Main game
3.82 average rating based on 822 ratings
I was raised as a catholic.
I'm not one anymore.
I don't have a lot of good memories about my churchgoing days. I love the art and architecture related to this religion, but I hate the philosophy behind it.
That's why I'm fascinated by the way Blasphemous uses catholic iconography, traditions and folclore to expose the awful way this religion 'fetichizes' pain and suffering as ways to pay for your sins.
So... now I find funny how I enjoy games like Dark Souls, Bloodborne and this one, games that 'punish me' for my failures, make me anxious, stressed and then I give them glowing reviews.
Anyway, have my review of Blasphemous (in spanish). I really liked it.
So I finally decided to revisit Blasphemous after putting it down a few years ago and I think I'm glad I did. I say "think" because I feel kind of split on it.
I enjoyed the art style very much. It's a very brown and grey looking game, but I think it uses that to its advantage by juxtaposing those colors with the vivid red of blood, the green of sickness, and the purple of magic. It allows those less common colors to stand out and have a bit more visual punch when they're on screen, which is cool. This along with the awesome religion inspired aesthetic led to a number of very memorable moments, like the first time I met the Lady of the Six Sorrows, who has a fantastic design.
I found it especially impactful when I came across Socorro AKA The Lady of Perpetual Agony (Ladies don't seem to fair very well in this world, but nobody really does, to be fair). The portrayal of her self-inflicted punishment is shocking and grotesque, and really forced me to just kind of stop for a moment in her room to let what I was looking at sink in. It's …
So I finally decided to revisit Blasphemous after putting it down a few years ago and I think I'm glad I did. I say "think" because I feel kind of split on it.
I enjoyed the art style very much. It's a very brown and grey looking game, but I think it uses that to its advantage by juxtaposing those colors with the vivid red of blood, the green of sickness, and the purple of magic. It allows those less common colors to stand out and have a bit more visual punch when they're on screen, which is cool. This along with the awesome religion inspired aesthetic led to a number of very memorable moments, like the first time I met the Lady of the Six Sorrows, who has a fantastic design.
I found it especially impactful when I came across Socorro AKA The Lady of Perpetual Agony (Ladies don't seem to fair very well in this world, but nobody really does, to be fair). The portrayal of her self-inflicted punishment is shocking and grotesque, and really forced me to just kind of stop for a moment in her room to let what I was looking at sink in. It's one of many times in this game where the pixel graphics punch way above their weight.
I played through the game with the Spanish dub despite knowing very little of the language because I swear I heard someone recommend that at some point years ago. Whoever that was was spot on. The voice acting was great throughout. After listening to some clips with the English dub it was very clear to me it was not the superior choice.
The level design was okay. I found myself a bit frustrated with the way fast travel points were placed around the map and never unlocked
My main frustration with the game is the way it feels to maneuver the Penitent One around and fight enemies. I understand this game takes a bit more from the Castlevania side of metroidvanias than the Metroid side, and I was never able to enjoy the clunky movement I experienced when playing games from the former franchise. Much of that was passed down to Blasphemous, and I found myself wishing for more fluidity while piloting my screw-headed bud.
Dashes never felt satisfying like they do in Hollow Knight and it was never clear when I could dash through an enemy/attack or not. This was a massive annoyance in the second boss fight of the game, where it seems like I should be able to dash through him as he crouches before hitting me, but you just can't for whatever reason and end up taking a hit if you try to. I died once as a result and the game had the gall to show me a "tip" saying I can dash through enemies on the death screen. Pretty ironic.
Gonna rapid fire off some neat techniques that could have made the movement better here:
Airborne combat felt incredibly underdeveloped, considering there's an entire line in the attack upgrade tree and multiple rosary beads dedicated to the plunging attack but it feels useless most of the time. This is because most enemies use horizontal attack patterns, so there's very little verticality to the combat save for when you approach from a high platform. When the vast majority of enemies can be summarized as "dashes at you from one side real fast" and "throws projectile in straight line at you" it becomes easy to see that there could have been some better enemy variation as well.
