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#cuphead analysis
alperson18 · 2 years
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An “I ain’t too worried about it” compilation because I was feeling angsty I guess
(AKA Cuphead lies and everyone gets increasingly sick of his shit)
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manyminded · 1 year
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the parallels between king dice and ms chalice in the cuphead show (+ a bonus mini theory)
okay. this is me drawing a line of similarity between my two faves... but like. im not the only one who noticed this right.
also SPOILERS FOR ALL SEASONS!! Proceed with caution!
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FIRST!
The most obvious - the charm, the razzle dazzle. They're dancers, performers at heart. They sing to get what they want.
And, okay, secret theory here - I think they have inherent magic? Like even with the deal with the devil, Chalice probably had magic before then. Think of them as sirens, if you will.
The way the cup bros struggle to get past security but Chalice so easily slips by... and, okay, we haven't seen MUCH of how King Dice uses this power, if it even exists in the first place, but in "down & out" the way Dice sings and attracts everyone nearby, definitely has me thinking that if this theory is correct - dice has magic too.
The difference between them is that Chalice knows. Even if she doesn't think its actual magic, she uses it well and manipulates it to her benefit. King Dice probably doesn't - he thinks he's just a good performer.
that leads me too...
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SECOND!
the hard times they've had.
Listen. For all we know, Chalice is homeless. We never see her house, and when we see her escape the orphanage, she isn't shown to get one. Let alone an apartment.
Sure, she makes the best of it. Doing a darn good job at it, I'd say. But she's still homeless.
Just like Dice!
If my theory is true, Dice probably would've been very good at charming people like Chalice does - but he didn't know.
Thats besides the point - they both have lows. Chalice was the orphanage, and Dice was being dropped by Devil.
now, every character has lows. So let me expand!
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THIRD!
They both narrate an episode.
In "Down & Out" and "Dance with Danger", KD and Chalice narrate at least some of the episode respectively.
I'm pretty sure this is unique just to them? While I haven't rewatched the entire series recently, just a few choice episodes, it seems these are the only episodes with any narration at all. (Besides the intro, of course.)
What's important - these characters aren't cup and mugs. Sure, they're recurring, but the only 'main' characters are the cup bros! To have an episode narrated at all, especially by a supporting main cast, is really interesting to me.
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FOURTH!
This is two points combined into one really, because they're so minor - They are both associated with the devil somewhat, & They are both called "Number One".
Chalice and her deal, of course, and King Dice being - well - King Dice. You've seen the fandom.
This is where they diverge, Chalice dreading The Devil, and King Dice... well, it's weird, but it's generally positive.
(And, side note, the only time the Devil is truly 'scary' to me is in "Roll the Dice" where Devil threatens King Dice, and "Dance with Danger" where he makes the deal with Chalice. If he were that terrifying all the time, the show would be MUCH shorter.)
And the "number one" thing - They both call themselves Number One. Chalice in "Dance with Danger", where during her narration calls her that a good few times, and Dice in... almost every ep he's in.
The thing is, Dice is the only one others call "Number One." Devil often refers to him that way in response to Dice himself saying it, but in "Down & Out" cuphead and mugman call him something like "the number one star in showbiz?" or something like that. While it isnt just Number One, I think it counts.
Chalice on the other hand doesn't get called by it from anyone but herself.
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Finally, we're done ... sorry for referencing the same few episodes over and over again, lol. take a shot every time i reference down & out lol! I just really love them. I hope you liked this!
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queen0fm0nsterz · 2 years
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his entire character arc
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descendant-of-truth · 2 years
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So I'll admit I'm a little sad that we didn't get as many wholesome moments between the bros this season, last time it felt like there was a more even balance between them arguing and being nice to each other
But I also can't help but feel like this might've been on purpose for the sake of an arc, which I can say more confidently now that we have the full context leading up to the pitchfork episode (which you can read my earlier thoughts on here)
Looking through the list again, in the first batch there's not actually a lot of episodes where the specific point of tension between the bros is centered on Cuphead's impulsiveness, whereas the second batch has three episodes with that theme in a row, and another one directly before the finale. This is definitely a trait of his they want us taking note of this time around.
