Blasphemous

Blasphemous

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Jamers Sep 17, 2019 @ 5:45pm
Too easy for those looking for a Souls-style challenge?
I love the style and atmosphere that I see in this game, but I just watched the first 30 minutes or so of gameplay, and it seems like anyone used to this style of game (or Soulslike games) will find the encounters to be pretty forgiving throughout. I'm sure there are some cool boss fights, but I'm of the mind that the regular enemies and levels themselves should provide a consistent challenge in a game like this.

I'm tempted but will likely wait for a sale, but if anyone feels that this game is truly challenging, let me know. I appreciate it!
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Most of the challenge comes from the platforming segments. 1-hit kill pitfalls and the like. Combat in general is forgiving and enemies seem to be more additional danger in addition to the platforming than actual enemies you're meant to fight (like killable environmental damage).

As for bosses ... eh. They're okay. In some ways they feel a little half-baked and RnGish, but not in a really fatal way or anything so it makes them feel anticlimactic once you're over the art (which is, hands down, the best thing about this game) even once you beat them. Good example of this is the Covenant boss, when her second hand comes up it gets a little RnG with them both just acting like the one hand phase, only random attacks between them both, rather than having both hands work together in a way that feels like a legit second phase. Sort of lazy, in other words.

I feel like the best comparison is to any of the earlier Adult Swim games, that's what it feels like to me. Where the art direction and everything is exceptional but the game mechanics themselves are secondary to that, and maybe needed slightly more time to cook.

If you're looking for a Souls-like in terms of challenge, rather than mechanics, you probably won't find it here.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Sep 17, 2019 @ 6:01pm
Dark Souls didn't have a BS platforming element to it or a bullet hell boss fight.
Last edited by DRΞΛMCΛST; Sep 17, 2019 @ 5:57pm
aub Sep 17, 2019 @ 6:12pm 
Yeah, it's significantly easier than Souls.
jookie Sep 17, 2019 @ 7:10pm 
Yeah the platforming is the hard part. The bosses and enemies seemed easier than that of the GBA/DS castlevanias.
aub Sep 17, 2019 @ 7:31pm 
The platforming isn't even that hard compared to something like Celeste or TEiN, or even Hollow Knight really. It just has instant death spikes and pits, though I personally didn't find those too hard to avoid.
Last edited by aub; Sep 17, 2019 @ 7:31pm
Honestly I think the main mechanic that needs work is the automatic ledge grab. Too many times I've grabbed a ledge when I didn't want to and not grabbed a ledge when I did want to. They should tone down the reach on it but also add the ability to grab moving platforms and the crumbling platforms, just my opinion
HighLanderPony Sep 18, 2019 @ 9:15am 
It isn't super hard, just cheap in places, wait for a sale.
The Faceless Man Sep 18, 2019 @ 9:23am 
Originally posted by Jamers:
I love the style and atmosphere that I see in this game, but I just watched the first 30 minutes or so of gameplay, and it seems like anyone used to this style of game (or Soulslike games) will find the encounters to be pretty forgiving throughout. I'm sure there are some cool boss fights, but I'm of the mind that the regular enemies and levels themselves should provide a consistent challenge in a game like this.

I'm tempted but will likely wait for a sale, but if anyone feels that this game is truly challenging, let me know. I appreciate it!
It is compared to Dark Souls because of the way death and advancement work. The similarities basically end there and it becomes another mentroidvania. When you die, you return to the last "bonfire" but unlike souls you don't lose your Tears of Atonement (souls). You suffer something called "guilt" which supposedly reduces the tears (souls) you gain and limits your Focus (FP) gauge. Advancement involves spending Tears of Atonement on skill upgrades and items, similar to how you would buy stuff with souls.

I bought it because of the animation, but all the cutscenes you see in the trailers are basically what's in the game minus the ending content. Most of the enemy sprites are well-animated, but very little variety and you start seeing reskins later on. The ending content is not much better, I'm afraid. The art style reminds me a bit of classic Psygnosis games, which is twisted and surreal.