Bosses were fun though, if a little on the easy side vs what I was expecting. The game rarely feels easy, per-say, but not quite as hard as the aesthetic and themes seem to suggest. Again, the visual design of the bosses is S tier. So much creativity went into these and it pays off, making nearly every one a real spectacle to behold.
Sorry if a lot of this came off very negative. I'm just very passionate about platformers, hah. Overall I had a fun time. I've heard good things about the second game, but I'm not sure I wanna jump into that one unless I know the movement has been vastly improved.
Thanks for reading!
TL;DR: A great game well worth playing if your a fan of Metroidvanias or of dark fantasy.
Pros:
Cons:
Platforming was apparently pretty mediocre when game launched but Devs have worked on it since launch and seems to be fine now (Though instakill death spikes make me weep). In conclusion a great game well worth playing if you're in any way interested in either the Artstyle or the Genre.
On paper, this should have been my thing. Sadly, though, I bounced off it rather quickly, just a couple of hours in. It's purely a "feel" thing—this sort of game lives and dies by how it feels to move, to fight, to explore, and the only feeling I came away with was tedium. I can see what people dig about it, and the art is gorgeous (that's why two stars instead of one, frankly), but after a couple of boss encounters and repeated deaths, I just felt no reason to want to continue. And the religious overtones didn't help. Again, something that should have appealed, but in execution I found that aspect to be fairly eye-rolling.
I don't think it's a bad game, but I felt no hook while playing it, and definitely no desire to explore that world more than I did. Sadly, this purchase is a full-on regret.
Been bouncing off Metroidvanias and “Souls-likes” hard recently, but this one is just what the doctor ordered. (NOTE: I played the updated 2020 version which apparently has some enhancements and new content over the original release.)
Action is definitely the heavy focus of this game. Combat to me felt excellent, not too complex and full of the timing-based dodge/parry stuff that I love. Normal enemies are very predictable and easy to dispatch, but when many of them are coming at you at once, things get tough and fun. Bosses are a lot of fun and offer a finely-tuned challenge, with some juuuust going down on my first attempt (I mean what feels better than that?) and others taking as many as 7-10 to learn the patterns and execute. They are absolutely the highlight of the game and each demands a slightly different style of play.
What really helped suck me into this game was the excellent pacing in general. Bosses were never more than a few seconds from the checkpoint. The main zones each felt concise and focused. Fast travel points always came up right when I was looking for one. Shortcuts were extremely plentiful. Valuable currency for upgrades/shops isn’t …
Been bouncing off Metroidvanias and “Souls-likes” hard recently, but this one is just what the doctor ordered. (NOTE: I played the updated 2020 version which apparently has some enhancements and new content over the original release.)
Action is definitely the heavy focus of this game. Combat to me felt excellent, not too complex and full of the timing-based dodge/parry stuff that I love. Normal enemies are very predictable and easy to dispatch, but when many of them are coming at you at once, things get tough and fun. Bosses are a lot of fun and offer a finely-tuned challenge, with some juuuust going down on my first attempt (I mean what feels better than that?) and others taking as many as 7-10 to learn the patterns and execute. They are absolutely the highlight of the game and each demands a slightly different style of play.
What really helped suck me into this game was the excellent pacing in general. Bosses were never more than a few seconds from the checkpoint. The main zones each felt concise and focused. Fast travel points always came up right when I was looking for one. Shortcuts were extremely plentiful. Valuable currency for upgrades/shops isn’t lost on death. Attack upgrades make early areas a breeze to retread when needed, and other upgrades and items mean there’s usually something new to grab while you’re there. The game wants to be a challenge, but besides a handful of annoying instant deaths, it never felt like it wanted to screw me over or waste my time repeating content. I always want to move along to the next thing, and it’s always right there with enough, but not too much guesswork.