So, Cuphead is getting more reckless. Why? My guess is that it's to cope with the fact that he no longer has the protective sweater - and potentially the ambiguous amount of time he spent in jail
If there's one thing we know about Cuphead, it's that denial and distractions are his bread and butter when it comes to dealing with his problems. We heard more this season than ever about how he's totally not worried about stuff, which I think is sometimes genuine but, y'know. Where else have we heard that phrase
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The truth is that Cuphead is very worried about things. He worries about losing his soul and his family, to the point where it was (and possibly still is) a recurring nightmare for him. We already knew he was pushing down these fears, but I feel like he might be doing that more than ever. My evidence? His treatment of Mugman.
Now, most of their interactions are pretty par for the course; they were already prone to bickering, so that isn't weird by itself. But where's the supportive Cuphead who spoke up for Mugman when he got stage fright, who tried to make him feel better about ghosts, who did his best to help when Mugman's handle broke? There wasn't much of that this season, but we sure did get a lot of the two splitting up over a fight.
All of this comes into play with Lost in the Woods, where Cuphead's unrelenting rocket launches in the face of increasing danger read to me like he's stubbornly sticking to a distraction so he doesn't have to think about that danger. Even when that distraction ends up actively making things worse
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And then he and Mugman split up again, when they're out in the wilderness and have no idea how to get back home. Again, in a vacuum this doesn't seem unusual for them, but combined with the repeated instances this season of this happening due to Cuphead specifically (Jailbroken, Another Brother), it's starting to feel like Cuphead is pushing Mugman away on purpose, or at least subconsciously.
And the worst part? I think it's working.
Mugman is rightfully intolerant of Cuphead's shenanigans, and gets comically angry at them, but it's not hard to tell that he's been hurt by them, too:
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With the recent trend in Cuphead's behavior, I can't help but feel like when he tells the Devil that there's "nothing he can take away from him that he cares about," there's grounds for Mugman to believe him.
Which makes me all the more concerned about Mugman now that he's been captured by the Devil, because what's he going to do in that situation if he's not totally convinced that Cuphead is going to save him?
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Honestly he'd probably start running the place if his experience in prison is any indication
Anyway my point is that they might very well be setting up some character development in part 3, and that the odd shift in the bros' dynamic this season was all part of the setup phase
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loveaetingkids · 1 year
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(Reblog or give credit if you wanna use)
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chubbletea · 1 year
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oh yeah these definitely aren't connected whatsoever
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delta-the-mando · 2 years
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Jerry is going to be a bigger threat than the Devil himself, I’m calling it now
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dreamsofthejackal · 2 years
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I was living a video game, it was an extremely hard game similar to cuphead. I remember there being a bunch of bosses that you had to fight and in between bosses you could go to the town and visit the people there. If you did things for and with the people in the village such as taking an item from the bakery and giving it to another NPC you could unlock optional bosses.
In this instance it was my first time playing the game and before completing any of the main quest bosses I accidentally unlocked an optional boss. Not realising that the optional bosses were much harder than the quest line bosses. So with no levels or skill I had no hope against this boss so my only option was to exit out of the battle which cost me one of my 6 lives.
It felt like I’d made an irreparable mistake that I couldn’t undo. I think it’s the manifestation of my life right now, I really do feel that I’ve made such a mess of my life that I can’t possibly hope to fix it and that I’m forever on the back foot going forward. This comes after having a really good day yesterday where I got a lot done. Just before bed I wrote down a list of things I wanted to accomplish today in the hope my brain would work on solutions during the night but instead my subconscious had an existential crisis.
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bios-hzrd · 4 months
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I wrote this script for a video essay, but I'm worried that it sucks and frankly I have other shit to work on, so I'm gonna dump it here and maybe come back to it later if anybody thinks its actually worth being made into a video.
Flow, Speed’s Complement
Flow is your ability to play the game at an uninterrupted pace. If you touch an enemy, do you get back up and keep running, warp to the last checkpoint, or do you die, watch a small death cutscene, and get warped to the last checkpoint. This will be a breakdown/analysis thingamabob of points where the game intentionally breaks the flow for various reasons.
