGN 1 on easy mode. The checkpoints are perfectly spaced, something the sequel fell well short of. Even the set-pieces in the first game are more memorable. Seriously, how can you top riding a flaming Jaws? Maybe if it had chainsaws for teeth or something. Actually, dibs on that idea.

The second game features regular encounters with “Fred Fucks”, which is based on a gag credit from the NES Castlevania. Yes, they stretched a joke that lasted about a second in one Nerd review into a mini-boss you have to fight like six times in a game. Seriously though, how else do you make a game based on someone who plays bad games?

It’s one of the most remarkable things I’ve seen in my ten years of doing game reviews. Here you have a pair of games from the same series. They now even have the same engine with the same play mechanics, same controls, same type of action, same characters, and same overall theme. The sequel adds special moves that weren’t part of the first game, but otherwise, these two games should feel very similar. But, that’s all superficial. Scratch below the surface and I found Angry Video Game Nerd Adventures to be a much more white-knuckle, tense, twitchy action-platformer. ASSimilation instead feels more like it’s built around themes and high-concept satire. That stuff is there in the original, but it always takes a backseat to the gameplay. So, yea, the first game is better. By quite a margin, too.

I think a big reason why Sam and me hit it off as friends so much is that we have very similar taste in games. When it comes to 2D run-jump-spray titles, we like tight action and big, grandiose set pieces. AVGN has some truly spectacular set pieces, and even the lesser ones are still memorable.

Don’t mistake that for saying one game is weak. This has to be one of the greatest gaming two-packs ever made. Both games feel like proper loving tributes to gaming’s past, and for fans of the Nerd’s show, you’ll have lots of Memberberries. Hell, even being a non-fan myself, I still remember the bit in his Ninja Turtles review where he tried to make a jump, only to discover you’re supposed to just walk-across a gap. That’s here, and I checked: yes, if you jump, you fall through. That’s the good stuff, there. Sure, the language is 4th grade playground levels of juvenile (perfectly aware of the hypocrisy, you’re welcome) and the gags don’t land nearly as much as the game wishes they did (though there’s one laugh-out-loud moment with a boss in Nerd 2 that had me wiping tears), but as video games? These are outstanding efforts! The first game NEVER gets boring. The second game does cross the line a few times with moments that are so unfair that they become tedious and sloggy. But, those moments only stand out because they’re so rare. In a just world, these games would be remembered as all-time top indie titles.

After finishing both games (a 100% completion is not required), you open up a bonus world with three new levels and a boss fight. Instead of being a tacked-on throwaway extra, these are actually some of the strongest levels in the entire set. Even better: all three levels are distinct. The first one is like a highlight reel of the best nail-biting platform sections. The second level (pictured above) is a concept stage where you must avoid a speeding truck, and the third stage is a maze-like tower that utilizes wrapping-around the screen. If that’s how the Nerd’s 2D adventures end, it’s a hell of a swan song.

They’re not considered among the all-time elite indies, and that’s tragic. Angry Video Game Nerd Adventures (and the sequel to a much smaller degree) is proof that you only get one chance to make a good first impression. It’s a game crucified by its 2013 reputation. The AVGN Adventures included in the two-in-one-pack you can buy now is so radically improved that it might as well be a whole new experience. One that has been toned back enough that you can actually appreciate the sublime level design, excellent enemy balance, spectacular boss fights, and that PERFECT pacing. I can’t stress enough how I’m going to be pointing out this game to newbie developers for generations to come as an example of how to space your checkpoints absolutely dead-on balls perfect. When a game has reached that level where I’m going to be citing it as the ideal standard of what new devs should aspire to, that’s rare. So, for those of you who hated this in 2013 based solely on the difficulty, give it another shot. If you just hate the Angry Video Game Nerd, nothing I can say will matter. That’s another reason I’m guessing this hasn’t taken the world by storm. When you base a game on a YouTube personality who has one very specific formula that they haven’t evolved in over a decade, and a polarizing figure at that, it’s basically impossible to market a game on the game’s merits. It’s not like the trailer will say “the games are still fun to experience, unlike new episodes of the Angry Video Game Nerd!”

