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Indie & Wholesome Gaming with a Cuppa!

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Paula Moore About Games, Adventure, Genre, Indie, Review, Steam review Leave a comment

Game: Teacup
Genre: Exploration, Adventure, Side Scroller, Indie
System: Steam
Developers | Publishers: Smarto Club | Whitethorn Digital
Controller Support: Full Support
Price: US $9.99 | UK £7.19 | EU € 8,19
Release Date: September 23rd, 2021

Review code used, with many thanks to Indie Bros

Teacup is a cute narrative adventure game that has a focus on exploration by developers Smarto Club and published by Whitethorn Digital.

Teacup the Frog

In this short adventure game, you play the role of the titular Teacup. Teacup is a shy frog who loves nothing better than reading a good book and drinking her favourite beverage Tea. A tea party has been arranged at Teacup’s house, unfortunately, the day before the party is to take place Teacup realises she has a crisis on her webbed hands, she has run out of tea!

Confirmed guests for the tea party

Teacup sets out on an adventure through the surrounding area’s to find the herbs and ingredients she needs for her tea party to be a success. On Teacup’s journey, you’ll explore a beautifully illustrated world, that looks and feels like you’re playing a storybook. You go through the forest, the plaza and market with its quaint market stall. You’ll meet lots of animal characters, some will have minor quests to complete and others who won’t have much to say for themselves.

Teacup’s tea encyclopedia

Tea Encyclopedia

Armed with her trusty tea encyclopedia to find all the herbs and ingredients for her tea party, you’ll have to talk to everyone to find everything. Once you do find one of the herbs from a page in the encyclopedia, the corresponding page in the encyclopedia turns from beige into glorious colour. It’s a nice touch and a good indication when you look at the encyclopedia you know you have found that herb.

Stop the carpets from moving

You’ll take part in a few mini-games along the way. The mini-games are pretty simple and easy to complete. You’ll be asked to put the cogs back in the correct position and even take part in a short river swim against another frog. The puzzles are fun but not frustrating, and they fit in perfectly with Teacup’s expedition. Most of the puzzles are accessible to all ages, though young children might need a helping hand with a few of them.

Fit the cogs into position

Gorgeous Artwork

The artwork for Teacup’s adventure is gorgeous, with a storybook look and feel to the game. A delightful story wrapped up in a cosy package. It is the kind of game to settle down with for a few hours of play in front of a raging fire on a cold evening. Teacup reminds me of a bedtime storybook in a way that you would read to your child. It is not a long game though, with a few hours of gameplay that can be completed in one sitting.

Market stall.

Controls

The games Steam page indicates that you can play Teacup with a controller. I tried to play the game with my controller and the cursor hopped all over the screen like it was having a fit. Not a big deal. As the keyboard controls are kept to a minimum. The space bar is used for interacting and the arrow keys are used to move Teacup around. The game performed well and ran as it should without any crashes or framerate problems.

Gorgeous artwork

Conclusion

Teacup is a very relaxing and wholesome game to play. Going on Teacup’s adventure with her is a delightful experience. You’ll meet a charming cast of animals to interact with, and live a sweet story about tea and friends. The whole game gives off whimsical vibes and is a pleasure to play. Go on, treat yourself to a warm hug by playing Teacup!

Final Verdict: Two Thumbs Up 

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Indieside scrollerTeacupteacup the frogWhitethorn Digital

Teacup Trophy Guide – Knoef Trophy Guides

Game: Teacup
Peripherals: –
Time to Platinum: 30 minutes
Difficulty: 1/10
Missable trophies: None
Trophies: 1, 10 , 3 , 0
Author: The Trophy Platypus

Welcome to the trophy guide for Teacup. This can also be considered a walkthrough and may be used for PlayStation 4, Xbox One and Steam. Achievements for Steam and Xbox are in almost all cases the same as the PlayStation 4 Trophies. A roadmap is provided in the stages below.

Follow us on twitter for the latest news and giveaways.

Stage 1 – Walkthrough.