I’ve split flow breaks into two major types: extrinsic and intrinsic. It’s important to note that flow breaks are not something to hunt down and exterminate in the goal of making the perfect speed game. They are useful tools, but if you aren’t careful they get incredibly frustrating
Extrinsic flow breaks usually come into action when the player slips. They’re factors outside of the core gameplay loop that serve as punishments for failure such as getting knocked back when you get hit and dying when that happens too many times. 
They usually punish the player by wrenching control away and sending them back a bit. Sending the player back is usually considered a necessary evil, as while it does feel bad through cutting into the player's progression and harming the flow, it forces the player to redo and practice a section to prove their mastery which will make the game more fun in the long run. Most games design themselves around the player beating the level once, and as such want to make sure the player has done it properly by the end.
I find it pertinent to note however that other games like to design themselves around beating the game again to prove your mastery. Pizza Tower and Ultrakill come to mind. Both of these games have a ranking system, and are clearly designed around the player returning to their levels once they have beaten the game to get the best rank. As such PIzza Tower and Ultrakill are more lenient with allowing the player to stumble their way through a level. Pizza Tower even makes the player immortal for most of the game. This goes a long way to making these games both exhilarating unbroken thrill rides for the people who play through it once, and tough as nails tests of personal mastery for those who go back for a second round. The first run maximizes flow, while the second ramps up the challenge.
Getting back on topic, taking control away from the player on the other hand, is something that should generally be cut out as much as possible. In ye olden days, you die, and you have to wait for an entire animation to play, then you get warped back to the last checkpoint. That kind of waiting builds up and gets on the players nerves. Ultrakill pulls up this screen when you die. The great thing is, that the second it appears you can press the shoot button, you know, that thing your finger is already on, to immediately load state back to the last checkpoint. It’s fast, snappy, and intuitive. No waiting, no menuing, just get back in the game. If the player not being able to play isn’t a mechanic of your game, make them able to play as fast as you can.
Getting knocked back was originally used because games wanted to give enemies a sense of collision, discourage damage boosting, and clearly signify to the player that they’ve gotten hit, but you’ll want to consider if that’s something your game actually needs. For example, how lenient is your health system? Cuphead gives the player three hits per level, and that number only goes down. The player is already avoiding damage at all costs and knockback is unnecessary. In Pizza Tower you regularly break the sound barrier, knockback is an obvious signifier that the player has gotten hit, and a significant enough punishment on its own in a game about going fast that the game gives the player infinite HP. You’ll have to apply your own judgment.
You want to put consideration on what conditions trigger your extrinsic flow breaks. Putting some slack on the line allows the player to not be perfect, and still have an experience that flows well. Health, checkpoints, and lives are very common leniency systems that allow the player to screw up a few times before they get sent back. Personally, I love to play games that maximize flow to let you play fast and loose. Crash into shit, get up, and keep running. Precision platformers are not my jam. As such when health is implemented into games, I’ve usually preferred it when it is viewed as a resource to be managed, not an ever looming axe pendulum telling you to cut the pace and be careful.
Meta Knightmare has a fun example. The game is a rerun of the main campaign, except now you’re in speedrun mode. The games put a timer on your head and you need to bolt to the finish. When you kill enemies, you get MP or meta points. When you need to heal, you have two choices. You can either deviate from the main path a bit to grab a health pickup, still moving at the same speed but dropping your time, or burn some Meta Points, saving time but losing a resource that could be used on other stuff. It integrates itself into the systems in a fun and unique way.
I mentioned lives too though. They’re essentially a cap on the number of times you’re allowed to be sent back to the checkpoint before the game boots you out of the level to try again. As a mechanic they allow the player a few deaths, create tension when they’re low, and force the player to redo things they haven't mastered. Lives are most associated with the traditional Mario system, which I’m not especially fond of. Allowing the player to just stockpile the things over the course of the game gives a lot of inconsistency to when the player will be punished for repeated mistakes. At the final boss players could either have a thousand lives or two. The player can either stumble their way through tripping on every step, or smash their head into the wall until it breaks. I like Splatoons system much more, where the player is given 3 lives per level. It gives the lives system some proper consistency and lets its strengths shine.
Intrinsic flow breaks are mostly addressed in the speed games that I’m so fond of. The main idea in these games is keep going, keep going, never stop, and intrinsic flow breaks exist to give the player something to minimize through their gameplay.
