In prior years, I’ve split my video game thoughts for the year in two. Not so for 2022. I don’t know exactly what happened, but there just weren’t many thoughts coming to mind in the first half of this cycle of time, even for things I did play in that duration; on top of that, I’d played less new games than average during those winter and spring months than I did in the waning period of 2022. The second half of the year did pick up speed, but not so much as to overfill anything, and thus we kind of settle at a usual parity. The executive dysfunction probably didn’t hurt with that decision either, of course, but still. I think I’ve also come to terms with the fact that my thoughts are not always of similar length from game to game, and not even necessarily the same train of logic regarding what seems prudent to frame discussion with. That’s me, and if that’s terrible, ah well.
Blasphemous (The Game Kitchen; September 2019 for PC/PlayStation 4/Xbox One/Nintendo Switch, September 2020 for Mac/Linux)
In a market as crowded as 2D games emulating IGA era Castlevanias, it takes something extra to stand out, be it aesthetic, narrative, or mechanical. Luckily for Blasphemous, it pulls through to have become noticed in this ocean. Drawing from material within its own country’s history, the Game Kitchen has adorned the forlorn world of Cvstodia with the iconography of Spanish Catholicism, from the protagonist’s nature as a capirote-helmed peninent with a vow of silence to the game’s enemy roster being populated primarily by twisted mockeries of religious iconography. This artistic scheme plays in a space between the beautiful and the macabre, your pilgrimage one that traverses scenic vistas and majestic architecture marred by gore and grotesques. Aesthetic ‘something extra’? Check, check, and check. But what about those other two categories?
Narratively speaking, you can see the influence of Soulsborne design on the DNA of Blasphemous. Yes, forgive me for the most overused comparison in video games, but it fits in this case. Your knowledge of Cvstodia and the enigmatic ‘Grievous Miracle’ are filtered through item descriptions, scattered NPCs, brief and usually wordless cutscenes, and interpretation of area design. As for the game’s mechanics, they are serviceable and fun enough, certainly. Are they where the game shines in uniqueness? No. But hey, if we’re being honest, it’s very rare for a game to be entirely novel, and it’s not even necessary to be a good piece of media. It’s arguably more important to know how the wheel works best than trying to reinvent it. And that’s exactly what Blasphemous does: its combat leans heavily into dodges and parries as some of your best tools, and creates situations to facilitate doing exactly that.
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