The plot / storyline is pretty dumb and boring. Unlike souls, you never fight any NPCs you've talked to, and there doesn't appear to be any shockingly fun stuff like mimics, giant boulders, life sucking vases, etc., It is all just spikes, bottomless pits, and lava.

If you're looking for a truly "souls-like" platformer, this won't cut it. If you're looking for a slightly more difficult metroidvania, then maybe this is for you.
It's honestly not really even Metroidvania. The major mechanic of a Metroidvania is the acquisition of skills (double jump and things of that nature) that let you further explore the environments, either through backtracking (which this one has) or through access to previously blocked areas (very lacking here - semi exists for optional stuff/collectibles/100%). The only environment traversal abilities you get in this game are arguably optional for 100%ing it, but the primary stuff and overall structure of the game is actually closer to a 2D Souls than a typical Metroidvania, where both have similarities (backtracking and shortcuts) but Souls, as well as this game, are almost primarily "pick a path, take the long way around first, then open a door from the other side that now lets you take the short way next time" instead of abilities allowing for alternate exploration leading to alternate routes or secrets or whatever (Souls even had more freedom in that regard by nature of things like starting with a certain key, or similar item related stuff). This is very indicative in that the only wall jump you get, you start with, and is only on walls with wood or vines where in something like Hollow Knight, wall jumps can be on 99% of the walls and there are tons of areas locked off until you get that ability, optional or simply alternate (let alone super dash, double jump, the ability to destroy walls, etc.).

There's not even really a direct means to move faster in this game that I'm aware of, only indirectly through chain dashing with a couple "toes" equipped to make the cooldown between dashes shorter, as well as a longer dash. Outside of that...exploration is more optional, simplified, and tends to be a little "meh" for lack of a better word because it's slow-paced but full of instant death with a splash of somewhat simple combat (combat is pretty good, but definitely secondary outside of bosses). And the instant death is primarily platform related (with enemies placed to help with that by knocking you into pits) - things like environmental damage don't really do enough damage to matter.

This game sits in this weird void between Metroidvania and Souls, and serves to exemplify the differences between both similar genres by not quite reaching either one itself. It's odd. It's not bad just...not quite there either, but the art is incredible. Enough to make me look forward to their next game, but this one is very mixed for me. There's enough to like though that it'll find its niche. I like it a little better than my own first impressions of it as well.

Honestly I think the main mechanic that needs work is the automatic ledge grab. Too many times I've grabbed a ledge when I didn't want to and not grabbed a ledge when I did want to. They should tone down the reach on it but also add the ability to grab moving platforms and the crumbling platforms, just my opinion
Also this - I mean the simplest solution would be to be required to press jump again on an edge in order to grab it. Or just to have your attack do it like it does to certain walls. But instead they made it automatic, and then introduce areas you have to descend made of floating platforms that are so close together you accidentally grab nearly every one in the way down.

Edit : Worth noting I'm about 80% of the way through it - haven't beaten it yet but at this point it's a bit late for my first playthrough feelings to change I think. I'm still curious what a second run through will feel like when I'm done with this one.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Sep 18, 2019 @ 12:02pm
The Faceless Man Sep 18, 2019 @ 12:10pm 
Originally posted by ⊂╫i└└ i∩':
The major mechanic of a Metroidvania is the acquisition of skills (double jump and things of that nature) that let you further explore the environments, either through backtracking (which this one has) or through access to previously blocked areas (which this one only has via story progression rather than abilities like needing to jump higher).
Not specific to metroidvanias at all. Zelda had those things long before Metroid or Castlevania ever did. There are many games that use "gated" exploration as a game mechanic.

