Reviews from

in the past


A game with an incredible world, fascinating lore, and stunning aesthetics, but where the gameplay is shy of anything worth writing home about.

An extremely solid metroidvania! Ignored this game for a while because the trailers made it seem like more of an action platformer than a metroidvania, so if it wasn’t for the most recent PSN sale, I would’ve totally not picked this up at all!

I think this is my nominee for Average Game of the Year for 2019.

Things I loved:

+ The backgrounds are great to look at, especially further along in the game.
+ SOME bosses are interesting enough

...and that's really it.

There's a lot of stuff it does fine, but it also flubs things a bit because I feel like it's trying to be both a Metroidvania and a Soulslike game without really being strongly in either camp in a good way. I could write a long diatribe about prevailing issues with the game, but for how very average it felt, I feel like I'd rather just go play something else now, instead.

Metroidvania elements are okay, but I think the skills and upgrades you get really don't amount to anything meaningful. You kind of feel like you're doing the same thing the whole game. It's not too long, at least. Absolutely ridiculously cool aesthetic style, though.

Yeah, wasn't really able to hold my attention for more than an hour. I do like the visuals and overall aesthetics, but the gameplay just wasn't very engaging.


Graficznie to cudo pixelartu. Płynne animacje, piękne widoki i całość spójna graficznie. Niestety poziom trudności mocno nie równy, a mechaniki metroidvaniowe w pewnych momentach mało oczywiste. Mimo to gra zapada w pamięć.

El juego en si es bastante clunky en plataformeo y propio combate, pero la estetica, el arte y el nuevo doblaje le da un sabor muy especial al juego que me ha hecho disfrutarlo bastante

i don't necessarily love the game's feel and combat, but its world is intricate and well-designed, its areas hit on that very appealing souls-like mechanic of shortcuts and secret passages, and — perhaps best — it makes great use of the inherent creepiness of catholic imagery and scripture.

my favourite bone is the blasphemur

Tough game with interesting lore, Stir of Dawn update adds a bunch of QoL fixes and a bunch more content on top of an already great game.

I'll have more to say about it later, but this is a game that you come to more for the mood and the world and the lore in it than you do the gameplay. It's a perfectly serviceable game - not rewriting the book or doing anything brand new, but providing enough of a challenge as you go along that you can feel good about getting better at combat and overcoming bosses.

But more than that it's a mood piece - Castlevania mixed with Dark Souls and all wrapped up in a thick, musky layer of Catholic guilt. Each new foe suffers on Earth for the sins of mankind. They mutate and deform. They punish themselves and gain strength through the pain. It all clicked into place really nicely when I found out the game was made in Spain.

If you're unsold on the game, my suggestion would be to watch someone play through the first boss. Once you get to the part where the character scoops a helmetfull of an enemy's blood up and then places it on their head, so the blood pools out over their body, you'll probably know if you're into what this game is putting down.

Spawned from the depth of a convent full of dead brothers, armed with a sword which impaled a guilty god-fearing woman, set out to crash the Church ruling over Cvstodia by dismembering its minions in graphically brutal ways, so the Penitent One rises and begins his blasphemous crusade.

Produced by the Spanish team of The Game Kitchen, Blasphemous was developed utilizing all of the studio’s knowledge about their historical heritage, from the catholic domination and the holy inquisition to recreate a game that would feel as grim, corrupted and uncomfortable as living during the medieval times of witch hunts and executions might have felt. Relics, equipment and collectibles depict with their lore a frightening picture of a world where religion has taken over not only people lives but also their minds, in the name of a faith that should give hope but at what price. All around the game map people are living in penance and fear of God, seeking atonement for their sins, whichever they might be, and being punished both by the environment and by themselves.

Even enemies and bosses are curiously shown to use flog and other torture instruments both on the player’s character and on themselves, so the theme runs deeply within the game. As per why they do this, the plot is complex and multi-layered but simple on the surface: stylistically it heavily borrows its narrative from the tradition of games more interested in building a setting and letting its characters, item descriptions and visual clues to do the narration, rather than having a clear cut and linear narrative. There is no need to spoil anything, as the general premise of the game as well as its synopsis are enough to know what to expect. Everything else, from the symbolism to the themes of the game, is better to discover for themselves.

Another huge inspiration for the game is obvious, the old school metroidvania style of interconnected areas with secrets, mobs, recurring enemies, checkpoints and impressive bosses that block the players path. A huge difference, coming instead from the souls-like inspirations of the game, is how there is no linear path to follow, nor areas blocked by a lack of abilities, keys or requirements. At any given time, since the beginning of the game, the map would sprawl to multiple areas, some arguably easier than others, but each identically opened to the players’ decision as per where to explore.

Technically speaking, Blasphemous is very impressive in its depiction of a fantastical and eerie medieval European setting. The pixel art is detailed and charming to look at, there are many details both in the platforming areas, in the enemies and the backgrounds to look at, so to discern what their story and lore are. Aside from a few non-game breaking glitches and rare hitboxes fault it also plays very responsively to the players inputs. The soundtrack also relies on music fitting for the Spanish and religious environment, with sacred choirs, classic guitars and other tunes to accompany a horrific journey toward a paradise that looks more like a hell.

Feels like it's close to being great, but all the Dark Souls trappings make it a lesser thing. Incredibly obscure side quest requirements (and potential lockouts) don't really mesh with the Castlevania style exploration when there are very few warp points and no movement abilities. Plus the last couple of bosses are a huge difficulty spike and then drop off a cliff.
But it looks, sounds and feels great!