Angry Video Game Nerd I & II Deluxe was developed by FreakZone Games
Point of Sale: Nintendo Switch, Xbox One, PlayStation 4, Steam

$11.99 (normally $14.99) had her nerd immersion broke ever since Rolfe got that midlife crisis/wannabe badass tattoo in the making of this review.

The Angry Video Game Nerd I & II Deluxe is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.

There Is No Game: Wrong Dimension (Switch Review)

Apparently “game player fucks with game developer” is now a game genre unto itself. And I don’t mean “play a game for a minute and leave a one-star review on Steam” which can be fun if you’re a complete scoundrel. No, I mean “meta games” where a narrator matches wits with you, though in the self-loathing world of Indieland where game developers perpetually suffer from imposter syndrome, it’s telling the narrator is always the most witless mother fucker in the world. There’s a few routes this can go: completely unlikable pretension (see The Beginner’s Guide), or I did one a few years ago called Dude, Stop that was fine to play (it won my Seal of Approval on gameplay merit alone). I mean, it wasn’t funny. If you’re aiming for comedy, it seems like “be funny” should be a given. And those are just the ones I played. Again, this is now a genre! If you’re not up for a sports game, a shooter, or a puzzler, you can now accumulate a library of titles in the Fear of Failure category.

Spoiler: there actually is a game here.

Among those titles is recent Switch release There Is No Game: Wrong Dimension, a paid remake of a free-to-play PC game. Oh hey, speaking of new genres, let’s call this one the Kicking One’s Self genre, because it’s trendy recently to re-release formerly free games at much higher prices than nothing from game developers who never expected their free-to-play quirk release to get downloaded more times than Windows Update. See also Doki Doki Literature Club. But hell, I’m willing to pay money for a game that entertained me, and There Is No Game: Wrong Dimension truly inspired. At least to start. At first, it feels kind of like an Escape Room game. You’re stuck on the title screen and trying to start the game that the developer most certainly doesn’t want you to see or play. The dialog is genuinely funny, as are the increasingly comical lengths the developer goes towards preventing the game from starting. I loved it! I mean, I wondered how long they could possibly stretch having a title screen be an entire game. The answer is “about thirty minutes, maybe”, depending on how much you’re able to sniff-out the moon logic of solving the puzzles. Because, after the first of six “chapters” the game goes completely off-the-rails, switches genres entirely, THEN SWITCHES AGAIN, and it’s um…..

Weird.

I thought Kennedy died of a self-inflicted gunshot wound?!

I don’t want to spoil it, because my recommendation is mostly based on the fact that I was genuinely caught off-guard several times, and the laughs never stop coming over the handful of hours you get. I’ll note that There Is No Game was better served when the focus is you versus the developer. When it dips its toes in commentary/satire of other gaming tropes like ad-supported content or pay-to-win mechanics, the laughs slow to a trickle, because these are just variations of the same jokes and meta humor that comedy games have been leaning on for a decade now. “Isn’t it funny how games charge money for stuff you used to get for free?” Yea, it’s goddamned fucking hilarious. My sides split like the sticks of a double popcicle every time DLC for anything is announced. While There is No Game: Wrong Dimension never completely craters out, you get a lovely view of the crater that lasts long enough that I spent as much time worrying that There Is No Game was in danger of bottoming-out at any moment than I did enjoying the farce. And really, some of the solutions to puzzles are too abstract. Is it fun? Yes. Did it lose the plot? Somewhat. Do I recommend it? Yes, very much. Rare is the game that is fun AND funny from start to finish, even if the humor is sometimes a fruit so low-hanging it could be misclassified as a vegetable.

There Is No Game: Wrong Dimension was developed by Draw Me A Pixel
Point of Sale: Nintendo Switch, Steam

$12.99 noted the game’s store page spoiled what I wasn’t willing to spoil.. grumble.. in the making of this review.

There Is No Game: Wrong Dimension is Chick-Approved and ranked on the Indie Gamer Chick Leaderboard.