“Blasphemous” Tells a Story

What “Blasphemous” is trying to say, however, goes right over this pleb’s head. Developers, The Game Kitchen, focus on religious imagery and Old English to progress the narrative. It sounds and looks very cool, but I just don’t know the context of most of that content. Despite the story, everything is made whole in “Blasphemous” with slick combat and exploring. Let me explain.

“Blasphemous” goes heavy on slashing, dashing and parrying. Think of a side-scrolling “Dark Souls,” if you will–thanks weebs. The core mechanics work almost perfectly in “Blasphemous.” Bad-ass sword upgrades take the slaughter to another level. For instance, purchasing the slide attack allows The Penitent One to thrust his sword mid-slide for devastating damage. That’s one of many brutal options in the extensive skill tree.

Thank goodness this game’s map isn’t procedurally generated. Why does procedurally generated stuff ruin exploration? Well, when everything is always unfamiliar, what is the point of visiting the spot in the first place? “Blasphemous” & “Super Metroid” use a very similar map system. It’s beautiful, simple and should be the gaming standard lol.

Closing statements. “Blasphemous” has a trippy, religious story, but everything else in the game really thrives. LNG approved for sure.

Leave a comment if you agree, fam!

Peek at the trailer here: