Cuphead

“A punishing, gorgeous boss rush whose hand-drawn 1930s presentation and fair pattern-based fights outweigh self-inflicted parry deaths, loadout friction and one Curse Relic grind.”

Two cup brothers owe their souls to the Devil, and the premise is the excuse for the real star: a hand-drawn, cel-animated 1930s Fleischer cartoon world rendered with loving detail in every background, cutscene and mid-fight visual gag. The presentation earns praise from the opening seconds through the credits, and the soundtrack carries the period register with jazz standards like the diegetic Die House and the casino theme, capped by a Devil ending whose reversed music lands as genuinely unsettling. It looks and sounds like nothing else in the field, and the craft never drops across the whole package.

The run-and-gun boss-rush structure is the perfect fit for the art: short, multi-phase boss fights with no walk-of-shame levels between them, interleaved with run-and-gun platforming stages that are genuinely harder than the bosses. Core verbs are shooting, dashing, shrinking and parrying pink objects, and the boss roster’s variety of phases and attack patterns keeps fights fresh even across hundreds of attempts. Deaths are legible as player error almost without exception, which turns punishment into a learning loop rather than a grievance.

The DLC’s King’s Leap challenge fights are the highlight of the entire package: parry-only duels with no shooting that force a completely different boss grammar and reward mastery of the game’s riskiest mechanic. Playable Ms. Chalice extends the moveset meaningfully, Chef Saltbaker’s bakery frames the new island, and the secret boss plus Curse-to-Divine Relic quest push the DLC well beyond an add-on’s usual span, even if the one-HP curse rules of that quest are the package’s most controversial content by a wide margin.

Progression runs through charm and weapon shopping at Porkrind’s Emporium, super-art unlocks from mausoleums and NPC quests, and coin collection across the run-and-gun stages. Weapon churn is a constant of the experience: Peashooter, Spread, Chaser, Converge, Crack Shot and Roundabout all cycle between attempts, with no single loadout clearly dominant, and the experimentation is half the fun. The percentage system motivates coin hunting more than rank grading, which can be openly ignored without losing anything that matters.

Friction concentrates in the details: parrying is simultaneously the most satisfying mechanic and the single biggest source of self-inflicted deaths, a pink-object obsession that bites repeatedly. Loadout changes require backing out to the map rather than a retry-screen option, an avoidable round trip after every failure. Rugged Ridge holds the one death in the entire game that is not the player’s fault, a gravity-flip dash that traps anyone under a platform, and a King Dice render glitch lets cards vanish during a super, an exploit so absurd it borders on comedy.

The Switch port adds a physical toll: holding the shoot button for hours numbs a thumb and raises a blister, forcing a mid-run remap of shoot to trigger and dash to ZL, twice. The Curse Relic grind under one-HP rules is the package’s sharpest edge, a marathon of fragility that sours more goodwill than anything else on offer. Neither issue touches the core loop, and the deaths stay fair throughout.

Overall, a punishing, gorgeous boss rush whose hand-drawn 1930s art, period jazz soundtrack and phase-rich boss design make every death feel earned rather than imposed, with self-inflicted parry mistakes, map-backing loadout friction and the one-HP Curse Relic grind as the honest costs of admission. The craft is total, the difficulty is fair, and the package delivers far beyond its asking price.