"If there is an attack in the game that is fully animated but it isn't fluid or it doesn't fit well it will get scrapped and we will start over."Ĭomplicating matters further is the way in which Cuphead deals with framerate. Which, given the speed of the moment-to-moment play and the rapid pace that the screen will typically fill with all manner of projectiles, is pretty wild. We never wanted to submit to the desire to just rush it, to do the work quickly to get Cuphead out there," she continues, going on to note that some attacks could involve upwards of 30 frames of animation to execute. "We just wanted to make a game that we loved, that we could be proud of. "We said 'all right, let's go all in! Let's go big or go home" Marija Moldenhauer, Studio MDHR "It's definitely been a labour of love," Marija laughs, an understatement if I've ever heard one, adding, "oh, and a lot of paper." There's a somewhat disruptive, anarchistic feel to the development of Cuphead. This is not how video games are traditionally made this isn't even how cartoons are made anymore. If you were to see a maniacal carrot bearing hammers for hands spinning 360, for example, that isn't a 3D image being spun artificially in software, that's individual frames for each stage of the rotation – each of them needs to be individually drawn, inked, and coloured before being inserted into the game for that animation to be constructed and, eventually, played. Levels, characters, bosses, attacks and their animations, everything, is done by hand. In order to really nail that aesthetic authentically, Studio MDHR would adopt the same production techniques that Fleischer and Disney popularised in the early '30s every single asset and animation – motion, movement and action – that you see in the game started life as a pencil drawing on a piece of paper. Cuphead is heavily inspired by vintage Fleischer Studios and Disney hand-drawn animation, by the works of ComiColor, Van Beuren, Columbia Pictures, Copley Pictures and many more. The company believes it can attract more customers than its rivals by offering the ability to play games that can be accessed on multiple Microsoft-sanctioned devices.Īlthough it's unclear if Cuphead will become a blockbuster success like Minecraft that will benefit Microsoft, early reviews have praised the game's unique visuals and compelling gameplay, although many find it difficult.But the reality is that this process is painstaking. It's part of Microsoft's plan to bridge the gap between Windows-based PCs and the company's flagship Xbox consoles. If people buy the game on Steam, they will not be able to play the game on an Xbox One console. Microsoft is releasing the game as part of its Xbox Play Anywhere program, in which people can buy the game for $20 via the Windows online store and access it on both their PCs and Xbox One. Get Data Sheet, Fortune's technology newsletter. With Cuphead being an exclusive Xbox One and Windows title, there are no plans to make the game run on console rivals, like the Sony PlayStation 4 or Nintendo Switch.
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