Review

Cuphead Review - Rise To The Challenge

  • First Released Sep 29, 2017
    released
  • XONE

Stick and move.

Everything you've heard about Cuphead is true. It is a difficult side-scrolling shooter with relentless boss battles that demand rapid-fire actions and reactions. Think for too long, and you won't stand a chance against the game's toughest enemies. Battles may only last three minutes at most, but they feel far longer when you know that you can only absorb three hits before you have to start from scratch. When you are navigating your way around bullets, smaller enemies, and pitfalls, while simultaneously trying to damage your primary target, toppling Cuphead's imposing bosses is both a monumental and rewarding task.

But difficult battles only tell half of the story. Cuphead's 1930s cartoon aesthetic is endlessly charming, popping with color and expression unlike anything seen at this scale in a video game before. And now that it's available on Switch, you can get a closer look and admire the artwork in the palm of your hand. The sheer variety of characters and settings yields consistent delight as you go from one stage to the next, with everything bearing the telltale signs of grainy film and rudimentary production techniques. Cel-shading means one thing to a lot of people, but Cuphead truly re-creates the look of hand-drawn cel animation.

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The characters and bosses that are clearly inspired by cartoon legends like Betty Boop break free from the expected to surprise you with something new. Never mind that Betty's lookalike is a mermaid now; it's the moment her head breaks free from her body and spews caustic skulls that gives you pause. If you can appreciate the unique animation style, you will be doubly impressed when you see what developer Studio MDHR has brought to the table. If its technical execution wasn't enough, MDHR's creativity puts Cuphead in a league of its own.

No Caption Provided

A world map sets the stage for your adventure. As a Cup-thing who gambled with the devil, you now must go around collecting debts from the devil's other acquaintances--the game's bosses. Outside of one-on-one fights, you also have a few opportunities to run and gun through less-imposing platforming stages. These help break up the action and give you a chance to collect coins that can be cashed in for "weapons" and passive buffs. Coins are in short supply and can only be collected once, so farming to gain an advantage is out of the question. These stages don't compare to Cuphead's main attractions, but they add valuable substance nonetheless.

The mix of ammunition for your handgun--character fire from their fingers--includes the likes of a spread shot, a charge blast, and a boomerang round. There are six in all, and each comes with a secondary attack that's tied to a meter that fills when you successfully land shots on enemies. You can also earn meter by parrying pink projectiles and enemies, a task that requires you to jump towards an enemy and then tap jump again at just the right moment before impact. These range from a fireball and a ring of damaging gems to a burst of bulky, short-range arrows. Finally, you have a super art, which can only be fired when your entire meter is full, as opposed to spending one section of that meter to fire your weapon's secondary attack. The one catch here is that when your meter is full, you can't perform a secondary attack--you are inconveniently forced to unleash your super art, which isn't always desirable.

Given that you are able to equip two weapons at once, the variety of loadouts you can equip before a fight allows for flexibility on your part. While you may benefit by bringing a specific set of arms into some boss battles--say, using tracer rounds to pick off minor enemies swarming overhead--you can still carry whatever you wish into battle so long as you have the confidence and knowledge meet the challenge ahead.

Learning the bosses' attack pattern is oftentimes half the battle, and it's typical to run through a fight multiple times until you see everything that might get thrown your way. Every boss fight consists of multiple stages or forms. Bosses will change shape, position, and behavior with each new phase. And within an individual phase, you may see as many as four different attacks, though you aren't always guaranteed to see them all during subsequent fights. When bosses begin to mix multiple attacks at once, the potential for various deadly combos keeps you on your toes no matter how familiar you are with the fight in question.

The fear of the unexpected is part of what makes Cuphead such a thrilling game, beyond the frantic moment-to-moment tension. You only have three hit points per stage by default--you gain a fourth if you equip a charm that also weakens your firepower. But when the only question in your head is, "In what order will the boss' attacks appear?" fights take on less-appealing light after the dozenth attempt. It's in these moments you start to identify a few places where Cuphead could do a slightly better job of keeping you informed of your own progress and capabilities.

You never can tell exactly how close to death--or a phase change, for that matter--bosses are. At best, you can see a plotline of the battle after death, to loosely gauge your relative progress. In the face of defeat, you may begin to question if you're carrying the right tools for the job. Beyond revisiting old fights, which is more arduous than it should be as you traverse the map slowly and can't fast travel, there isn't a great way to familiarize yourself with new weapons. And there's, unfortunately, no way to tell exactly how much damage one weapon does compared to another. Vague descriptions are all you get.