Teacup full walkthrough

Pick up the book from the kitchen table
Trophy – The Tea Encyclopedia
Exit the house and head one screen right
Talk to the owl to get the map
Head to the market and speak with the badger
Solve the puzzle like this

Head to the pond, go left one screen and speak to the orange Salamander.
Beat the Salamander in a race by pressing the directional buttons on screen.
Head left and back to the map area. You can now go to the Meadow.
Speak to the Salamander outside his house.
Trophy – A fresh Drink
Head back left and then use the map. Travel to the Plaza.
Speak to the fortune teller.
Head left and speak to Tar outside the bakery.
Continue left and speak to Bertol The Geeky Mouse.
Head left and go into the carpet shop. Speak with Pankrati The Tiger.
Back outside, head right and into the Post Office. Speak with Vincent The Pigeon.
Complete the three slide puzzles.

  • 1.
  • 2.
  • 3.

Go to the West Forest and head left and up the ladder.
Speak with Otto The Owl who will give you honey.
Trophy – A Puzzling Letter
Use the map to travel to Meadow and go right one screen.
Go inside the big tent. Speak with Vitiano the magician.
Solve the puzzle by finding all the objects.

Head all the way right and speak to the magicians.
Trophy – Is this just Fantasy
Head back to the Plaza and to the carpet shop and speak with Pankrati The Tiger.
Complete the mini-game of moving the cursor and shooting the flying carpets with magic powder twice.
Trophy – Carpet Tamer

Head right and use the map, travel to the Villa and head right.
Head past the villa and to the domed house. Speak with Georgina the mole and exhaust all dialogue.
Georgina will give you Hibiscus.
Trophy – Pink Composition
Go Inside the Blue house and speak to Olimpia.
Exit the house, go left and use the map.
Select the Pond and then go right towards the lighthouse.
Go left and into the lighthouse then go up the stairs and speak to Rikard The Otter.
Solve the puzzle.

You will receive Rooibos.
Trophy – Light The Way
Head out of the lighthouse and speak to Lyndon the hedgehog who is standing by the boat.
The food will fall into the pond and you will begin a minigame.
Trophy – Sailing in the pond

Head to the right and use the map.
Head to East Forest and talk to the three raccoons.
Head past the raccoons to the next screen.
Head right and interact with the bush next to the pond.
Receive Lemon verbena.
Trophy – The Welcoming Forest
Head up one screen to the field.
Go right and talk to the Evangeline the cat and Adele the Salamander on the pink carpet.
Sit with them and exhaust all dialogue.
Trophy – A pause under Kites
Head all the way right and interact with the flowers.
Receive Chamomile.
Trophy – Nice Windy Day
Go right one screen and talk to Kerim The Lemur
Complete the mini-game by bringing coffee to the customers

Receive Basic Teas.
Trophy – The Cart in the Field
Head left two screens and use the map to go the Plaza.
Head left and go into the bakery and speak with Lyndon to get cookies.
Continue left and speak with Ciro The Cat that is sat on the steps

Complete the mini game of following the directional instructions on screen.
Go right one screen and use the map to travel to the villa.
Head up where the fallen tree once was. This is the point of no return so please make sure you have all trophies but Miss you Grandma and the Platinum.
Interact and Ride to Grandma’s house.
After a gondola ride, head into Grandma’s house.
Go to the left room and speak with your grandma exhaust all dialogue.
Head right two rooms to the kitchen and speak to grandma again.
Go left one room and pick up the rose hip next to the bookcase.
Go back to the kitchen and give grandma the rose hip.
She will give you the lemon balm and ginger.
Trophy – Miss you Grandma
Trophy – A Lazy Afternoon
After you will be transported back to your house.
Interact with the door and then the final minigame will start.
Complete your friend’s orders by following the tea recipes in the top corner.

Teacup Full Platinum Video Walkthrough.


A Lazy Afternoon
Unlocked all trophies.

Time for a Cuppa!


The Tea Encyclopedia
Find the tea book.

At the start of the game you will be inside your house. Before you can leave you have to pick up the tea book from your kitchen table.


Nice Windy Day
Find chamomile.

