When a curse known as The Miracle falls upon the land of Cvstodia, The Penitent One—the only survivor of the "Silent Sorrow" massacre—must endure a series of trials to lift it.
+ Incredible art and music design. + Novel and well-designed world and lore. + Great animations and combat tactics. - The traversal and combat can be a bit tricky at times (I know it is supposed to be hard), and the constant back-and-forth really gets tedious after a while.
Completed.
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It's Ok, definitely a decent experience. As is pretty well known by this point, the most impressive thing this game presents is the atmosphere and how the levels look and feel (not how they play, by the way), with the whole catholic aesthetic the game goes for being pretty cool most of the time, even if it feels like it's maybe trying a bit too hard sometimes to be cryptic. Unfortunately the rest of the game isn't that impressive.
Let's take, for instance, the combat, which stays basically the same from start to finish and is very basic (and kind of sluggish and clunky), with the game lacking any meaningful progression related to your character in anyway to make it feel more satisfying to fight enemies or to traverse the map. The game does present you with a feel items you can equip for "advantages" and a skill tree for a better moveset overall, but unfortunately it all varies from very situational to borderline useless, making the whole experience feel kinda samey, especially for a metroidvania, with the only piece of meaningful progression you're gonna get for most of the game is going to be health/mana and damage upgrades, which cool i guess, but underwhelming.
As for the level design, i do think it's ok for the most part, but nothing that really blew my mind. Again, the levels look incredible and the developers also try to keep them interesting by adding a different gimmick to each area you visit, but stuff like the constant platforming in the Rooftops or the toxic waste area can get kind of annoying very quickly. These gimmicks then become either unremarkable a lot of the times, or just straight up unpleasant sometimes. Another problem about these levels is that, again, how the game lacks any satisfiable and meaningful progression, exploration feels very unrewarding, with you exploring these levels and getting occasionally a health or a damage upgrade, but mostly junk you do not care about.
Lastly, the boss fights. They're OK. The game is competent in this regard but i don't think they succeeded in making memorable or engaging boss fights for the most part, with a lot of them being slow big monsters that mostly stand there waiting to be hit, or run away from the player just making me wait there for them to recover. Two bosses near the endgame required a lot more engagement from me by constantly moving and being agressive, and as a result were not only harder, but infinitely more engaging and fun to go against, which shows they know how to do things great sometimes, which makes things even more underwhelming.
Oh damn, there's a story... The story is certainly there. I don't know anything about it and i honestly do not want to, as the game didn't really make any effort to present anything to me even in a slightly digestible way. I'm not asking for the game to serve everything to me for i am stupid and media illiterate, i'm just asking for something. Games like Hollow Knight or the Fromsoft games manage to be ambiguous while still being engaging and interesting, and having fun and remarkable characters. This game doesn't really have that. It does seem to have a lot of lore though, good for them...
Since i mentioned the Fromsoft games, i do feel this game is heavily inspired by them, while still being a metroidvania. Unfortunately i don't think it succeeds in doing either style well. It does not present the great combat, abilities and level design either style has, feeling like it lacks understanding of what makes those styles so engaging in the first place.
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Gameplay um pouco truncada. História intrigante, tem pontos altos, mas alguns que deixam a desejar bastante também. Estilo visual é certamente o ponto alto do jogo, foi, de fato, o que me fez jogá-lo em primeiro lugar. Apesar de faltar um pouco de polidez em vários aspectos, Blasphemous ainda assim é capaz de brilhar intensamente na maior parte de sua duração.
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Incredible art, I really mean it, to the point that I considered buying the art book just to drool over it. my problem is that I paused the game for a month or so, tried to come back, and didn't remember what the fuck I was doing
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Some of the progression is weirdly convoluted and going for 100% is mind-rending, yet something that can be done accidentally because even the main route loses coherence in the second act. It's a bummer, but not enough to detract from an otherwise great adventure that leans way more into the Castlevania part of that Metroidvania genre tag. Symphony is maybe too obvious an influence here, and ultimately makes it hard to recommend to people who are just that sick of these kinds of games, but if you're not, Blasphemous offers tight combat with just enough nuance and just enough arcadey fun, a gripping, oppressive, bleak atmosphere with a uniquely self-flagellating emotional tone, and quite simply, some of the best looking pixel art ever.
If Blasphemous rips off SOTN too much, I let it go because we simply don't get games like it anymore. AAA 3d open world games are so overdone that even their amazing vistas can get boring, but Blasphemous, with its mix of Christian-Gothic imagery and an artstyle somewhere between PS1 era 2D and old PC point-and-clicks, is full of unforgettable imagery, with great animation to boot, deliberately stilted to sell every frame but never feeling less than silky smooth to keep up with the white knuckle gameplay. And while the exploration gets tedious by the end, a wide assortment of collectibles, interconnected sidequests and a map size that feels just right makes it more engaging than Shadow Complex or Ori, even if it doesn't feel as fluidly designed as the original recipe Metroids. As rough as some parts were, I knew from the end of the cutscene after beating the first boss that I was in for an amazing adventure, and I got it.
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Really solid game, falls short for a few reasons. Deaths can feel unfair sometimes (Despite it not being that hard), some archaic design decisions. The true ending is really silly, it's far too hidden to expect most people to search for. Aesthetic and enemy designs are the obvious best part
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Excellent game, but it's silly seeing people calling it a Metroidvania when there's so little mandatory ability gating (none for the base ending). Even Enrique Cabeza has said it isn't one.
i love the pixel art so much but I've attempted to play it twice and I can't get into it. i think its cause the movement and combat feels so limiting in the worst ways. is the second game better? should I pick that one up?
man i just really wish i likes this, probably the game i feel this way the strongest
but it just feels so directionless, it's a subpar metroidvania and a subpar soulslike. at least the artstyle is gorgeous, to the point it almost tricks me into liking this game.
feels like a straight plagiarism of dark souls, which can probably be said about 90% of skill-based games nowadays, but its not just in gameplay here. the dialogue, setting, and themes feel just like it too
Just finished it, loved it. The atmosphere and art direction are top notch, and it's the first soulslike I've ever played where it felt like the story and lore were truly central to the game, and not just an excuse (even if a very good one) for gameplay. The way the game handles sin, religion, authority, it's fantastic. And while there are some obvious similarities to Dark Souls, it quickly becomes clear that Blasphemous is its own beast, in the same way that early Pink Floyd and Animal Collective are both psychedelia, but you wouldn't accuse the latter of plagiarism.
but it just feels so directionless, it's a subpar metroidvania and a subpar soulslike. at least the artstyle is gorgeous, to the point it almost tricks me into liking this game.