For a simple example, In Gravity Circuit enemies are everywhere, and kinda gotta kill anyone in front of you. To do that you can either punch them a few times, or you can throw a dead guy at them. Punches slow you down, as you have to sorta stand there as they die, sometimes dancing around their attacks. The basic idea is that after a few fistings the enemy gets exhausted and you can pick them up and fucking yeet at the next guy, then pick that guy up and do it all over again. Throwing opponents is seamless and gives the game a nice flow.
You try to keep the chuck train rolling to avoid that intrinsic flow break of beating a man to death with your bare hands as much as you can. You have to sometimes, but do it as little as possible.
Now for the subtleties, I’ve found two factors you want to avoid: Stops and Slows. Stops are interrupts that make you physically stop in place. Gravity Circuits punches are a stop, so is Peppinos shotgun in Pizza Tower. It can be brief or a bit drawn out. Point is it kills your momentum. Slows are when you have to slow down, either you physically move slower, or you take a route that gets you to the place you want to be slower. For example earlier when I mentioned Meta Knight taking a slight detour to grab food, that was a slow. 
You press a button to throw a bomb, hold it and you charge up a bomb blast. This blast launches you forwards into the air, and you move faster. You can use a double jump to remain in the air, but once you land you’ll slow down to normal speed again. Interestingly, when you throw a bomb in the air, if you try to charge another blast, you’ll brake and lose all horizontal momentum, then fall to the ground. Midair bombs are a stop, landing and starting the blast charge on the ground is a slow. It’s preferable to land than brake. However your decision making is decided by your need to land. If you try to charge a blast in midair, you will land before you have a charge. You need to find safe spots, which drives your choices. You blast forwards, and you need to recognize whether you want to keep flying and let yourself land where you will,  or stop and take the immediate safe ground. Take the risky slow or the safe stop. All of this to avoid the extrinsic flow break of getting hit. These actually tie together quite nicely, as you can charge up a bomb blast while getting knocked back. You still don’t want to get hit, but if you do you can smoothly re-enter the game's flow state.
There's no defined way that it should be done. Games just come up with their own ways to implement them into their gameplay loop, by making the game about trying to optimize their usage. In Downwell you rack up combos by jumping on the heads of enemies. To do this you can press shift to fall more slowly, but you slow down by shooting bullets out of your boots, and the more you shoot unnecessarily, the more likely you kill the enemies and prevent yourself from landing on them.
Further, downwell has a multiplier mechanic called Gem High, where any gems you collect from bouncing on enemies are multiplied for a limited time, so you need to bounce on as many enemies as you can, as fast as you can. Timers work well with getting the player to cut down on slows.
Pizza Towers Gustavo and Brick brings in a very intriguing example of letting the player cancel a move that has an intrinsic flow break at the end of it by using level gimmicks. The double jump has the player crash into the ground, which stuns them for a bit, but there are these mushroom trampolines that cancel the animation.
Once again I don’t really have any clear cut standards to explain, just fascinating examples to potentially take inspiration from. Flow breaks are a very engaging element that help the player appreciate the flow state even more. Extrinsic ones exist to strongarm the player into playing the game properly, while intrinsic ones give games with a constant flow an interesting mechanic to play around. If there's any unmentioned games that you feel play around with or challenge these principles feel free to share.
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duckiequakz · 8 days
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Ramble time!! (It’s just a Quest Cuphead analysis).