Originally posted by ⊂╫i└└ i∩':
but Souls, as well as this game, are almost primarily "pick a path, take the long way around first, then open a door from the other side that now lets you take the short way next time" instead of abilities allowing for alternate exploration leading to alternate routes or secrets or whatever
That applies to both Souls and Metroidvanias. SotN had many one-way doors that you could only unlock from one side without requiring a special ability to do so. Tomb Raider (not a Souls game) had similar "shortcut" gates as well. Games were already doing this before the first Souls came out.

Originally posted by ⊂╫i└└ i∩':
This game sits in this weird void between Metroidvania and Souls,
Hypocrite much?
Originally posted by ⊂╫i└└ i∩':
It's honestly not really even Metroidvania.

The game is closer to a Metroidvania than a Souls game, imho. With the exception of Dark Souls 3, most of the Souls games were unique in how advancement and death worked. In Dark Souls 1 & 2, when you died, you lost all your souls and some humanity requiring you to return to the point where you died in order to recover them. This game has some similarities in that respect in that you do lose something (max FP & tears gain) but not nearly as severe. You have a gauntlet to go through to get to the next save point (bonfire/altar), but you acquire boosts to HP, FP, etc., by finding items / objects just as you would in a metroidvania. There are special items only accessible through the acquisition of other special abilities / items whereas most Souls games don't have anything like that at all. (Just weapons, armor, and key items.) -- Do note that there are no varieties of weapon and armor and thus the game lacks the "fashion" aspect most people crave with Dark Souls.

About the only other thing that is Souls-like about this game is how enemies only respawn whenever you pray at an altar (bonfire). Unlike Souls, however, activating an altar (bonfire) will cause all the enemies to respawn. (In DS, you can activate a bonfire without sitting at it and enemies will not respawn)
Last edited by The Faceless Man; Sep 18, 2019 @ 12:13pm
From reading your post, you have too distinct a lack of reading comprehension and understanding of mechanic composition (the sum of its individual parts, not the individual parts themselves) for me to feel it's worth replying to you other than to point this out. Apologies. I already see where this will lead - me having to fruitlessly repeat myself to get through your tunnel vision and semantical justifications of it. You using Zelda as an example exemplifies this considering games like Brain Breaker existed even before that game by longer than the 6 months between Zelda and Metroid (and assuming I meant strictly gated content, something 90%+ of games have, rather than the means to overcome it for example in conjuction with everything else, such as double jumping and things indicative of a platformer, of which Zelda is not - aside from Z2 which came after Metroid, making it an even worse example to disprove me or whatever - let alone the differences in Macro and Micro-progression between the two franchises) and then calling me a hypocrite because you don't get context (including the remainder of the very sentence you quoted when calling me that). Shows me your lack of both knowledge and patience, and tendency to run with oversimplifications. Too revealing, too fast, and debating people smugly out of context of my original points never ends up worth the time and derails topics anyway.
Last edited by Ǵ̶͓̂͑lí̴̤̀̄́tcĥ̸; Sep 18, 2019 @ 7:55pm
MarkedMarkyMark Sep 18, 2019 @ 8:03pm 
Think of it more of a Castlevania type of difficulty, it comes more at tricky plataforming + enemy placements, the Souls-like part is only for the combat, which is a pretty fun combat and it's more about learning how to beat each type of enemy in a good way rather than leveling up or getting better gear, which, I guess, is also Castlevania like. Cause, also, honestly, Souls is basically Castlevania in 3D when you really think about it, but this is more old school Castlevania, as in, if you don't learn the layout and enemies pattern, you are getting that ♥♥♥♥♥♥♥ knockback + spike to death plenty-a-time.

So yeah, not hard, but very fair, honestly the closest thing to this is Castlevania 4 on the Snes, even the sounds of it reminds me of it, and the palette too.
The Faceless Man Sep 19, 2019 @ 7:44am 
Originally posted by ⊂╫i└└ i∩':
From reading your post, you have too distinct a lack of reading comprehension and understanding of mechanic composition (the sum of its individual parts, not the individual parts themselves) for me to feel it's worth replying to you other than to point this out. Apologies.
This coming from someone who goes overkill on his paragraph lengths.

