Cuphead

Cuphead

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ziul123 Dec 12, 2017 @ 1:54pm
Talking about RNG
Yes, I know this topic has been talked about already. I also know that there are other threads talking about it. However, I wanted to make a new one to be able to express my opinion better.

So one of the most common complaints about Cuphead is that it relies too much on RNG for difficulty, making it an unfair game. What most people, unfortunately, don't understand is that RNG does not mean unfair. I repeat, RNG DOES NOT mean unfair. To explain this, I will use a game that is almost 100% RNG: The Binding of Isaac Rebirth.

In TBoI, everytime you click play, everything except your starting "gear" is randomized. Rooms, items, enemies, bosses. Even with all this RNG, it still is a fair game. If you find a bad item, you learn to not pick it next time. If you encounter a difficult boss, you learn to take less risks before the battle next time. The same can be done with Cuphead.

Using the fight against Grim Matchstick, for example, we can see this clearly. In the final phase with the flamethrower attack, you already know that it's going to happen. So instead of staying in the same place until he telegraphs the attack, try preparing for it. Stay either at the upmost platforms (there are some that are right on top of the fire) or at the bottommost ones. There is NEVER a situation where zero platforms spawn outside of the flamethrower's hitbox. If you think there is, feel free to send me a screenshot. If you want me to explain some other RNG aspect in Cuphead, please ask politely in this thread.
Last edited by ziul123; Dec 12, 2017 @ 1:54pm
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Showing 1-5 of 5 comments
Guwahavel Dec 12, 2017 @ 2:19pm 
I agree that the RNG is mostly fair, but it goes it bit too far for Rumor Honeybottoms (bee bullets with missing platforms) and The Devil (overcomplicated magic spells) in my opinion.
ziul123 Dec 12, 2017 @ 2:31pm 
Originally posted by Red Beans and Rice:
I agree that the RNG is mostly fair, but it goes it bit too far for Rumor Honeybottoms (bee bullets with missing platforms) and The Devil (overcomplicated magic spells) in my opinion.
In the Rumor Honeybottoms case, you can dodge the bullets by just jumping or crouching. If that is still too hard, you can cross over to the other side.

As for the devil, if you focus a little bit more on dodging the spells and stop shooting, they are not overcomplicated at all.
Guwahavel Dec 12, 2017 @ 2:38pm 
Originally posted by ziul123:
Originally posted by Red Beans and Rice:
I agree that the RNG is mostly fair, but it goes it bit too far for Rumor Honeybottoms (bee bullets with missing platforms) and The Devil (overcomplicated magic spells) in my opinion.
In the Rumor Honeybottoms case, you can dodge the bullets by just jumping or crouching. If that is still too hard, you can cross over to the other side.

As for the devil, if you focus a little bit more on dodging the spells and stop shooting, they are not overcomplicated at all.
Sometimes there will only be platforms on the wall, which bullets move straight up along, giving the player almost no room to dodge when there are more than 2 on-screen at a time. As for the magic spells, the bouncing orbs and the six fireballs have too many random elements that makes it too frequently feel like a dice roll.(random trajectories, random location of pink projectile which is sometimes at the celling or on the ground, random order of shooting)
ziul123 Dec 12, 2017 @ 2:46pm 
Originally posted by Red Beans and Rice:
Originally posted by ziul123:
In the Rumor Honeybottoms case, you can dodge the bullets by just jumping or crouching. If that is still too hard, you can cross over to the other side.

As for the devil, if you focus a little bit more on dodging the spells and stop shooting, they are not overcomplicated at all.
Sometimes there will only be platforms on the wall, which bullets move straight up along, giving the player almost no room to dodge when there are more than 2 on-screen at a time. As for the magic spells, the bouncing orbs and the six fireballs have too many random elements that makes it too frequently feel like a dice roll.(random trajectories, random location of pink projectile which is sometimes at the celling or on the ground, random order of shooting)
The Rumor Honeybottoms thing has never happened to me, so I can't talk about it, but the Devil's projectiles do follow a noticeable pattern, and I've never seen a situation where RNG made it impossible to avoid them.
Guwahavel Dec 12, 2017 @ 2:49pm 
Originally posted by ziul123:
Originally posted by Red Beans and Rice:
Sometimes there will only be platforms on the wall, which bullets move straight up along, giving the player almost no room to dodge when there are more than 2 on-screen at a time. As for the magic spells, the bouncing orbs and the six fireballs have too many random elements that makes it too frequently feel like a dice roll.(random trajectories, random location of pink projectile which is sometimes at the celling or on the ground, random order of shooting)
The Rumor Honeybottoms thing has never happened to me, so I can't talk about it, but the Devil's projectiles do follow a noticeable pattern, and I've never seen a situation where RNG made it impossible to avoid them.
My main issue is when you parry or jump over a spell and another projectile just happens to be in your path when you go to land. The mini devils don’t help either. It is too hard to effectively predict.
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Date Posted: Dec 12, 2017 @ 1:54pm
Posts: 5