Tag Archives: Side-Scrolling

Review – Cuphead

If you’ve heard anything about Cuphead, you’ve probably heard that it’s hard. And this is very much true. It’s a couple of hours of content that took me ten hours to beat – and that was without obsessing over the end-of-level rankings, which slap an exam-style grade on your performance. (Mine were mostly B+, which I guess would constitute a pass.) There are two difficulty settings available from the start: “Simple” and “Regular”. The former doesn’t make the game any easier; it just removes bits from it. The latter is the intended experience, and seems designed to break people’s spirits and controllers. There’s certainly nothing regular about it, and you should keep that in mind. Cuphead might not be for you. In fact, it probably won’t be.

All of this is intentional. Cuphead is a fusion of archaic animation and archaic game design. It blends the grainy, rhythmic animation of the 1930s and the simple but exacting demands of 2D side-scrolling shooters. It’s supposed to be hard; as a game comprised almost entirely of boss fights, it wouldn’t be worth playing if it wasn’t. But – and this is crucial – it’s almost always fair. Aside from a couple of late-game encounters that are crippled by an unreasonable amount of randomness, this is an experience that promotes learning by ensuring that success is always just there, a little out of reach, but only one more attempt away. Rarely is that true, of course, but the belief is all you need to keep playing.

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Review – Sonic Mania

There is no sound more terrifying, more nightmarish, than the countdown that signifies the final five seconds before Sonic the Hedgehog drowns. It has haunted gamers since 1991, when they first found themselves in the depths of the Labyrinth Zone; an underwater maze cleaved into the decaying ruins of an ancient civilisation, where glittering crystal stalactites hung from the ceiling and spears leapt from the stairs. Players loathed this level, still do to this day, which makes one wonder why Sega included such a level in every subsequent 2D Sonic game. The one in Sonic Mania is Hydrocity Zone, from Sonic 3, a better level set in a stone reservoir with an underground waterpark beneath it. But “better” is a relative term. That countdown hasn’t changed.

Since Sonic has become such a laughing stock, it can be difficult to believe that the blue hedgehog once rivalled Mario as the definitive video game mascot. This was in a gentler time, when video games were basically all 2D side-scrolling platformers, and the home console war was between Nintendo and Sega, and both companies only made games. But it was a time I grew up in. It was a time I adored. My childhood was 16-bit; Sonic’s games, as far as I was concerned, were masterpieces. Sonic Mania, then, is a game aimed directly at me, and at people like me, for whom the word “SEGA”, bellowed at a game’s start screen, had roughly the same impact as the words “I finished” might have to a twenty-something. Satisfaction. Pride. Bliss.

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