The game has various upgrades and accessories to power up your character in different ways. I have to say some of it felt a little superfluous, but others like extra health flasks and elemental damage reduction accessories were excellent rewards for exploration. Side quests generally offered nice rewards, though I wasn’t inclined to explore every single corner of the map, so I did miss out on a few of the more cryptic or timing-based ones.
I wouldn’t say that the game is visually “stunning” (though some parts kinda are), but its art style, the many distinct environments, and the twisted Catholic-inspired imagery are definitely bold, unique, and attention-grabbing. It all fits the minimalist narrative well, with a focus on atmosphere, theme, and feeling more than any particularly detailed plot. Characters come and go often but are all strange enough to leave an impression. I’ll say the phrase I’ve been trying to avoid this whole time: it’s kinda like Dark Souls.
Overall, I think the game is excellent. It reminds me of several prior games, and it’s a step below them, but it stands up on its own as a memorable action-heavy experience.
Update: 6/23/23
Did a replay to prepare for Blasphemous II! It is just a unique incredible game. Some of my favorite artwork in any piece of media ever. Absolutely perfect artistic direction. Great level design, combat, and interesting lore. Some of the secrets are extremely well hidden, and basically impossible without a guide, but overall one of my favorite games.
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There’s so much I loved in this game. It has some of my favorite pixel art ive ever seen, with amazing execution and wild ideas. The progression of opening up the map is a blast. The game usually has a perfect amount of challenge.
The weaker points that make it not a perfect game - the backtracking is pretty horrible, with very few warp points. If you want to get 100% it will definitely get tedious as hell. Some of the challenges are just too much imo, only the most hardcore ppl will do everything. Also, the story is alright. I loved the atmosphere and worldbuilding a ton, but I honestly never had a clue who I was or what I was trying to do ultimately.
But yeah, I definitely would recommend to any metroidvania fan, it’s definitely in …
Update: 6/23/23
Did a replay to prepare for Blasphemous II! It is just a unique incredible game. Some of my favorite artwork in any piece of media ever. Absolutely perfect artistic direction. Great level design, combat, and interesting lore. Some of the secrets are extremely well hidden, and basically impossible without a guide, but overall one of my favorite games.
———-
There’s so much I loved in this game. It has some of my favorite pixel art ive ever seen, with amazing execution and wild ideas. The progression of opening up the map is a blast. The game usually has a perfect amount of challenge.
The weaker points that make it not a perfect game - the backtracking is pretty horrible, with very few warp points. If you want to get 100% it will definitely get tedious as hell. Some of the challenges are just too much imo, only the most hardcore ppl will do everything. Also, the story is alright. I loved the atmosphere and worldbuilding a ton, but I honestly never had a clue who I was or what I was trying to do ultimately.
But yeah, I definitely would recommend to any metroidvania fan, it’s definitely in my top 5.
[Ending A, 98.52% completion]
No one is debating the merits of Blasphemous' art style - it is spectacular throughout, digging into its Catholic and Andalucían roots to unique effect. The story, threadbare as it is offered to you, is similarly compelling. Where the game struggles is in its progression of the Penitent One's capabilities and power in battle, which felt unevenly ladled into my 20hr+ playthrough.
I'm no stranger to combing wikis and Fextralife for scraps of information - as I have for every Soulsborne to date - but the secrets in Blasphemous felt so obfuscated that you would almost never stumble upon one by mistake. Entire traversal abilities are gated behind fake walls, fake floors, obscure trading missions. The most annoying of these is that the only functional fast travel system (the mirrors being extremely sparse) is hidden in the Church donation system, which gives no indication of how much you need to spend or even the rewards it will eventually offer. To put fast travel behind an invisible system in a game that demands this much backtracking just devalues players' time.
I hear there's a lot of quality-of-life improvements in Blasphemous II so I'm keen to give …
[Ending A, 98.52% completion]
No one is debating the merits of Blasphemous' art style - it is spectacular throughout, digging into its Catholic and Andalucían roots to unique effect. The story, threadbare as it is offered to you, is similarly compelling. Where the game struggles is in its progression of the Penitent One's capabilities and power in battle, which felt unevenly ladled into my 20hr+ playthrough.