First, let’s go into his personality. Cuphead, even though he’s a presumed ‘prick,’ clearly cares for whomever he’s close to. Despite putting on a facade of ‘not giving a shit about Mugman,’ it’s clear that he would stick his neck out for him if he had to without hesitation (example: whenever he attacked ‘Cala’ after seeing Mugman be swallowed whole by her. To go more into the entire ‘would stick his neck out for him without hesitation part of my statement, I would like to say that the reason why Cuphead and Mugman are still debtors for the Devil started with him. Even without an exact comic panel, you can tell that Cuphead has reserved/hidden guilt for what he has dragged not only himself, but his brother into as well). People who say that ‘Cuphead abuses his brother’ are clearly either an only child or misunderstood, ‘cause there is no way that Cuphead doesn’t care for him. Let’s not forget that the man almost killed himself after finding out that Mugman ‘died’ (for context: him and Mugman were hunting down the BBros [Bendy and Boris], since it was…y’know, their job. Cuphead fired a shot, and within the chaos, it was Mugman who got his with his bullet. That alone sent him into a spiral, ending in him almost killing himself because of it. The only reason he isn’t dead now is because Bendy convinced him to not do it). I do agree that it was his bad for firing recklessly, but honestly, he couldn’t control what happened. And, to drag it on, Cuphead literally admitted to Bendy that he could’ve live in a world without his brother (after Bendy had stopped him from doing the unthinkable, Cuphead began to vent and say that ‘it’s either both of us or none of us,’ meaning that it’s both of them or nothing).
He cares, he just doesn’t show it. Hell, he even showed empathy for Bendy at one point. Cuphead still has morals that he goes by, it’s just that what his duty is to him is ‘life and death.’ It’s a game of survival.
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blazinginferno626 · 9 months
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The devil's song analysis
I am going to do an analysis on the devil's song from the cuphead show because apparently a friend said that Dave Wattson apparently hinted that King Dice's song and The Devil's song have lyrics that are apparently meant to be important. Now I myself haven't seen this anywhere but thought that taking a deep dive analysis of these songs would be fun so thought I would try it out.
First off:
"In case you ain't heard I'm the Devil. I'm a real low down not on the level. They call me old scratch, Mr. S, the Big D. I'm the king of the Underworld. Yeah, it's great to be me."
This is just him introducing himself to the audience and telling us of his reputation and some of the names he's been called over the years. And how he enjoys his life and who he is.
"Look around we've got brimstone and fire. Pain and suffering to your heart's desire. I've got an army of demons waiting at my command. And the fate of the wicked in the palm of my hand."
Now this seems to be just him bragging about his power. And showing off how horrible hell is. But the line that stands out to me is "The fate of the wicked in the palm of my hand." Now this could be referring to the damned souls that go to hell. And how their fates are for the devil to decide. But as someone pointed out this could also be referring to how he physically pulls people's souls out of their bodies, and he chooses what to do with them. So maybe it's possible that maybe the devil thinks that the mortals he torments deserve their suffering.
"I'm a real naughty boy. Yeah, I'm sure you'll agree. I get my kicks playing tricks on the locals. They're easy marks they're real dumb yokels. But now folks listen closely it's time I made a confession. Collecting people's souls is my greatest obsession." (Cue evil laugh).
The lines I'm a real naughty boy. I'm sure you'll agree shows not only does the devil see himself as a bad boy but he's sure everybody else does to due to his reputation. Then he goes on to brag about how he messes with mortals and also tells how he sees most mortals as dumb and made for his amusement. Then he talks about how collecting souls is his greatest obsession.
(After a lot of devil dancing and instrumental music later)
"So now that you've heard my story. You've seen my power in all of its glory. One day I'll own every soul, yeah that's just what I'll do. I'll get everyone else's yeah, I'm coming for you. Yes, they call me old Scratch, Mr. S, the Big D. I'm the king of the underworld... And it's great to be me. (Cue even more evil laughter.)
Then the devil sings about how we've heard his tale of his oh so amazing life. He tells us his ultimate goal is to own all of the souls in the inkwell isles and how he's coming for us next. Then he does a little reprise about how amazing it is to be him.
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daylighteclipsed · 1 year
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Having Sweater Off Dead thoughts… It’s neat how so much of this episode’s conflict starts off-screen. By the time we find out Cuphead’s having nightmares, Mugman is past the point of alarm or concern. He’s irritated.
So you know this has happened quite a few times, and you know Cuphead has ultimately brushed it off every time Mugman has expressed concern or tried to get Cuphead to address the problem that he wants to pretend is not a problem (i.e. owing the Devil his soul).
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Mugman states more than asks this. And when Cuphead hears Mugman’s voice, Cup actually grimaces like he’s been caught. It’s like they’ve argued about this before, and Cuphead knows he isn’t helping his case and is proving Mugman right.
