Cuphead Isn’t Ashamed of Being a Video Game

If you haven’t played the beautiful, 30’s era cartoon-inspired game Cuphead yet, then you should. It’s an extremely challenging platformer shooter made up of a slew of intense boss fights mixed with some run ‘n’ gun levels as well. You can check it out on Steam here, and I’ll put the trailer below for reference.

I’m not here to review games however, as there are a bajillion other people who can do that better than I can. What I wanted to talk about today was one of the many things that Cuphead does right, beyond its precision platforming, innovative art style and skill progression. One of the things that I noticed is that:



The game presents the player with an extremely clear, simple motivation right at the start and explains why you need to fight all of these bosses. Next, an elder (your grandfather, maybe? I don’t remember) tells you he can bestow upon you some super-power that makes you shoot from your hands. What?

The answer to that “What?” is that it doesn’t matter. At all. You know why you’ve bought this game and why you’re playing it. The developers know why you’ve bought this game and why you’re playing it. Why should the game need to go and make excuses about what it does and why? The game should also know that you’ve bought this game, and it should definitely know why you’re playing it.

An example of what might have been done in another game would be that you would be told some elaborate explanation of the lore and the justification behind these super-powers, or you might be sent on some sort of process to figure them out. Once you get this ability (to shoot), you’re sent to a tutorial, which pretty clearly states that it’s a tutorial. Again, no bullshit. You’re in a game, playing a tutorial. That’s it. You’re not playing through what is an obvious tutorial, while the game attempts to hide it by pretending it’s a a part of the story or making up another excuse as to why you can, for example, swing a sword at people infinitely but never die.

The final example of this is when an ability is unlocked or purchased. Forget the fact that you can buy new “weapons” even though it’s just your hands shooting stuff; it also tells you “Press Y to equip your new weapon” or something similar. Clearly, you’re in a video game and need to know how to play.

I won’t claim that all games should be this up-front about everything they do: motivation, control, tutorial, etc. Different strategies work for different games, and each game has their way of doing things. But it was a nice relief to see this kind of approach after playing many games which try to pretend that everything has to make sense within the world of the game, as opposed to admitting that they’re video games and that people need to understand how things work, even if it breaks the “immersion”.

Anyway, go check out the game. It’s doing amazingly well and with good reason, so give credit to the folks over at Studio MDHR.