I'm no stranger to combing wikis and Fextralife for scraps of information - as I have for every Soulsborne to date - but the secrets in Blasphemous felt so obfuscated that you would almost never stumble upon one by mistake. Entire traversal abilities are gated behind fake walls, fake floors, obscure trading missions. The most annoying of these is that the only functional fast travel system (the mirrors being extremely sparse) is hidden in the Church donation system, which gives no indication of how much you need to spend or even the rewards it will eventually offer. To put fast travel behind an invisible system in a game that demands this much backtracking just devalues players' time.
I hear there's a lot of quality-of-life improvements in Blasphemous II so I'm keen to give it a crack, but there's no chance of me jumping back in to my original save, even to clinch the tiny remaining shred of the map left to explore. It's simply too obtuse to bother. I'd already locked myself out of the canonical ending before I even knew it was a possibility.
Solid 3.5 on what could have been a perfect game, with a few tweaks that better valued time spent in game.
If you're a fan of either the souls series or the metroidvania genre then this will likely scratch an itch for you. Truth be told, it doesn't really do anything novel for either genre and in some ways being close to both can make this feel a bit disappointing. Only a bit. The art direction and Spanish-inspired-catholic music are great. That said, aside from the music and pixel art, this really isn't that exceptional when compared to other games in a similar genre. I think Hollow Knight is overall a superior experience, but this game is still worth your time if you're a fan of the genres.
Movement and combat is fast and mostly fluid. You will need to do a lot of backtracking and like with Hollow Knight there is a decent amount of non-linearity in how you can progress through the game. I did find progression in this game to be kind of lackluster though. Like with Hollow Knight, you have multiple forms of progression. You have traversal upgrades, you have weapon upgrades and you have trinket upgrades. Sword upgrades are interesting in this game. You have a skill tree that you can purchase as you find more …
If you're a fan of either the souls series or the metroidvania genre then this will likely scratch an itch for you. Truth be told, it doesn't really do anything novel for either genre and in some ways being close to both can make this feel a bit disappointing. Only a bit. The art direction and Spanish-inspired-catholic music are great. That said, aside from the music and pixel art, this really isn't that exceptional when compared to other games in a similar genre. I think Hollow Knight is overall a superior experience, but this game is still worth your time if you're a fan of the genres.
Movement and combat is fast and mostly fluid. You will need to do a lot of backtracking and like with Hollow Knight there is a decent amount of non-linearity in how you can progress through the game. I did find progression in this game to be kind of lackluster though. Like with Hollow Knight, you have multiple forms of progression. You have traversal upgrades, you have weapon upgrades and you have trinket upgrades. Sword upgrades are interesting in this game. You have a skill tree that you can purchase as you find more sword shrines hidden throughout the world. Each shrine gives you a buff to your sword damage and unlocks new tiers of weapon skills. This isn't bad by any means, and in some ways is debatably more complex than Hollow Knight where you basically only upgrade the damage and size of your nail (sword if you prefer). You do learn actual moves, though none of these are complex. You also learn new spells, can increase your mana and health similar to other games in this genre.
I did find most magic to be lackluster, mostly due to its cost versus benefit. The cost felt pretty steep for the lackluster damage. The only spell I really liked and found useful was one that creates two orbs that spin around you. They block most projectiles and do damage to enemies they hit. This became the only spell I felt was useful and good. I also found most trinkets to be lackluster. Giving you passive buffs to defenses, health or damage. Only a few actually changed gameplay. Such as one that increased the dodge distance and another the lowered the cool down of dodge (both of which I always kept on). I do wish more of these trinkets felt impactful and changed how you played the game.