Once you have access to East Forrest, head there and then head up two screens head to the right and you’ll find chamomile on the right of the screen.


The Welcoming Forest
Find lemon verbena.

Once you have access to East Forrest, head there, and then go up one screen. Head to the right and you will find Lemon Verbena on the right next to the pond.


Is this just fantasy?
Find dream tea.

Head to Plaza and go inside the carpet shop to speak to Pankrati. Now head to Meadow, go right one screen and enter the big top. When inside, speak to the magicians and a minigame will begin. You have to find 11 objects (solution above) in a hidden object mini-game. Afterwards you will be transported to a magical place, head all the way right and speak to the magicians again.


Carpet Tamer
Find jasmine.

After unlocking the Is this just fantasy? trophy, head back to the carpet shop in Plaza and speak to the tiger. A mini-game will begin and you’ll have to use your magic powder on the flying carpets twice until they all stop flying. Afterwards you will receive jasmine.


A Puzzling Letter
Find honey.

Head to the post office in Plaza and speak with the pigeon and a mini-game of 3 slide puzzles will begin (Solutions in walkthrough). Afterwards head to West Forest and go up the ladder to speak with the owl, who will give you honey.


The Cart In The Field
Find sugar, white, black and green tea.

Once you have access to East Forrest head there and then head up two screens and head right one screen and you’ll find a coffee cart. Complete the mini-game and yo will receive sugar, white, black and green tea.


Miss you, Grandma
Find lemon balm, ginger and rose hip.

Once you arrive at your grandma’s house, head to the left room and exhaust all dialogue. Then head to the kitchen two rooms on the right and speak to grandma again. She’ll ask you to get her some rose hip from the room on the left. Pick it up and bring it back to your grandma and she will give you lemon balm and ginger also.


Sailing in the Pond
Talk with Lyndon and Bertol at the Pond.

Speak with Bertol the mouse in Plaza, then when you have access to the Lighthouse side of the Pond head there and speak to Lyndon the hedgehog who is in front of the boat. You will go sailing and the picnic will be dropped in the pond. A mini-game will begin and you’ll have to fish out the food with your hand by holding X.


A Pause Under Kites
Talk with Adele and Evangeline at the Kite Festival.

Once you have access to East Forrest head there and then head up two screens head right and speak to Adele and Evangeline who are sat on a pink carpet.


A Fresh Drink
Find mint.
Head to the market and speak with the badger, then solve the puzzle (solution in walkthrough above). Afterwards head to the pond, and speak to the Salamander and beat him in a swimming race. Finally head to Meadow and meet the Salamander there again and speaking to him you will receive Mint.


Light The Way
Find rooibos.

Head to the Villa and then go inside the blue house to speak to the cat inside. Now head to the Pond and go right one screen to the lighthouse. Go inside the lighthouse and upstairs and speak with the otter. A mini game will begin, where you have to fit cogs to fix the lighthouse. Afterwards the otter will reward you with rooibos.


Pink Composition
Find hibiscus.

Head to the Plaza and speak to the fortune teller. Then head to the Villa and head all the way to the right and enter the molehill home. Speak to the mole to receive hibiscus.


Cuphead: Story Cup, Inspiration Cup and Reference Cup PS4

Well, Cuphead and his pal
Mugman
They like to roll the dice
By chance they came ‘pon Devil’s game
And gosh, they paid the price!
And now they’re fighting for their lives
On a mission fraught with dread
And if they proceed but don’t succeed
Well… The Devil will take their heads!

Words from the theme song of Cuphead.

April 18 was a significant date for the Cuphead game for two
reasons: the game was released on a new platform — Nintendo
Switch, as well as a major expansion for all versions.
Ability to choose a controlled character, animated story
scenes, full translation into 11 languages, including Russian, new secrets
– isn’t this a great reason to start collecting other people’s souls in exchange again
on your own? Or get acquainted with the project, if you suddenly didn’t introduce yourself
such an opportunity before. Anyway, are you familiar with the world
animated cartoon 1930s or not, you will definitely be
interesting to know exactly how the idea of ​​creating a game about
circle-headed brothers and how the project went from idea to
release. In addition, I tried to collect all the interesting facts about
the characters themselves, inhabiting the fictional ink islands.

