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----
BLASPHEMOUS SPIKES GUIDE v1.12
----
Chapter I
Part 1
Don't fall into the spikes or you're dead
The End
Copyright 2020 Structure TM
----
hope this helps
I do, because I don't want to backtrack for 5 minutes every time I make a small mistake. I mean if the platforming in Blasphemous was actually good it would be okay but it's not.
And I've played much harder platformers before like Wings of Vi, Boshy, Kamilia 2/3. None of them makes you backtrack for 5 minutes because you failed a single jump.
And every time you die, you have to go back there, get your bloodstai- I mean completely original something or another and you're right back where you started. I think my most favourite annoying moment was when I had paid tears to be fully healed, only to get knocked off a platform by one of those coffin guys turning around faster than I thought, combined with the wind turning.
Edit: Actually, let's elaborate on that damn ice level, while I'm at it, because the game design there is pretty bad. The snow storm is difficult to track, because you can't actually see it on the background, because it's all white-on-white.
The wall statue enemies are annoying speed bumps that force you to repeat the same dance every time you encounter one: tease, dodge, slash slash, tease, dodge, slash, slash, tease, dodge, slash, slash, slash.
And then there are the marble coffin enemies, who do basically the exact same thing, only they are moving. You can't even block them effectively, because it risks knocking you off the platform, since blocking them knocks you back and wastes your time, since you have to tease them, again. If they had made the strikes parry-able, the fights against these enemies would be faster, riskier and feel more rewarding.
The ghost bell enemies, who will regularly float into solid walls, forcing you to wait for them to come to you, wasting even more time. The annoying wall jumping puzzles, who feel like they take forever, because the movement and animations of your character are so slow.
Wow... I got a bit off-topic there.
I guess to summarize: the platforming in this game isn't very good. And many of the enemies aren't, either.
despite having read the description, you bought the game and you still have the nerve of complaining that the spikes insta kill you... some people are so up their asses, it baffles me sometimes
There is being a difficult game and there is being an annoying game.
A challenge with which you need 20+ tries to succeed is difficult and not afraid of giving you very regular saves, because they know that their challenge is hard enough to keep you occupied while still respecting your free time.
A challenge that makes you redo a boring, easy part for 1-5 minutes, every time you fail, just to pad out the time is annoying and essentially wastes your free time, in order to seem like their challenges are harder than they are, by making you invest more time than your actual attempts at the challenge.
People say that games like this or Dark Souls are difficult. But they're really not. They're just annoying and waste your time, making it -seem- like the game is difficult. A boss I need 10+ attempts for is nothing new. But like this, they SEEM like they are really difficult, because you have to invest a lot of time for every attempt, like old console/arcade games, which were built to waste your time and money.
So yes, when a game is being annoying, rather than difficult, after announcing how difficult they are, you can bet your ass that I am going to complain. You might disagree on a personal basis and think that redoing the easy parts every single time is super fun, but in that case, you can't really blame us for having personal preferences.
falling into spikes is your fault and as a punishment, you get to redo the trial from the last shrine. it is only fair.
That is a very literal interpretation of the text. By that logic, if the game had been nothing but a black screen with a white line saying "Buyers beware", it also would have been 'punishing' and therefore you would have no reason to complain, because it fulfilled the literal meaning of being punishing.
The hidden white palace was definitely difficult, though sadly it also dabbled into wasting your time by making you redo previous segments again and again.
If you want to complain about something, there are too few Chapels of Travel or shortcuts. You'll see the same areas all the time, to talk to NPCs or go back with a new ability, and barely touch some other areas. The backtracking is way more time consuming.
Really, I don't get the logic behind the sparse save points, they just seem to make the game more repetitive and more of a chore, than it needs to be. A game like Blasphemous strikes me like a very theme and story driven game, I don't get why they didn't just make it linear.
Sounds like that is a problem with the design of the challenges, more than everything.
So your argument is that the death mechanic only works as intended, if the player never dies? Because in every other scenario, from dying once to dying a ton, my points feel valid to me.