Traversal upgrades act differently than the typically due for the genre. You have 3 slots and so you may need to swap out these upgrades periodically. Also of note, calling these traversal is a bit of a misnomer. Some aren't for traversal. For example, one allows you to talk to the dead. That said most are so we'll stick with that.
I kept expecting to unlock a double jump, but it never came. Often times when an object looks just out of reach, you actually need to drop down from above using a later upgrade. The game is balanced around this, but it's good to be aware that a double jump never comes (at least that I found). There are more secrets you can access than you may expect otherwise.
I did find platforming to be pretty janky and at times frustrating. It can be very precise and sometimes the rules seem to change. Such as how all moving platforms and blood platforms will not allow you to ledge grab them. Making them more punishing and precise. I didn't love the platforming, but it wasn't bad either. The games bonfires are also fairly sparse compared to souls games. Not necessary a bad thing, but this does result in the gauntlets leading to bosses more time than not feeling like the bigger challenge. Especially with the longer and precise platforming challenges.
Boss fights didn't feel that challenging to me. They were still enjoyable spectacles mind you, but only a few bosses took me more than a few tries to beat. This probably won't be a turn off to most players (it wasn't for me either). Some enemies I found to be more frustrating than bosses. There are multiple narrow shafts you need to platform through, with bottomless pits and spike traps. They often will have flying enemies that shoot projectiles, where one hit will cause you to fall, likely to your death. Still enemies have a great art direction and there is a lot of variety to the roster which is a good thing. There are tons of secrets in this game, including secret bosses and quests. The game is explicitly designed to be played multiple times. In fact, entire questlines and endings are locked behind NG+. I personally don't love this. Each Souls game encourages multiple playthroughs through a combination of build variety and endings. But importantly, none of these alternatively are locked behind NG+. You are free to pursue all secrets and endings on a first playthrough which I personally prefer. NG+ in this game is interesting with you taking on an affix at the beginning. This affix will give you a combination of buffs and debuffs that change gameplay. Plus enemies have higher HP and deal more damage. I didn't feel inspired to play through the game again, but I did legit enjoy my time with it. Just a little disappointed there were whole questlines and bosses I couldn't do on a first playthrough.
Something else that rubbed me the wrong way is with progression. Critical progression can have a very obtuse means of progression. Getting a key in one area, going to a completely different area to get a key item then going to a third and final area to use said key item and all being required to beat the game... this happened a few times and to the credit of Souls games you typically have a clear idea of how to progress even if the game is layered in optional secrets. I, no shame, had to use a guide multiple times to figure out how to proceed. Whereas in a Souls game, which has tons of secrets, that is a rare problem. Given the 2-D perspective of the game, it can be really easy to miss a critical path due to the perspective. Wherein a 3-D space, it's easier for a designer to cleverly direct the player's gaze and direction through geographical landmarks. The game has a sense of geography with some critical locations acting as the background vista for some locations, but importantly you can only move left, right, up or down, which limits your sense of direction and disorients you, unlike a well made 3-D environment.
I also think the Souls game handles their obfuscated storytelling better than here, but it's not bad by any means.
That all said, I did enjoy this. It has flaws, doesn't really do anything novel for the genre, but it has a great art style, music and atmosphere.
I ended up getting this game for free from one of the Twitch Prime Gaming giveaways. Holy crap did I get lucky! This game was so much fun, the story is ominous, odd, and intriguing. Making you wonder what type of world you've stumbled into. For it being a 16bit graphic game is is amazingly beautiful to look at and explore through. This game really pulled you into the world and makes you want to find all of the extras that you possible can.
A few things that I would recommend for someone playing for the first time. Use your markers, it helps a lot! The second recommendation is do not purchase the game through Prime Gaming Launcher. I found out that Team17 is not updating the game in the Prime Gaming launcher, :( so sadly I played through and old version of the game. However, I am planning to actually purchase this game on Steam and play the updated version and finish the game 100%. Highly recommend this game and the second one is soon to follow (as of this writing), so get on it!