And I want to note right away that in the text I did not use
localized variants of hero names. For example, the protagonists are listed
like Cuphead and Mugman instead of Cup and Mug, otherwise in some
cases could not explain the play on words.

The work of the artist blalaladrawings.

Cuphead is a classic run and gun game that focuses on
attention in which is paid to battles with bosses. During its development
the creators were inspired by the animated films of the 1930s,
because the visual and sound effects have been carefully recreated with
using the techniques inherent in the golden age
American animation. So, the developers in their work for
the creation of the graphic part used the traditional hand-drawn
celluloid animation and watercolor backgrounds, while for
musical accompaniment were recorded original jazz
compositions.

Cuphead was first introduced at an Electronic event
Entertainment Expo (E3) in 2014 during broadcast
Xbox press conference. However, at that time the brothers were not ready
present even a demo version of your creation, and therefore
showed a trailer presenting the main concepts of the future
project. The development of the game was still in its early stages, and
was far from complete, but the Moldenhauer brothers already then
knew exactly what result they wanted to get — it was only necessary
more time to get things done. In the future, the project
was reintroduced at subsequent E3 shows in 2015, 2016 and
2017, after which 29September 2017, the long-awaited
release.

Just two weeks after the release, the creation of the MDHR studio won
well-deserved love from the players, dispersing one million copies. In
in the second half of 2018, its sales reached three
million — the developers did not hope for such a success when
started to work.

Also, almost immediately after its release, Cuphead attracted attention
communities of people who are passionate about high-speed passing games.
Most players may need more than an hour to beat
only one boss, however, at the time of writing, the world
the record for overcoming all opponents is 23 minutes 25
seconds. It was installed by the Italian SBDWolf on December 2, 2018
on the normal difficulty level of the initial version of the game.

Moreover, the project has confidently passed the test of time, so far
maintaining high ratings on a well-known resource
metacritic.com — 88 for the PC version and 86 for the PC version
Xbox one.

It is worth noting that behind the Cuphead project lies a real
interesting and inspiring story of its creation. He was in
development over a long period — seven years, to be
accurate. Recently, it has been widely believed that games with
with a similar period of creation either do not appear at all, or they
the quality leaves much to be desired. But this statement is by no means
way is not applicable to the brainchild of the Moldenhauer brothers.

Chad and Jared literally grew up playing old school games. Being still
children, when the brothers finished the passage of the next creation
studios of those days, they always discussed and criticized him, together
studied and analyzed why some mechanics and elements of the game
processes perform well, while others do not.
It was thoughts like these that helped the Moldenhauers in the future, when
they made the first attempts to create their own games.
Chad admitted in an interview that they have long been fond of
development, but superficially and mainly for your own pleasure:
“In the early 2000s, when Microsoft first announced… I didn’t
I can remember the name of the program, but for the Xbox platform they have
there was an indie program, and we just built a PC with the same
characteristics that they indicated in the mailing list for
developers, and tried to create a few games. Already at that time
we liked the idea of ​​creating our own run and gun game, and
That’s what we’ve been working on.»

Having the necessary tools, the brothers created one or two full-fledged
level for the prototype, but they soon stopped further work
above him: having decided to move on, Chad moves to
Oakville, Ontario to start a career in graphic design.
Jared stayed in Regina, continuing to work in the construction
father’s business. Despite everything, family ties and common interests
turned out to be stronger than the distance separating them: they regularly
talked about various aspects of their dream game, but
for a long time all the thoughts of young people remained only ideas,
not in a tangible form. Only in 2010 the release of Super
Meat Boy — the work of the Team Meat studio — pushed the brothers to make
first steps.

Yes, yes, the Moldenhauers had a desire for ten years
create their own project, but they were not sure of their capabilities and
the feasibility of this idea. And their doubts were
not unreasonable: games with a high level of complexity, also
demanding on the reaction speed of the player, gradually went into
past. Meat Cube’s Huge Financial Success and Acceptance
by both critics and audiences have shown that even
furious platformers can still arouse interest and
public love. Inspired by the example of the Team Meat studio, the brothers
once again moved from talk to action, this time seriously taking up
game development.

