I beat everything but the two final bosses (Devil and Chef Saltbaker).
I was surprised at how different the DLC turned out from my expectations, based both on having watched every boss fight (it doesn't spoil it, really, the experience of playing feels way different from just watching it) and my preferences of those. I also found that how I feel about the music is very different. I did not like it when it first came out, but now, most of the songs sound perfectly fine to me, and some of the ones I panned are great?
General impressions:
The DLC definitely tests the player way more. You can see it with both gimmicks in most boss fights and horrific amounts of bullet hell. After beating Isle IV the rest of the game feels piss easy.
When I played Cuphead on PS4 I mostly used the same Smoke Bomb, Chaser and Peashooter for some autistic "I do one thing" reason. I found it remarkable how much variety there is. Yes, usually Chaser and Smoke Bomb are clearly superior (don't get hit half the time, don't even have to aim, greatly simplifies it), but I found that I was still very often changing out charms and weapons. There's a lot of levels/bosses where Lobber or Roundabout are useful (do you often face away, like to flee, or are you right up in their face, or attacking from above that it can arc down) and there's a lot of levels where the attack patterns really don't make dodging through things important, to the point where extra health instead could very well be worth it. But pretty much every other charm is worthless. You can also tell in the DLC when it wants to force you to use Miss Chalice.
I hate Miss Chalice's design, the original Miss Chalice was clearly some older dame, a woman, the version you play as looks like a little girl. It's the same way in the Cuphead cartoon, she feels like she should be in the Little Rascals or something.
From top to bottom:
Bootlegger Boogie
- Top-tier, having a boss that fights indirectly and wanders around the map was smart, having massive amounts of small hazards to go with it was smart, the revolving flapper/radio stage felt very good in my hands, the anteater was lame as hell. I used to dislike the scatting but now I love it. I felt it wasn't loud enough but I was wrong. It might actually be the best boss in the entire game. The fake out at the end was brilliant, though it would have outraged me if I had died to it. It's completely unexpected but completely predictable in hindsight (with how the snail hides himself and how the knockout announcement is different from every other one in the game).
High-Noon Hoopla
- This was my favorite song on its own merits. I maintain that it is the most Cuphead song of the lot not just in spite of because of it eschewing jazz music, it conveys the exact same feeling but through country Western. The boss fight itself is honestly pretty hard and I feel like it lacked the great rhythm of the other shooting levels, not that good, but visually it was fantastic through all of its stages.
Doggone Dogfight
- I'm shocked the game didn't rate higher, but honestly, it was just really easy more than anything with the final twist being obnoxious. Not that hard because I did figure out very quickly the rules of red and yellow bowls, but just tedious and annoying. I like the idea of a fight on a single moving platform, but I'd say that being confined like that really constrained their options when it came to attack patterns. The music is top-tier, at least.
Gnome Way Out
- I could almost make this number two for just the first stage, but I don't care for the second stage, and the third stage is visually fun but insubstantial. The song is just there, it does its job well but it isn't notable in and of itself. You've got so much shit going on in the first stage (stay in place and the gnome goes after you, stay on the ground and it hits you there, geese flying through and your platform can move and make you hit anyways so you have to remember which platforms have been down for too long, dodge his attacks all the while, and so on). The first stage is also just visually great in general, I would love an actual full-length cartoon about Glumstone.
Snow Cult Scuffle
- The first two sequences feel very good in my hands. Mortimer Freeze is, visually, quite boring. The song isn't good and feels completely at odds with the setting. The one part of it that is great both visually and gameplay wise is the . I feel like it compares unfavorably to most of the base game bosses.
The King's Leap and the graveyard nightmare were very interesting as an alternative to the Run and Guns. They did their job well, though I'd still argue that Run and Guns are a different experience and the way they mix it up (like Mausoleums, too). I'd actually have liked an island that had all three styles, or more gimmick levels. I guess in some ways its like a boss fight COMBINED with mausoleums, since it's all parrying based.
Pawns: Fun, simple, cute. I like the idea of it dramatically increasing in pace so you don't want to miss a single one or you'll be dealing with all of them at once.
Knight: Was rage-inducing, had to look him up. In hindsight it makes sense, but I had no clue what was going on with the taunt. Apparently if you stay far away he taunts as a warning and eventually does an unavoidable attack (no windup). I didn't know that, I just saw that sometimes he could be parried and sometimes he couldn't, so I'd keep even more distance. You also have to be super close to be able to hit him in your short attack window. Once I understood that, he was absolutely great, probably the best "phase" in the game. It's a literal duel, the only fight in the game where there's no projectiles or other stuff, just back and forth strikes.
Bishop: Cool idea but way too easy
Rook: Really cool idea with parrying back the heads he chops, challenging but I got lucky real early on
Queen: Went down on attempt two, was way too easy but I really liked the idea with having to time the cannon attack for when it would hit her (plus a little lag, having to lead the attack slightly).
Angel and Demon: Extremely challenging. Came close to finishing it many times the legitimate way. Because I'm retard I really didn't have a clue why they change, I actually thought they change as soon as the projectile can hit you so I was CONSTANTLY figeting and treating every single object, fiery or not, as if it would kill me. You see my mistake? Totally misunderstood the mechanic. Eventually I looked something up (trying to see how the fuck you're supposed to get through the fire without a smoke bomb, because I know bosses are supposed to be beatable with pretty much anything), it explained how you cheese the fight, I cheesed the fight, and it felt empty and meaningless. As far as I'm concerned I did beat it the right way, as I had one of those right-on-the-finish-line deaths. Dodging all that shit was the Cuphead of Cuphead.
My regrade (only missing Chef Saltbaker):
Aviary Action
BOOTLEGGER BOOGIE
Murine Corps
Hi Seas Hi Jinx
Dramatic Fanatic
Carnival Kerfuffle
HIGH NOON HOOPLA
Railroad Wrath
DOGGONE DOGFIGHT
GNOME WAY OUT
A Threatenin' Zeppelin
Sugarland Shimmy
Fiery Frolic
Ribby and Croaks
Shootin N' Lootin (got demoted on my replay)
The Root Pack
SNOW CULT SCUFFLE
Junkyard Jive (got promoted on my replay)
Pyramid Peril
Floral Fury
A Ruse of an Ooze
A Hell of a Time
Honeycomb Herald