Este juego es impresionante. Y ya está. La estética, las animaciones, el diseño de niveles, todo. Puede ser frustrante en algunos momentos, y a veces echo en falta más velocidad de plataformeo, pero en lo demás es impecable.
Writing up a quick review now that I'm done. Just for reference, I got 100% in game in 36:34.
I didn't get the following trophies (spoilered just in case):
Crossing Souls (have Cleofas kill himself in front of Redento)
Last Breath (get Viridiana's help until she dies)
Requiem Aeternam (beat all bosses w/o using any flasks)
The Penitent One (get all trophies)
I would consider going back and trying for the ones I missed, but I'm positive I would never be able to beat all the bosses without using flasks, so I don't see much of a point. Hell, I could barely beat some bosses using all of the flasks.
I give high marks for the soundtrack, graphics, atmosphere, and lore.
However, the following is why I only gave this a 3-star rating:
Writing up a quick review now that I'm done. Just for reference, I got 100% in game in 36:34.
I didn't get the following trophies (spoilered just in case):
Crossing Souls (have Cleofas kill himself in front of Redento)
Last Breath (get Viridiana's help until she dies)
Requiem Aeternam (beat all bosses w/o using any flasks)
The Penitent One (get all trophies)
I would consider going back and trying for the ones I missed, but I'm positive I would never be able to beat all the bosses without using flasks, so I don't see much of a point. Hell, I could barely beat some bosses using all of the flasks.
I give high marks for the soundtrack, graphics, atmosphere, and lore.
However, the following is why I only gave this a 3-star rating:
I think this is a good entry in the genre, that would be a great one with just a few of these QoL upgrades. The design and art of it all is great, but the gaming needs some improvements. I recommend it strongly for the former if you can get past the later.
Blasphemous se presenta como un metroidvania que adopta un enfoque conservador en términos de diseño jugable, caracterizado por mecánicas simples que, en ocasiones, no responden precisamente. Sin embargo, su principal fortaleza radica en la creación de una atmósfera única y una dirección artística sobresaliente. El juego ofrece una reinterpretación fascinante del imaginario católico, centrándose en los conceptos de culpa y penitencia, y lo hace con un notable cuidado estético y narrativo. Su narrativa críptica, evocadora del estilo característico de la saga Souls, complementa esta experiencia inmersiva. Aunque no destaca por su innovación en lo jugable, la personalidad arrolladora del título consigue capturar la atención del jugador de manera efectiva.
I really appreciate the design of the boss fights, but I would like to them to be more challenging.
Overall, it's a good game, but Hollow Knight is still unbeaten
Sick art, scenery, music, and overall atmosphere, hard enough to deal with and still enjoy, UI isn't as complicated as some people make it out to be. The Real DS4
Одна из лучших современных метроидваний; на мой вкус, уверенное второе место сразу после Hollow Knight.
Один арт чего стоит.
Тема католического греха и страданий и возвышения духа через умерщвление плоти, считаю, раскрыта исчерпывающе.
The Bloodstained crossover gauntlets are both really fun and then almost immediately hair pulling frustrating. Running into the same issues, not necessarily because of skill always but because the platforming in the game is just a bit less precise than what these ask for at times, makes me want to scream. I'm on the fourth one, and I keep dying in the first few seconds because PO does not want to grab on to this damn ladder. Why is the hit detection on the ladder so bad??? If I squarely overlap the ladder and press up, the dude should grab it, right? I'll be glad to finish these.
Okay, the
I missed
So after that, I'm going to do the stir of dawn dlc, I think I have a handle on what that covers. Then the Bloodstained crossover. And then I guess beat it again and move on to the wounds of eventide content? A I missing anything?
Is there any reason for actually doing a true torment run with a penitence other than the challenge?
I would recommend anyone who gave up while playing this game to try again sometime in the future. I played the game in 2020 and while I really liked it, I didn't keep playing. A month ago, I installed it again since they already published the second one and damn, this game goes hard if you give it some time.