They started from the basics, focusing on the work of Shigeru Miyamoto —
creator of such projects as Mario, The Legend of Zelda, Star Fox,
F-Zero, Donkey Kong and Pikmin. It was he, according to the brothers,
set the standard for all 2D and 3D platform games that have hitherto been
remain the perfect formula for flawless gameplay.
Initially, the Moldenhauers’ plan called for the development of a game
focused on boss fights (because they are incredibly
really liked this particular element when passing other people’s
creations), which would be interspersed with full-fledged levels,
allowing you to change the pace and take a breath. Meanwhile, during
another discussion of the appearance of their future creation, they
decided to focus on the topic of surreal cartoon
works of the golden era of American animation 1930s, taking them for
basis. Chad starts learning the basics of giving static images
motion effect since neither he nor Jared did anything
similar in the past. Chad’s wife, Maya, supported the brothers’ idea.
While on maternity leave, she joined their
undertakings and took up the stroke of the finished frames in ink.

But when a team of three people directly proceeded to
work and more soberly assessed their capabilities, it became obvious that
it was necessary to set more realistic and achievable goals.
The developers decided to release a very small project, including
only a series of fights with eight bosses in the spirit of the Mega Man series in
hope that the game will find its fans, on the basis of which
you could develop your work further. At that time not
it was possible to create intermediate levels, because their
implementation would result in the need to draw additional
backgrounds, enemies and many other elements. This amount of work
was unbearable for three people, especially considering that a lot
time was spent only on adjusting such small but significant
details like character hitbox borders, screen movement,
managing protagonists, balancing weapons and many others
elements, in most cases invisible to the player (when they
do not cause irritation and defeat, of course).

The Moldenhauers quit their job to make their dream a reality.
main place of work (going to a part-time job) and
issued all possible loans and borrowings, including mortgaging houses. AT
in one of their interviews, the brothers recalled that even from the outside it
looked too risky, but they believed they should have just
be able to go through all the obstacles and continue to create the same
the perfect game they wanted. And Maya even noted that they
at first they didn’t even attend conferences, and “were just
a couple of idiots who locked themselves in houses and tried to create
game.»

The newly minted team also intended to receive
government grant from the Canadian Media Foundation, which supports
indie developers, and even filed a corresponding application, but in her
consideration was denied. At the same time, the first developments on Cuphead
were spotted by ID@Xbox when the Moldenhauers performed
at the Independent Games Festival (IGF) during the largest
annual gathering of developers Game Developers Conference in 2013
year. It was then that Microsoft was offered to publish the game on such
platforms like Xbox One and PC. Details of the agreement between
company and the developers of Cuphead are unknown to this day, but
the latter received little financial assistance and marketing
support. Taken together, all the steps taken have made it possible to expand
team and found the MDHR studio.

The world first learned about the development of Cuphead in 2014 at an event
Electronic Entertainment Expo (E3) during broadcast
the Xbox press conference when the short trailer was unveiled,
demonstrating the general concept of the future project of the MDHR studio. In
time of the second visit to the exhibition in 2015, Jared and Chad already had
the opportunity to go up on stage during a Microsoft performance, and
this time to tell more about the upcoming game. To my surprise
the ideas of the brothers then won great love from the gaming and
artistic communities, after which they decided to raise
bet.

After his performances at the Electronic Entertainment Expo and interest
on the part of the public, the Moldenhauers decided that it was time to dare and return
most of the initial ideas to satisfy
an increasing audience waiting for the game. The studio has expanded to
nineteen people, but even with a large number of people employed in
creating Cuphead, there was a lot of work to be done. Total in
about twenty-five people took part in the development,
fourteen of which have implemented most of
assigned tasks. Moreover, the last four months to complete
the project was assisted by the Canadian studio Illogika. After all, perfectionists Chad and
Jared rejected even the possibility of a hasty release of his creation,
especially by reducing attention to detail, until the last moment
wanting to create a game that they would be really proud of. because of
this had to postpone Cuphead’s release several times for more
late dates, shifting dates, but the result of that is definitely
cost.

