Animation Fundamentals: Cuphead
Often when reviewing animation fundamentals, we typically see their implementation in more contemporary, unusual and unorthodox works that might make it harder to identify the process. Cuphead is not that. Instead, it is a solid indie title that captures the style, feel, music and storytelling of the Golden Age of animation so well that it could easily stand next to some of the greatest works of that era and not feel a touch out of place. And with the aesthetic and techniques pulled straight from the time where we can trace the origin of the fundamentals, it is easy to find examples of the twelve principles.
Right off the bat, we find examples of Squash and Stretch in the character’s movements, from the stretch of the hourglass man as he jumps up and down between parts of the game, to Cuphead himself in his range of movements, particularly, his cycle animation of bobbing as he strangely happily listens to instructions.
Speaking of Cuphead (and Mugman, his partner in crime) and the environment itself, secondary action is present throughout, from the way Cuphead’s straw moves around as he fights and jumps his way through the picturesque forest, the small creatures flaying their arms as they run in circles to the angry expressions on the faces of the violent and aggressive fungi and plant life. Even the strange spike balls display slow in and slow out as it hovers and descends at various speeds depending on its position to the stopping point right above the log.
Even in the boss fights, which can be the most intense and frustrating parts of the game, provide a lesson in animation. With the boss, we can see anticipation and exaggeration, as he readies himself before jumping, squashing down and then leaping after the player, and leaning far back before attacking the player with his large, transformed boxing glove face that takes up nearly a fourth of the screen. Even more so, we can identify the Arcs in the movement from the boss as he jumps towards the player and the player as he rolls and leaps to avoid being walloped. But, most of all, every environment, every enemy, every action, and every storybook cutscene from beginning to end has that 1930’s appeal that draws you into their cartoonish, musical, surreal, and whimsical world.
This gem of a game is a highlight of the indie Community and showcases the appreciation many have for the old ways and the dynamic thinking and creativity needed to ensure that present and future generations are not only entertained but inspired by animation history and appreciate the work of those that came before.