Probably the movement isn't going to be that appealing at first if you have tried games like Hollow Knight, but with time and some weapon and abilities upgrades this game really shines. The lore is deep and if you are into it, I'm sure you are going to love it. And I think we all can agree that is one of the best pixel art directions of the last decade, it's amazingly good. The music is really good, and the voice actors went crazy with this one, I played it in Spanish and is just fantastic what they did. Also, there is NG+ and a boss rush so that's good for replayability.
There are a couple of downsides like the 'pogo' mechanic, it obviously wasn't conceived in the beginning of the game development, and they had to implement it later, …
I would recommend anyone who gave up while playing this game to try again sometime in the future. I played the game in 2020 and while I really liked it, I didn't keep playing. A month ago, I installed it again since they already published the second one and damn, this game goes hard if you give it some time.
Probably the movement isn't going to be that appealing at first if you have tried games like Hollow Knight, but with time and some weapon and abilities upgrades this game really shines. The lore is deep and if you are into it, I'm sure you are going to love it. And I think we all can agree that is one of the best pixel art directions of the last decade, it's amazingly good. The music is really good, and the voice actors went crazy with this one, I played it in Spanish and is just fantastic what they did. Also, there is NG+ and a boss rush so that's good for replayability.
There are a couple of downsides like the 'pogo' mechanic, it obviously wasn't conceived in the beginning of the game development, and they had to implement it later, so it feels really odd (if you play on controller use RT instead to hit down, is way easier). Also, I think some bosses were a little too easy and I'm not a hardcore game. Other than that, I would say this game is almost perfect.
I gave it 5 stars because overall I really enjoyed this journey.
P.D.: Just for reference, because I've read that a lot of people give up due to its difficulty, is way easier than Hollow Knight once you play it for a while, but at the start the aesthetic of the game makes you feel like it's harder. Also avoid the snow mountains section at the beginning, the first time I played it I went that path, and it is noticeable harder than if you go down. Have fun!
It's a good thing this website exists. I was reading what @BurningKirby was writing about this yesterday, and I scanned through the review for this and the sequel by @Sir_Laguna and thought, I should get this game. I already bought it, 4 months ago.
Man I feel like I could listen to the ambient track playing in Grievance Ascends forever. It's so tense.
I've been enjoying my second attempt to play through this very much, though I'm surprised at the number of glitches I've been hitting. It's fine most of the time but there was a time I fell through the floor mid boss fight, which thankfully didn't soft lock me and instead just gave me the death screen after around ten seconds. There was the time I lost the ability to use my bile jars and dash while also not being able to keep momentum while jumping?? Weird as hell. Had to reset to main menu and reload my file to fix that. And I've also been getting stuck on ladders mid-jump. Like not climbing them, just hanging there mid air in a fall animation until it finally lets me go and I drop.
Great game overall but I'm kind of shocked it's still so buggy after so many updates and extra content drops.