As a result, the resulting final version of the project can be conditionally
divided into two types of gameplay: most of it (about
75% focused on boss fights and the remaining 25%
are intermediate levels.

Chad and Jared also managed to translate the main idea into the game —
make your creation «difficult but fair». Their dream project
was supposed to challenge all those who took on the role of circleheads,
thereby endowing the feeling of victory with a sweet aftertaste, which
possessed games since the existence of the SNES console. Developers
embodied in Cuphead many types of weapons, movements and
abilities to inspire players to
mastering a variety of tactics and techniques. Therefore there is nothing
surprising that the creation of the brothers turned out to be uncompromising and
demanding response. And so much so that, according to
official statistics of the digital distributor Steam only 13.2%
of all Cuphead owners were able to finish the game on a normal level
difficulty and get the «Souls Saved» achievement. End it on
Only 1.3% of buyers succeeded in the «expert» rank.

The main thing that I would like to note in the conclusion of the history of a long and
the difficult path of creating Cuphead — you should not romanticize success
the Moldenhauer brothers. It was not the result of unseen good luck or
random confluence of other subjective circumstances, and the result
daily work of purposeful people who carefully
weighed the risks, planned the next steps, observed the reaction
target audience, were ready to stake the financial
stability while sticking to your dreams from start to finish
and unwilling to compromise when it came to the quality of their
creations.

When Chad and Jared were contemplating creating their own back in the 2000s
their own run and gun game, they usually didn’t think about
its art direction, since the gameplay was the main
the object of all their discussions. When preparing material for
prototype, they wanted to use hand-drawn animation, and during
sketching tried many styles and tools
like markers and colored pencils. The brothers wanted their game
stood out from the work of other studios, widely using
hyper-realistic direction or pixel art. Once upon a time
while discussing various ideas, we are talking about the golden era
animated films since the brothers watched their great
many in childhood. Having made several prototypes and
demonstrating them to friends, the Moldenhauers decided to stop at
animation theme 1930s — the idea looked too good,
to refuse it.

To create an authentic style of the selected animation era
the brothers wanted to use the methods and techniques of the time, including
including using good old celluloid to “revive” pictures.
However, the Moldenhauers had never animated images before, and
so they immediately set about learning the basics: Chad in
for the next six months studied the famous book of the animator
Richard Williams «The Animator’s Survival Kit» (given in Russia
the work was officially published under the title «Animator:
survival kit»), which he still considers «the best thing in
the world.» The next step was to create a team that would share
their views. It didn’t take long to find new members — Maya, wife
Chada, who was just on parental leave, also
decided to join the development of the game.

Most of the time she traced her sketches with ink pens.
contours, thereby preparing final options for further
applying color. As a result, the woman developed carpal tunnel syndrome.
channel, which is not surprising, because she had to manually process
about 60,000 frames. Yes, that’s how many drawings were needed
draw a team to transfer to the plane of the screens
Numerous and spectacular boss battles. For example, for
displaying the actions and attacks of only the Phantom Express (Phantom
Express) took 800 frames. But Maya regrets nothing — she
it was a pleasure to participate in the work and have the opportunity to personally
touch each drawing.

Work on such a complex animatic was explained by the need
creating twenty-four frames for the sake of one second of animation and
achieve smooth movement of characters. It is this technique
used multipliers in the thirties of the last century,
changing its approach already closer to the 1940s: stopping one
drawing into two frames, the specialists reduced their workload by two
times, since it was required to draw twelve images instead of
twenty four. However, the brothers learned this wisdom very late,
therefore they applied the first style of work, which is not
provided for any delay.

So, the very fleeting call of a tornado by Hilda Berg is embodied in
thirty-eight frames containing a blur effect in order to convey
her quick swing of her arms as she attacks.