When you riff off of something in design philosophies according to gameplay and themes it's really important that one actually hold true to that foundation and/or offer something actually unique. Salt & Sanctuary understood 2d spacing and level design when it came to a slow methodical action platformer. Blasphemous seems intent on knowing nothing at all.

What's the point of having a disgustingly powerful parry and dodge when the enemies have ridiculously slow attacks and are placed in such easy not very interesting locations? What even is enemy placement here? What's the point of making platforming punishing for failure when the platforming isn't interesting? Why copy the structure of ringing the bells at all?

I had to ask myself these questions while I played a lot as I searched for an answer on why I was playing this game at all other than the indie buzz that barely caught my ear. (4.5/10)

Blasphemous doesn't ever really do anything poorly, but it doesn't really stand out in any meaningful way in its genre. Some good art and music, some solid flavor and lore, and gameplay that bounces between exciting and rote. If you like Metroidvanias, this is probably worth your 12 hours, but its not going to jump off the page for you.

The presentation- amazing pixel art with great and fluid animations, and an interested setting that takes from spanish catholic symbols and themes and twists them to creepier highs- was what pulled my attention to this game.

After getting the "true ending", 12 hours later, I'm satisfied with the experience, mostly thanks to the aforementioned setting and presentation.

Gameplay-wise, there's nothing really outstanding about it, for better or worse. The platforming sometimes felt a bit uninspiring and unpolished. The combat was fun and tight, and the progression felt good and rewarding.

Indeed, the most memorable moments are the boss fights. Visually stunning, twisted, and creepy creatures that provide the biggest challenges, all backed up by this religion-gone-super-creepy imagery made for a very good experience.

Just wish the rest was better polished.

that one lightning guy on the bridge can suck my dick

Tolles Design, Setting, Atmosphäre und Animationen. Das Gameplay hingegen ist zäh und repetitiv. Man hat drei Standard Angriffe die man mit der Zeit aufleveln kann sodass sie mehr Schaden und Reichweite erhalten, Variationen hingegen bleiben aus. Dadurch verwendet man zu 99% immer dieselbe Attacke während der Rest meistens absolut nutzlos ist. Selbiges gilt für magische Fähikeiten. Es gibt auch passive Fähigkeiten die gewissen Schadensarten reduzieren, jedoch sind diese so gering das man überhaupt keinen Unterschied spürt.
In diesem Spiel wird einem auch nichts erklärt, so wusste ich erst nachdem ich gegoogelt habe, wie ich Fähigkeiten Slots freischalten kann und das auch erst kurz vorm Ende des Spiels.
Die Story hat zwar ein originelles Grundsetting aber erzählerisch bleibt es mal wieder für Souls Likes absolut kryptisch und nichtssagend wenn man nicht alle Dialoge und Gegenstandsbeschreibungen auffschreibt und stundenlang sich an einer Analyse versucht um die Story zu begreifen.
Das Gegner/Level Design ist auch teilweise extrem frustrierend, z.B. das Bibliotheken Level, wo man unbesiegbaren Geistern ausweichen muss und dabei jedesmal von Zombies mit Büchern abgeworfen wird, die einen zu 99% immer treffen wenn man die Leiter runtergeht nur um am Ende in ein Juggle-Loop zu geraten zwischen Geistschaden und Buchschaden. Und wenn man das dann endlich geschaft hat, gesellen sich noch unendlich spawnende fliegende Köpfe dazu. Das war der Punkt wo ich erstmal ein halbes Jahr Pause gemacht habe.
Fazit: Eines von vielen Spielen die mit ihren optischen Reizen und einem spannenden Setting locken, wo die Enwtickler am Ende aber dabei das Gameplay vernachlässigen und zudem nicht begreifen, dass eine originelle Story Idee noch lange keine gute Geschichte ist. Zum Leid aller Spieler ist das produzieren von Spielen mittlerweile so einfach geworden, dass sich zur Zeit jeder talentiete Grafiker denkt er müsse seine Kunst in Videospielform bringen.

This is the most catholic game I have ever played.

I can't recall a game that has disappointed me as much as Blasphemous.

From the first time I saw this on kickstarter I fell in love, the art style was just so gorgeous I got caught up in the hype. When I finally got my hands on the game I quickly realized the art was pretty much all it has going for it. In terms of the actual gameplay it's the most bland combination of metroidvania and souls-like possible. Completely uninspired map design, very bland combat upgrades, a complete lack of traversal upgrades, very little enemy variety, bad bosses, and I could go on.

The only appealing thing about the gameplay to me is the stinger move, which I can't remember what this game called it because it was so bland. I really can't overstate just how big the rift between the quality of the art and the quality of the game is here.

You'd probably be better off just taking some screenshots and making them your desktop wallpaper instead of playing the game itself.

I liked the combat and powers, but i hate the metroidvania part, it's based on keys instead of upgrades.

Really fun metroidvania, didn't rely too heavily on power ups and upgrades which was refreshing

new game+ is converting to catholicism


Now you see the art is objectively good because there's blood and gore.

Pocas veces un apartado artístico es capaz de transportarte a un mundo ficticio como lo hace Blasphemous. Es precioso tanto en su pixel art como en su narrativa, ambientación y banda sonora.

Arte y diseño salvan este juego completamente. Como Metroidvania es meh, el combate es plano y tampoco mejora con skills durante el juego, es extremadamente criptico con ciertos items (lo de las mascaras y el ascensor...) y tampoco es que sea especialmente inspirado en cuanto a dificultad/recompensa.

Pero está tan bien ambientado que solo con la fuerza del arte vas pasando el rato hasta que termina casi sin darte cuenta.

A solid game, but left me a little bit underwhelmed and I felt no drive to go for any of the hidden content/good endings.