If Cuphead's fights were indeed puzzles with one correct solution, this would be incredibly frustrating. As it stands, there's only a small amount of frustration to be found while fumbling with new weapons and dying in the process. It may sound like a minor thing to praise, but the fact that boss battles reload in one or two seconds is a godsend when it comes to trial-and-error tactics. And no matter how frustrating a boss may be, you can't escape the draw of their expressive animations.

No Caption Provided

Cuphead does support two-player local co-op as well but it's pretty evident that this makes life more difficult for you and your partner. Despite the intricate chaos that you face alone in any given fight, when you add another character and more projectiles on screen, playing with a friend makes it far more difficult to discern your surroundings, and much easier to slip up. You do have a small window of time to revive a fallen comrade by parrying their ghost, but it's a mere few seconds while it floats up to the top of the screen before disappearing for the remainder of the fight.

For anyone interested in getting a taste of Cuphead without facing almost-guaranteed defeat, there are simpler versions of every boss that you can fight--but you won't be able to access the final battle unless you beat every standard boss on the normal difficulty. And in reality, you may as well stick with the standard fights as Cuphead is relentless no matter how you play.

Cuphead has been a longtime coming, and it's great to see that it lives up to its initial promises across all platforms. It's beautiful to look at, and with a pitch-perfect soundtrack, it flawlessly captures the era its developers so clearly revere. It's also an intense action game that pulls no punches. It could benefit from a few tweaks, and two-player co-op doesn't feel like the valuable addition you might imagine, but Cuphead remains a rare, unique game that truly stands out.

Cuphead is featured on our list of the best Xbox co-op games as well as the Best Xbox Games for Kids.

Editor's note (April 18, 2019): The review text and score have been updated to reflect the Switch version of Cuphead, which looks and plays just as well as other versions of the game--with a few new touches that will soon be applied to other platforms.

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The Good

  • Impressively revives an abandoned artform with modern sensibilities
  • A catchy soundtrack completes the 1930s homage
  • Boss battles feature a wide array of scenarios and mechanics
  • Offers a delightfully punishing challenge

The Bad

  • Busy visual style isn't ideal for two-player co-op
  • Revisiting previous boss battles calls for slow-paced treks across three maps

About the Author

In the span of 24 hours, Peter got to the end of Cuphead's last world but fell two bosses short of the finale. He played through the majority of the game on Xbox One, but spent two hours with the PC version at the start. He also revisited the game on Switch, playing through the first island to put the port through its paces. Complimentary review codes were provided for all platforms.
373 Comments  RefreshSorted By 
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guibova

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SO, not having fast travel and the obvious "busy visual style" that comes with any coop mode in any shoot'em up game is worth 2 points from the game?

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onionking108

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Edited By onionking108

@guibova: as they've stated many times, Gamespot does not start every game off at 10 and subtract points for flaws. The numerical score is just meant to be the reviewer's overall impression of the game in terms of how essential he or she thinks the game should be to play.

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guibova

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@onionking108: what? So they look at a game and think "that is definitely not a 10 so let's just start with an 9 in mind, that is as far as this game can go". Is that it? Without even playing the thing?

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mboogy

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Edited By mboogy

@guibova: Keep in mind Uncharted 4 and Nier: Automata got 10/10 and 9/10 even while still having clear cons... idk about trusting this place with reviews...

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guibova

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@mboogy: Well, I really love Nier because of some bold and clever design decisions they made, and overall I think it is a great game design product in all of its various elements. But I do agree that uncharted 4 was probably the most overrated game of this generation, for sure. I guess that the game media is still very young and sometimes gets clouded with production value and narratives that emulate other Media, like cinema. I do feel that if a game has a linear and we'll produced narrative, critics will usually overlook serious design flaws that for me are and should be the centre on any videogame review.

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onionking108

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Edited By onionking108

@guibova: without even playing? It's a review, of course they played it. What I'm saying is they don't assume every game has 10 points, and then go "this game has such and such flaws, minus 2 points, therefore the score is an 8" lol. I was countering your point of the reviewers gripes subtracting two points. There have been games where the reviewer didn't find any noticeable flaws worth pointing out but the game still only got a 9, for example. And there have been games that had some small obvious issues but still got a 10 because the reviewer saw it as an essential experience for other gamers. 10 does not mean perfect, it means that they think everyone should play it because the experience is that great.

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guibova

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Edited By guibova

@onionking108: Oh ok, got you. Although it sounds very bias. I do get that there is no way to write an unbias review anyway. But I don't think that this concept you explained me applies to Cuphead since the review says "It could benefit from a few tweaks, and two-player co-op doesn't feel like the valuable addition you might imagine, but Cuphead remains a rare, unique game that truly stands out." From this I gather that yes the game is essential, but still got minor two points from those "minor" problems listed. So I guess it really narrows down to the bias thing. This reviewer would never give a game like Cuphead a 10 score just because it is not a 10 kindda game for him. Do I make any sense?