When work on Cuphead was about to begin, Maya ordered
a huge amount of animation paper, which in their case was
an indispensable tool. She was sure that this stock
enough until the end of the development period, but in her calculations, throughout
Apparently, the perfectionism of the brothers was not included: for seven
years, Chad and Jerad have repeatedly changed the design of characters, canceled some
bosses and brought in others, came up with new attacks and scenes, even if
such changes and shifted the release date of the game and increased
number of damaged paper. As a result, a huge number at first glance
snow-white sheets were enough for only a third of the way.

The only concession the brothers agreed to was
give color to all hand-drawn pictures already digitally
form. After several comparisons, the Moldenhauers were convinced that the eye
there is no noticeable difference whether the frames are painted with real tools or
with the help of programs, therefore it was decided this process
accelerate through the use of the latest advances
technical progress. As the developers admit, applying
manually adding another six years to the development time.
True, this concession did not affect the backgrounds and backgrounds, which
played with colors thanks to watercolors.

But you must admit, the result was worth it: Cuphead is made in
stunning and recognizable visual style that gamers don’t
seen, perhaps, since the release of the Dragon’s Lair series.

Since the perfectionism of the founders of the MDHR studio was absolutely
all aspects of the game, it is worth noting separately the soundtrack,
the composer of which is the talented musician Chris Maddigan —
Principal Percussionist, National Ballet of Canada,
regularly performing with the Toronto Symphony
orchestra, National Center for the Arts Orchestra, professional
brass band The Hannaford Street Silver Band and many others
groups. As a childhood friend of the Moldenhauer brothers, he composed for
playing over two and a half hours of jazz music. For her record
a big band (large jazz orchestra) of thirteen
person, an ensemble of ten ragtime players, one pianist and
vocalists.

Much of the time was spent not so much on writing and recording
all melodies, how much for the study of musical styles inherent in
the era of the 1930s, so that they perfectly complement the gameplay and
convey the accompanying tension. Inspiration same Maddigan
drew from the work of such iconic personalities and jazz
performers like Duke Ellington, Benny Goodman and Cabell «Cab»
Calloway III. Credit should be given to Chris: knowing that the players due to
the high complexity of the game, most likely it will take more than one attempt to
achieve victory, he is for every musical composition,
accompanying boss battles, recorded various options
solo section. Therefore, even if you happen to pass one
and the same opponent several times, you will hear different
song variations.

And the work done was worth it — in 2018 the team
who created the musical accompaniment to Cuphead, more than deserved
received an award from the British Academy of Film and Television Arts
BAFTA in the Music category.

For the brothers, an example of almost ideal levels in the spirit of run and gun
There were Konami games. However, they themselves always liked
fighting bosses than completing levels, which is why on
them Moldenhauers and decided to focus in their
own brainchild.

When the brothers started working on their creation, they wanted to
that Cuphead be demanding of the player’s reaction, and not just
compelled me to remember the whole series of attacks. At the heart of these battles
inspirational games like Contra III and Contra Hard Corps have been
repetitive patterns of boss actions are laid, which each time
were reproduced in the same order — as a result, during subsequent
passing opponents almost did not surprise. In the Mega Man series,
enemies had a whole set of behavior patterns that alternated
among themselves, which forced the player to respond in a timely manner to
another attack. It was the formula of games about the blue knight that was decided
developers use. Also a source of inspiration at work
over the gameplay the brothers call Gunstar Heroes, Super Mario
World, Street Fighter III and the Thunderforce series. For example, between
fights with opponents, the player moves around the world map,
inspired by Super Mario 3D World. The developers wanted
provide non-linear gameplay and choice.
So in Cuphead we can explore the islands, talk to them
residents, look for secrets and even complete tasks, receiving for this
reward.

Wanting to convey aesthetics as authentically as possible
animated films of the 1930s, Moldenhauers when creating
the visual part of their project was inspired by the works of vintage
Fleischer Studios and Disney hand-drawn animation, as well as
art by ComiColor, Van Beuren, Columbia Pictures, Copley
Pictures and many others. At the same time, it is not surprising that
the works of Max and Dave Fleischer became the «north magnetic
pole” for Chad and Jared, because from them you could draw
many intricate details: eyes, facial animation, bizarre
reincarnation of characters, their smooth, but rhythmic movements. More
Moreover, the surrealism inherent in the animation of the golden era allowed not
just create such unusual images as boxer toads,
attractive mistress of the deep sea with an octopus instead
lush curls, carrots with psychokinetic powers, but also organically
change their appearances with each subsequent phase of the battle. And also implement
many visual jokes: a fish that fishes on the shore, a character
in the form of a coin, not trusting banks, etc.