I'm sorry, but the reality is that your reading comprehension is clearly stunted somehow. I'll underline to help you understand better, since you are clearly inept in this capacity.

You cannot argue similarities between games simply based on the sum of all individual parts if those said individual parts are not similar at all. These are the only individual parts that are similar to Dark Souls:
  • Enemies respawn when you activate a save point.
  • You gain a resource that can be spent. (not Lv/XP)
That's it. While your initial post claimed:
Originally posted by ⊂╫i└└ i∩':
It's honestly not really even Metroidvania.
Which is not even remotely close to the truth. Anyone who has played the game will already conclude how full of ♥♥♥♥ you really are and that you have only really succeeded making a complete fool of yourself. I can already list way more similarities:
  • Certain areas are inaccessible until you acquire special abilities or relics to access them.
  • The map is a grid-based representation of zones/rooms/areas.
  • You can completely bypass (jump over) enemies and many will not give chase.
  • The game is a 2D platformer.

Gated shortcuts are predominant in both genres.

But what is the point, right? You'll just write another massive paragraph about how I have "tunnel vision" and making what you call "semantical justifications". You're like a last-gen troll that snuck out from under the ♥♥♥♥-hole bridge that likes to excuse anyone else's arguments as "semantics" because you just learned the word and figured it will gray up enough of your faulty points that you can disguise what is nothing more than pathetic trolling anyway.

Do you even know what "semantics" means exactly? Or did someone use that word once and you figured you could use it to justify all the condescending trash that you post?

I'll give you a hint: It doesn't excuse every comparison made between these two games that I have made. And those comparisons are significant, whether you choose to acknowledge them or not simply because you think you have a "broader" (r*tarded) or more "contextual" (deranged) view. But because you're so dismissive of those semantics, you've completely lost what the big picture is, and that's that this game is only a distant comparison to Souls games.
Last edited by The Faceless Man; Sep 19, 2019 @ 7:53am
The Faceless Man Sep 19, 2019 @ 9:36am 
Originally posted by Squiddo:
Cause, also, honestly, Souls is basically Castlevania in 3D when you really think about it,
Souls is basically a metroidvania in 3D, yes. What made it stand out was the way bonfires worked. In Castlevanias like SotN, enemies would respawn whenever you leave/enter a room/zone. In Souls, enemies would not respawn until you rested at a bonfire.

But many aspects of a Metroidvania is exploration and shortcut gates scattered throughout a massive interconnected map. Souls maps have no "zoning" between areas other than some situations where a bird flies you to a remote area or something. For the most part, it was one seemless world.
MarkedMarkyMark Sep 19, 2019 @ 10:11am 
Originally posted by Lonerwurld:
Originally posted by Squiddo:
Cause, also, honestly, Souls is basically Castlevania in 3D when you really think about it,
Souls is basically a metroidvania in 3D, yes. What made it stand out was the way bonfires worked. In Castlevanias like SotN, enemies would respawn whenever you leave/enter a room/zone. In Souls, enemies would not respawn until you rested at a bonfire.

But many aspects of a Metroidvania is exploration and shortcut gates scattered throughout a massive interconnected map. Souls maps have no "zoning" between areas other than some situations where a bird flies you to a remote area or something. For the most part, it was one seemless world.

Honestly to me what made DS stand out, the first one mostly, was how well connected everything was in like, perspective, it really dosent usually feels like you just teleported from one enviroment to another, it feels like a lived in place, and it's something that its sequels never really got super right, but also, i think its cause the first one isnt actually that giant of a game, 2 and 3 went a bit bigger, not sure about Bloodborne, never owned a ps4, and Sekiro was more like the third one too (I know people hate when people say Sekiro is a Souls, but, it's a souls)

IM NOT saying i dont like the other ones, i'm just saying that DS1 had that thing that the others never really managed to reach mapwise, they all have cool things on their own;
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Date Posted: Sep 17, 2019 @ 5:45pm
Posts: 30