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onionking108

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@guibova: yea I get you. I always look to metacritic to get a balanced view if I'm unsure (cuphead is currently at 86 I think, which is pretty great). And I feel like it may be the case that even though the flaws pointed out seem like minor ones, they may have had more of a negative effect on the overall experience for the reviewer than it might have on you or me. I would imagine that the rare and unique aspects the reviewer pointed out had a lot to do with the visual style of the game

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Gelugon_baat

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@guibova: I have seen the game in action. The criticisms are much deserved.

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guibova

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Edited By guibova

@Gelugon_baat: Yeah, I am almost 100% done with it and some stages are better played alone than with a partner. But that only makes for like 10% of the stages, really. And the fast travel thing, I mean, It is not like the game breaks because of it. I guess What I meant is, none of those things are serious design flawsthat make the game loose those points, so it was not clear to me what really makes the game an 8 since all the rest of the arguments support a higher score. There are other criticism along the text that feel more important than those described at the end of the review.

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Gelugon_baat

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Edited By Gelugon_baat

@guibova: Also, even if it's just "10% of the stages", it's still 10% too much. It goes to show that the developers had not thoroughly playtested the co-op gameplay.

Besides, what's 10% of 10? 1, right?

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Gelugon_baat

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Edited By Gelugon_baat

@guibova: Then I would pose this question: wouldn't you agree that all that time spent walking about the overworld is better spent actually playing the game, either run-n-gun or boss rush?

If you agree, then there is this fact: all that time you spent having Cuphead walk around yielded little enjoyment.

I know, I know, there are characters to talk to and such - but their lines eventually repeat, and once that happens, you would think this: "tell me something that I don't know."

And yes, I know about the quests in the overworld - and they seem to me like excuses to include whimsical things like songs with lyrical that could not be implemented so easily into the actual gameplay. These one-off things are not really gameplay in my eyes.

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guibova

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@Gelugon_baat: You are right. It is just a matter of importance I give to such things. I know it is a problem, but looking at the big picture, that fact for me is a mere detail. It did not bother me so much. I don't see it as a big crappy design decision, that is what I mean. I don't see it as a deal breaker for people not to pick this game up and have fun, which ultimately is the point of any game.

But I guess you are right, if that is a problem taht the reviewer experienced in the game, the review should take points from it.

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Sakina

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With all the love the devs seem to have put in this game i am happy to see that it's been sitting at the #1 top seller on steam since it's release. Adding it on my wishlist to play later for sure. No time to play it now because of divinity 2 . T_T

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deactivated-5a726f07c989c

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The art design is one of the best I've ever seen.

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darksouls

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This game is awesome, I have been having a blast with it and am enjoying getting that perfect score on each of the fights! It's a fun, artsy, and challenging game that all can enjoy!

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urbanman2004

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A platformer that's original and cut from a different cloth, something we're desperately in need of in this day and age of gaming.

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Pyrosa

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Edited By Pyrosa

Watching a stream is simply not the same as playing it (although the art & animation are half the fun).

This is one game where I actually DON'T recommend using sticks on the Elite controller at all. Use the D-pad. The metal spring-back is too strong and can cause you to face the wrong direction. D-pad all the way.

Good on them for the "lock" being on a shoulder button, but I feel like I might remap dash. An arcade fighting stick (i.e. all finger-buttons) setup might even be preferable here... Will have to toy around a bit to decide.

Easy to give this a 9, in any case.

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rarerichz

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at the end of the video review , they put an enemy in the game that is pyramid with the eye in the middle. illuminati game

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DOCTOREROCK

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This game is a 9, easy. I don't agree with the reviewer's gripes in the slightest. I was floored playing this game. The creative direction, the overworld, the battles, the control feel, and the fun were all beyond "great". This is what you call an instant classic, give it due props for ****'s sake...

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lrenzo

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Edited By lrenzo

I don't agree, Cup head is a great game, with a love for detail no other game this generation have, gameplay is fun as hell and best partt is obviuosly co-op mode, No Healt bar for bosses?, Dont you remember great games as contra series? that don have a healt bar for bosses and thery were great and to date are cult and classic games. maybe if this game was a PS4 relese will have a better note, but I think thats the fact is affecting in all "specialized critics" reviews. For mi personally this game deserve to have a minimum of 9.2.

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Ash2X

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Edited By Ash2X

@timmyp1982: Thats halfway right - all the damage carries over to the next form.And yes,they always evolve.After you died there is a bar that shows how far you came and the Marks are the transformations.

