As of writing, I have yet to play any Dark Souls games, or any games spun off from that series. It initially started off as a lack of interest and opportunity, but I think that at this point it's just a personality trait. The thing is, despite never playing any of those games, I can still tell that Blasphemous derives quite a bit from them. The flasks, the tone, the general gameplay, it all seems pretty similar, although feel free to correct me if I'm wrong.

Whether or not my lack of experience with Dark Souls had an effect on my perspective, I did enjoy this game. There are some issues, as there are with pretty much every game, but as far as Castleroids go this isn't bad. I think one thing this game does very well is backtracking. The map is tightly designed and a pretty good size. It's not too big or small. Even that aside, many in the Castleroid genre simply give very generous warp points for backtracking, unlike Blasphemous. While the opportunity for that does eventually present itself in this game, much of the level design is simply built around making backtracking easier, with switches and doors that will open and make travel more interconnected and convenient.

This also works well with the death system, something else taken from Dark Souls. Now, if there's one thing I didn't like about Hollow Knight, it's dying and having to return to where I died lest I lose all my money. I think that's a pretty annoying punishment for non-linear games where I might just want to explore another area. Blasphemous has a similar system, but I like it a little more because it's not quite as punishing. Honestly, it maybe should've been even more punishing than it is, as a few times I'd just not bother to collect my guilt, even before a a couple of bosses. At the end of the day, I'd still just prefer a flat money decrease upon death to this shenaniganry that seems so prevalent. However, I'll take my blessings where I can get them.

The combat is good, barely above average. You have your basic sword strikes, special attacks called prayers, a ranged attack, and a few more sword attacks, many of which... honestly don't matter. Honestly, aside from using the different prayers I didn't really feel that combat ever actually changed. Most fights I would just do chip damage, see a big opening, raise attack speed, and unleash whatever sword combo I had. There's also a parry and dodge with i-frames. They're... fine, but some enemies are explicitly designed around waiting and parrying, which I don't like, and I'm a bit tired of dodges with i-frames. Generally though, my biggest issue is that I don't think the progression changed my combat approach that much.

That stagnation of gameplay unfortunately extends to any platforming abilities. If you think of most Castleroids, you'll notice that almost all of them have some kind of platforming upgrade. Double jumps, high jumps, grapple hooks, jet packs, high-speed dashes, and more. These are very effective because stumbling across a future area, you go, "Oh, I guess I'll be able to reach that place somehow with some new ability." Different Castleroids have varying focus on this aspect. Metroid has tons of it, whereas a game like Iconoclasts has very little. Blasphemous is one of the few Castleroids where you essentially gain no new abilities that allow you to progress further in the world. Instead, you gain items that will add extra platforms to the world or grant you immunity to poison, along with quest items that open up new paths. The fact is, very little of what you earn in this game actually changes the way you play. This is fine I guess, but I still would've liked something to actually change how I traverse the world, since that can often be the best part of these kinds of games and I can't think of any downside to adding such a thing, especially since the level design rarely feels super specialized or finely-tuned.

What about the story? What's it about? That's a good question.

Anyway, onto the audiovisuals. I say once again, "I'm kinda tired of indie games doing pixel art but this game does it really well". There's clear inspiration from Spanish Catholicism with the imagery here, all of which looked really cool as it went over my head. The music is also pretty good.

All in all, a pretty good game, but I think better progression would've improved it a ton. I'll probably get the sequel not too long after it drops. 7/10, closer to a 6 than an 8.

Reviewed on Jun 10, 2023


3 Comments


10 months ago

Good arguments! I actually found the relative absence of progression items refreshing for this type of game. Because the map is extremely open, many pickups can be obtained once you find them instead of being forced to backtrack at a later time. The items that unlock platforms may have been a compromise to appeal to the Metroid style of progression, but I think dropping them entirely would have been a better idea since, like you said, they don’t change how you play. Regardless, Blasphemous is still an enjoyable game with a lot of potential. I will definitely pick up the sequel.

10 months ago

@EldestBrisingr That's a pretty good point. The lack of upgrades does probably lend a lot to the sense of exploration, which is one of my favorite aspects of the game. You could certainly argue that the few progression items here is a compromise that wasn't necessary (I can't think of a single Castleroid that is simultaneously non-linear and features almost no ability progression, so an attempt at that could be interesting), but even then I think the few here could've been better without hurting the sense of exploration. If it was a compromise, I couldn't see it pleasing either side all that much.

10 months ago

@Mur I can't really comment on that since the aesthetic is pretty much the only thing that I've seen from Dark Souls, but I can say that tons of things are unjustly compared to Dark Souls so I wouldn't be surprised if what you say is completely true.