Being woken by the sound of screaming for the nth night because your brother keeps insisting he’s fine when he’s not would grow frustrating quickly. It’s maddening to watch someone you love suffer, to want to help someone who refuses to help themselves. Doubly so if your sleep is also taking a hit.
This is the night Mugman puts his foot down about it, “We’re dealing with this Devil thing once and for all! Come on!” And we get an interesting bit of dialogue when Cuphead still attempts to protest.
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This… kind of tells us a lot, right? I mean, up to this point in Part 1, “trust” hasn’t really seemed like a problem between these two. Sure they bicker, but when push comes to shove, they always have each other’s backs.
It’s not Cuphead’s intention, but maybe brushing off Mugman’s concerns and attempts to help feels like distrust to Mugman… ‘I don’t want your help’ can be easily misconstrued as ‘I don’t trust you to help me,’ and Cuphead appears to feel bad when he realizes this. It certainly shuts him up quick.
Now to be fair, to Cuphead, the chances of his brother actually knowing how to save him from the Devil are slim. And based on his nightmare, he doesn’t want Mugman caught in the crossfire, either…
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But Cup also uses denial as a coping mechanism, and pretending a problem’s not there won’t solve it. Refusing to think about it, worry about it, address it means that stress will just build and manifest in other ways… like nightmares. (Or increasingly worse behavior, which is what I think we see in Part 2…)
Arguably, Sweater Off Dead is the first suggestion that the Devil is a constant source of stress for both brothers, even when the episodes don’t focus on that. It’s always there in the background. And like we see a bit here, that stress creates some division between the boys, which is exacerbated in Part 2… But that’s a different post.
Because this is Part 1, and it’s full of brotherly sweetness. In Sweater Off Dead, the boys want to resolve conflicts before they can spiral further. The bulk of this episode is Mugman proving he absolutely can save his brother. He can be trusted. Even outside of finding Quadratus and knitting the sweater, he proves it.
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Over
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and over
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and over
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and over again. Mugman is willing to sacrifice his life to save Cuphead. There are no guarantees that the magic of the sweater will protect him when he goes to hug Cuphead. In fact, “give your brother one last hug” sounds like it definitely will not… But he still lunges forward anyway.
And if I put my super analysis nerd goggles on, I’d even argue Mugman is the sweater here. Visually. Wrapped around Cuphead like that, protecting him, Mugman is acting as the sweater. Maybe the real invisible, impenetrable sweater was the brother we had all along.
It’s only fitting then that Mugman is the one who slams the sweater on the Devil in the following episode… It’s a temporary solution, but it does buy the brothers some time… which, as it turns out, is all they need for Cuphead’s soul debt to expire.
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1c3d-choco · 2 years
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Okay, I'll drop this here.
So I decided to create an AU called "Indie Indie Crossing club" where the doki doki literature club cast are replaced by the Indie Cross quad and Boyfriend has Monika's role which he is aware of the game. In conclusion, here are the roles planned out:
Sayori - Cuphead
Yuri - Bendy
Natsuki - Sans
Monika - Boyfriend, just Boyfriend
I feel like I'm going to make a drawing of their designs later so yeah, I'll post some blogs about this AU soon.
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Facts:
In this AU, Boyfriend's lover, Girlfriend(Gumi.XML) was inactivated due herself getting killed by an unknown virus. This soon drived Boyfriend insane and develope PTSD.
This Boyfriend(Kareshi.XML) doesn't want to be alone and he really needs a lover in his life unless if he gets deleted by the player themselves.
All the Indie Indie Crossing Club are getting their japanese names(Cuphead = Chuichi, Bendy = Banri, Sans = Satoshi, Boyfriend = Kareshi)
Bendy and Sans are enemies according to an analysis in Morø Nighteye's Bendy vs Sans project, which is why they are added to the "Natsuri" roles.
This AU is based on Doki Cross Takeover, a crossover and an FNF mod by ItsSoraval because I watched his videos too much. Go subscribe him, he's an amazing FNF modder.
This Boyfriend(Kareshi.XML) was going to be on the Natsuki's role while this Sans(Satoshi.CHR) was going to be on Monika's, but that idea was scrapped.