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Kudorigami

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@timmyp1982:

In my experience, as long as the Boss is blinking when you hit him you are chipping off damage.

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Kudorigami

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@timmyp1982:
I think that is actually a bug. I experienced it myself and I saw the same thing happening to an online streamer. But you did damage her. The bug makes it so that the progress bar is incorrect I think.

You are talking about that candy princess right?

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snarf24

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I don’t agree with this review, the coop portion part of this game has been the funnest part. My son who is 11 years old and I have had a blast with the coop. Yes it’s real hard with two players but at the same time so much more enjoyable. Reviving each other is a blast and Having different weapons and charms really does help a lot. Coop is very necessary part of the game and Cuphead does a great job implementing it.

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Uhtredsson

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The art design is one of the best I've ever seen. immediately fills my heart with longing for the 30s and i was born in the 80s lol.

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northArrow

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Edited By northArrow

This isn't my type of game but I have to give credit where credit is due, it looks gorgeous and it's something new and different - something the Xbox brand is in desperate need of. I hope it's a success

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wexorian

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It's good that it have co-op and it looks really nice to play with friend/foe :D

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coop36

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Edited By coop36

Good looking game. Id probly buy it to drool over the animations alone. I hope this gets more people interested in golden age cartoons again.

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Pawfalcon

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Edited By Pawfalcon

This game looks and sounds so damn good.

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JoshRMeyer

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Edited By JoshRMeyer

“There will likely be a Mac version down the road and possibly a Linux version beyond that (unless we lose our houses or whatever).”

Where does Microsoft come into the equation with this game? Had me fooled it was an exclusive for years now.

Edit: I think MS did the advertising for them. Anyone know why it's only $20? Awesome looking game. I'm gonna see if it'll run on my laptop and if not, one more reason to get an S.

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truemack69

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@joshrmeyer: it is an exclusive, unless you're one of those who count pc as non exclusive

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FreeRyu

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@joshrmeyer: Price it at 20 bucks and put on 3 store fronts, its gonna sell a lot.

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ElMarto

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Edited By ElMarto

@freeryu: In GOG it's available for only $11.77

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FreeRyu

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@elmarto: Its gonna sell even more then.

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Rob27shred

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Edited By Rob27shred

This game is something else! The artwork is just amazing, the soundtrack fits the theme perfectly, & the gameplay is frenetic & addictive. Been having a blast with it so far!

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DEVILTAZ35

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Edited By DEVILTAZ35

The artwork is amazing but personally i'd rather see them go to the trouble of an RPG with this artwork over a shooter.

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DOCTOREROCK

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@deviltaz35: You don't think that they went to "the trouble" by making it a run and gun boss rush action platformer? There's no padding on this game and I really appreciate it. I wouldn't change a thing

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DEVILTAZ35

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Edited By DEVILTAZ35

@doctorerock: Fair enough , i'd just like to see this artwork used in something more complex is all. Not really into shooters.

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Renunciation

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@deviltaz35: I agree with this.

I like RPGs, but that's not quite why I agree.

Just the fact that it's easier to admire the art and animation when you're not frantically jumping and shooting and dashing.

Maybe I should just record my gameplay of dying every 8-40 seconds, and then grab a bag of popcorn.

Although I'd probably eat half the popcorn, and wind up throwing the other half at the screen as I loudly insult the awful gameplay I'm watching.

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DEVILTAZ35

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@Renunciation: That could make a good clip

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Kudorigami

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@deviltaz35: My initial response was similar. I hoped for an adventure platformer of the sorts.
But as you play the game you really start to appreciate it. The bullet-hell frantic battles are really thrilling and match the theme and soundtrack of the game.

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DEVILTAZ35

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@Kudorigami: If it's anything like Ikaruga i think i'll pass :)

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freeformrulz

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K im sorry but this is starting to get a bit annoying. Let me get this straight this is the 2nd game Peter Brown has reviewed in the past couple of months that he hasnt completed. Correct me if im wrong but arent you suppose to finish the game before posting a full review?

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LiveDreamPlay

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@freeformrulz: I think the rule is to play at least half of the game. Granted, your review makes much more sense if you play the whole thing, but you get a pretty good view, enough to make an opinion, if you play half.

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OHGFawx

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@freeformrulz: Might have been too challenging. Maybe he just didn't have time

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jinzo9988

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@freeformrulz: Why? What's he missing from the last 2 or 3 bosses in the game that's going to change any part of the review?

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freeformrulz

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@jinzo9988: are u seriously asking that question?

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DEVILTAZ35

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Edited By DEVILTAZ35

@freeformrulz: Yes! or technically it is just a "Review in Progress"

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