However, one of the main advantages of the chosen visual style
I would like to note its combination in conjunction with the gameplay.
For example, smooth animations of opponents are not just filled with energy
and rhythm, but are easily read by the player, allowing him to
respond to attacks. The brothers did not allow the visual component
project to come to the fore, so as not to adjust to it
game process. There’s no way they would be allowed to slow down
player control or force him to wait for the end of a long and
tedious animation. On the other hand, the brothers had to carefully
think over every enemy attack or action to reduce
the number of frames that would need to be drawn. it
encouraged Chad and Jared to develop fights in a reasonable and balanced way, and
don’t let the bosses just rush towards the main characters to everyone,
that only under the arm or the fin will fall, thereby bringing the animators together
crazy amount of work.

Also, the chosen design style allowed us to set a somewhat gloomy
the tone of the story, characteristic of the animation of the golden age. Chad and
Jared wanted to avoid the classic themes of saving the world or
princesses, and therefore the main characters of their story create their own troubles
and looking for trouble on their ceramic heads. «Don’t deal with
the Devil» — this is exactly what the subtitle of the game said in the first
trailers, and it perfectly captures the plot of the plot: two brothers —
Cuphead and Mugman — lose to the Devil in a game of chance, betting
their souls on the line. Now they are forced to make a deal with him and
become collectors, taking contracts from those who escaped by force
debtors.

Of course, Cuphead contains a lot of references and references
to favorite cartoon works and childhood games of brothers
Moldenhauers, but they are neatly woven into their work and not
always obvious. Let’s get to know them better.

Instead of a conclusion, I would like to note that the Cuphead game turned out
exquisitely written love letter to the golden era of animation and
games of the past, a feast for the eyes, challenging the players of its
high (but fair) complexity, combined with a polished
balance. During its existence, it has developed only for the better.
side, eliminating various shortcomings and errors, weaving new
interesting secrets and possibilities. And in the next year we will have more
«delicious» addition, in which the new controllable heroine — Miss
Chalis — will call you to go on a journey through previously unseen
islands. Already looking forward to new enemies, challenges and a huge
number of deaths?

Official drawings and
the work of the artist Drawloverlala.

Cloud Flight — Wireless USB Headset for PC and PS4 TM

Cloud Flight Wireless

  • Introduction
  • Features
  • Reviews
  • Specifications

Buy

Forget the hassle of tangled, ubiquitous wires with the full freedom of movement that comes with HyperX Cloud Flight gaming headphones. The headset works over a gaming-grade wireless connection, a capacious battery provides a long (up to 30 hours) operating time. Signature HyperX comfort makes the headphones super comfortable to wear, allowing you to play without interruption.

HyperX NGenuity proprietary software, simple and clear in settings, allows you to monitor battery charge, adjust the volume of the microphone and sound. The closed ear cup design creates an immersive experience with Cloud Flight headphones. A durable steel slider and high quality construction ensure longevity of use, no matter the intensity.

HyperX Cloud Flight is a 2.4GHz wireless headset suitable for PC, PS4 and PS4 Pro game consoles. Swivel 9The 0° cups fit comfortably around the neck during breaks, with controls for lighting effects, microphone control, volume and power. Detachable noise canceling microphone ensures clear voice transmission. The headphones are certified by TeamSpeak and Discord.


Benefits

  • Gaming-grade wireless headset with long battery life
  • Signature HyperX Comfort
  • Immersive game sound
  • Robust adjustable steel slider
  • Compatible with PC, PS4™ and PS4™ Pro
  • 90° swivel cups with LED effects
  • Intuitive audio and microphone controls
  • Detachable noise canceling microphone