Despite all of the headcannoned Bendys, this Bendy(Banri.CHR) is not asexual and transgender; it's a pansexual and genderfluid mess
And for the others,
- Cuphead is transgender
- Sans is panromantic asexual
- Boyfriend is bisexual
This Cuphead(Chuichi.CHR) is not okie-dokie in this au... and by "okie-dokie", I meant that he has severe depression in the inside.
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queennai714 · 1 year
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What do you wanna talk about?
I love tmnt and rottmnt with my whole heart but I feel like I'm not doing any of my other interests justice since that and Ninjago are basically ALL I post about, so I decided i would just make one huge posts with all of my interests just so you guys know what I like (and could maybe send me asks about so I can add more to my hcs series? Maybe? Please?)
So, here it is. A compiled list of most of the things I'm into in no particular order (Just a heads up, its A LOT):
Music (every genre istg I love music so much)
God of War (just got into it so I don't know too much rn)
Lolirock
TMNT ( I haven't seen every iteration but I'm down to talk about any of them)
Bendy And The Ink Machine
Spider-man
Anime (I can specify which ones in a seperate post if anyone asks)
Cuphead
Five Nights at Freddy's
Helluva Boss and Hazbin Hotel
Ninjago❤❤❤(My fave in all of fiction)
Monster High
Puss in Boots (God I love this cat so much)
Sonic
Vocaloid
Steven Universe
DDLC
Minecraft
Science in general but mainly physics
Coraline (I fr have the whole script memorized I ADORE this movie with a burning passion)
Disney/Pixar Movies
The Amazing World of Gumball
Analysis of any kind (it doesn't matter if I've never even heard of whatever you're analysing, I ALWAYS LOVE IT)
Elmo (Just the character. I've never seen a single episode of Sesame Street in full but I love the little red guy so much)
Avatar: The Last Airbender
The Mummy movies (the og trilogy)
Danganronpa
Escape The Night
Remember, you can ask for specification on anything I've listed!
(Also, keep in mind there is NO WAY I'm gonna be able to remember them all rn so this post is probably going to update occasionally)
The whole reason I came to tumblr was just to have another platform to freak out about the things I love so feel free to rant to/with me if anything you like is on this list
(I was gonna add what YouTubers I watch but felt that they were kinda separate, but I can definitely list those too in a seperate post if anybody asks)
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descendant-of-truth · 2 years
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I'm thinking so much about table read of the pitchfork episode right now, but since it isn't officially out yet I'm gonna put those thoughts under the cut
What gets me about this episode is just how simple the conflict between the bros was set up to be. Cuphead wants to be a bit more independent from Mugman, but ends up hurting his feelings with the way he communicates this, and ultimately makes it up to him by blowing stuff up together and making that Mt. Mugmore sculpture (which is still the cutest thing ever, okay).
But I think that conflict is going be exacerbated significantly now that Mugman's been captured by the Devil. I mean, think about the last thing Cuphead said before that happened:
"There's nothing you can take away from me that I care about."
Probably a result of him putting up a brave/unflappable front in the face of danger, because obviously Cuphead cares about many things, but imagine how Mugman must feel. If he felt like he wasn't being appreciated at the start of the episode, then he must really be going through it by the end.
Sure, he (hopefully) saw the instant regret on Cuphead's face from the elevator, but words still hurt and it's not like he was given a chance to apologize.
And once Cuphead realizes that was the last thing he said before Mugman got captured?? Can you imagine the guilt??? The guy's already had nightmares about this exact scenario, someone give him a break
I don't know how much it'll affect episodes outside this mini-arc, but I can't help but feel like Cuphead's going to be rethinking how he treats his brother. Not that he ever really treated him badly - I personally think they're very sweet! But he can be a bit thoughtless and tends to rope Mugman into stuff against his will, and I think the severity of the situation is going to make him overblow those problems in his mind.
It'd also be arguably the first time that him messing around with the Devil and acting blasé about the danger he poses actually has notable consequences, which I for one can't wait to see him deal with because denial has kinda been his whole strategy until now.
I'm not expecting like... genre-changing levels of angst here, but I think you could fit at least most of this in while still having the sequence of events be wacky and fun. The writers have actually done a great job of this so far (the sweater two-parter comes to mind), so I'm really looking forward to seeing how this arc goes!
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loveaetingkids · 1 year
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