Game #9/200 Blasphemous is a 2D souls-like metroidvania (original, I know) that borrows a lot unabashedly from Dark Souls and Castlevania. I usually find the metroidvania/souls fusion to be fun but awfully derivative, and this game is no exception, but something about its execution takes it to a slightly higher level. I have played all of the From Software souls-likes and many metroidvanias, so I had an idea of what to expect with Blasphemous. It has a lot of both worlds: backtracking and unlocking abilities that allow for traversal of previously gated areas, frequent death and a reason to return to where you died, convoluted lore and cryptic old English, “souls” currency, challenging bosses, etc. Like games like Salt and Sanctuary and Hollow Knight — because it's a 2D game — there’s a greater emphasis on platforming than you’d normally see in a 3D souls title, but the platforming in this title is rather easy. I didn’t encounter many challenging puzzles or platforming sections. In fact, the entire game was pretty easy. I think a relatively new gamer could pick this up and beat it without much trouble. There are bosses whose patterns I learned on the first attempt and …
Game #9/200 Blasphemous is a 2D souls-like metroidvania (original, I know) that borrows a lot unabashedly from Dark Souls and Castlevania. I usually find the metroidvania/souls fusion to be fun but awfully derivative, and this game is no exception, but something about its execution takes it to a slightly higher level. I have played all of the From Software souls-likes and many metroidvanias, so I had an idea of what to expect with Blasphemous. It has a lot of both worlds: backtracking and unlocking abilities that allow for traversal of previously gated areas, frequent death and a reason to return to where you died, convoluted lore and cryptic old English, “souls” currency, challenging bosses, etc. Like games like Salt and Sanctuary and Hollow Knight — because it's a 2D game — there’s a greater emphasis on platforming than you’d normally see in a 3D souls title, but the platforming in this title is rather easy. I didn’t encounter many challenging puzzles or platforming sections. In fact, the entire game was pretty easy. I think a relatively new gamer could pick this up and beat it without much trouble. There are bosses whose patterns I learned on the first attempt and flew through them. Unlike Dark Souls 1, bosses did not hit hard and you could tank quite a few hits before dying in plenty of spots in the game. Your healing flask also works automatically - there’s really no tension of beating your opponent to your heal before they strike. With all this being said, I am not a difficulty purist and really enjoyed the game’s “medium-ish” level of challenge. Something like Hollow Knight is significantly harder by comparison. Hollow Knight is also much more successful at carving out its own identity through its game world, visuals, and mechanics, while Blasphemous is a bit cookie cutter in all of those departments. But it seems like the developers were at least self-aware of that. The game plays like a solid, comfy experience with no attempts to redefine, but rather to build on existing games in its co-genres, and that’s perfectly OK. Attacks are chunky and satisfying. Combat has limited variety but enough of it to be strategic without being overwhelming. It’s not an “everything but the kitchen sink” kind of game despite borrowing almost all of its mechanics; it’s selective and that helps it be good.
I will say that I didn’t care at ALL about any of the lore or flavor text, but I typically don’t in any Souls games, so I can’t really knock it for that. Another point of discussion is the map. It’s pretty small but was overall satisfying to play in. There are warps for convenience. I’m not the kind of player who wants a large, sprawling, secret-filled map so that worked for me. Instead of tons of secret rooms, the game incorporates lots of side quests with unclear requirements, once again not unlike Dark Souls. I found this to be fun and blended nicely into the normal progression of exploration. The extra rewards really incentivized looking out for random quest items or speaking to every NPC. There’s a counter mechanic that’s fun but extremely generous. Also, dying never results in losing your currency, so it’s not too frustrating to die. Instead part of your magic meter becomes inaccessible until you regain your dead spirit. This penalty is basically negligible though.
Man, the art style and theme of Blasphemous are so cool.
It's a shame that I just don't like the Dark Souls formula that it draws so heavily from. I'm not a fan of the slow combat, cryptic story, corpse runs, limited magic/special abilities, etc. It's all just not for me. I wish I could learn to enjoy the Souls influence since there are so many cool games in the 'genre', but it doesn't look like that's going to happen. I got a couple hours into Blasphemous and it felt like an absolute chore. I wasn't struggling with the difficulty, I just didn't want to deal with any of the things it was throwing at me.
I'm think I'm just gonna outright avoid any game that tags itself as Souls-like going forward.
Blasphemous is such a great game - aesthetically, gameplay wise, on every level it succeeds in spades - but I cannot for the life of discern what the PLOT actually is or how close or far away from completing it I am. Hollow Knight, on the other hand, somehow makes it work and I understand what's happening and what the ultimate endgoal to be, but for some reason Blasphemous is almost so obtuse that it just doesn't make sense to me. I still love it to death, I'm really far in it, but I'm just really confused at what the actual point is and when the "endgame" begins.
Pulled the trigger on this for the Switch. Not sure why, though, except for the aesthetics, which seems really cool. And, well, I have a weakness for everything Team17 makes since Worms Armageddon.