Developer: Studio MDHR
Publisher: Studio MDHR
Platforms: Microsoft Windows, Xbox One
Genre: Run and Gun
Release Date: TBA 2015
Screen Shots :
Trailer :
بازی فقط Boss Fight نیست، نمیدونم Shovel Knight رو بازی کردی یا نه ولی تقریبا شبیه به اون هست. اونجا هم حرکت روی نقشه داشتیم و مراحل مختلف و همین طور Boss Fight ها فراوان، سبک مبارزاتش هم خیلی ساده بود و Cuphead به نظرم سیستم مبارزات بهتری داره به نظرم از نظر Boss Fight کیفیت بازی تضمین شده هست (مثلا قبل از هر مرحله میتونی نوع حمله رو مشخص کنی، اگه اشتباه نکنم 6 یا 8 نوع حمله وجود داره که هر مرحله میتونی 2 تاش رو انتخاب کنی)، فقط باید دید مراحل پلتفرمر بازی در چه سطحی هست چون Shovel Knight مراحل پلتفرمر واقعا خوبی داشت و از این نظر یکی از بهترین بازی هایی بود که تو چند سال اخیر بازی کردم.این بازی تو زمینه Art و انیمیشن فوق العادست ولی بازی با اینکه سخت به نظر میرسه گیمپلی ساده ای داره. فکر نمیکنم بتونه بازی خیلی موفقی بشه و جز بهترین ها باشه:d (نظر شخصی)
After E3 2015, StudioMDHR was ready to fully commit to its initial “dream scope” for the game. “We realized that there were a lot of people out there that wanted what we were doing,” says Chad. “My brother and I quit our jobs, remortgaged our houses and began expanding the team. This was our chance to actually deliver the game we wanted to make all along, rather than the cut-scope game we originally planned with a three person team.” It’s a gamble that could easily have backfired on the brothers. Hello Games and its overly ambitious No Man’s Sky is a prime example of a studio throwing everything they have at the game and, for the most part, failing to meet expectations. Tellingly, Hello Games has been incredibly quiet ever since, kept firmly out of the spotlight by Sony.
Once the decision was made to expand the scope, Chad and Jared quickly started to expand the development team, as it would’ve been impossible to successfully create a larger version of Cuphead with just three people. Now, StudioMDHR employs 20 people (including Chad and Jared). This is everyone from animators and designers, to a hand-lettering artist and digital painters.
Chad Moldenhauer
Chad expands on this: “The bulk of the engine work was already in place from building the core Cuphead controls and stage setup for the bosses. Evolving from there to fully scrolling levels was just the next step.”
Though Chad and Jared knew exactly what was required of the team to craft levels, it didn’t make the job any easier. After all, the most difficult part about developing Cuphead is nailing its art style.