![]() Once the button layout is configured to your liking (almost a requirement) the game controls as solidly as anyone could expect. The game's difficulty would be too much to bear were it not for the perfect controls that Cuphead features. It is necessary to change one's weapons and approach to facing the game's many challenges (a lesson I had to learn the hard way as a 3 hour boss battle with a certain dragon proved). There are a hand full of run and gun stages that provide coins from which various charms and weapons can be purchased but they are few and far in between. Cuphead is mostly about fighting well designed and complex bosses. The game features and over world from which you select levels and interact with various N.P.C.s along the way. This game is about Trial and error, pattern memorization and reflexes, grunt and shear determination. There are no check points and no health pick ups. Make no mistake, the game play in Cuphead is tough, as nails. Cuphead is a Joy to behold from start to finish. The little bits of scratching and film grain overlaid and the color bleeding is only further proof of the developer's commitment to the 1930's cartoon visual art style. The fact that every object, every character, every frame was hand drawn and digitally scanned gives an understandable reason why this game took so long to make. I'm not sure if that is even a hyperbolic statement at this point even though it clearly sounds like one when said out loud. It has to be said, this may be the best looking game that I have ever played. This opinion comes from the amazing visuals, tight controls, and well designed bosses and levels as well as the feeling of tough but fair run and gun/bullet hell shooting game play. I can also say as of this point, Cuphead is also the front runner for my game of the year. After being delayed from its original 2016 release time frame, the game came out in late September 2017 as my most desired game of the year. At last, the day that he much anticipated Cuphead released came to pass.
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