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Sword hearts are special items in Blasphemous that can sometimes fundamentally change the way how you play, based on which one you have currently equipped (you can only have one equipped at a time). Each of them has a unique positive and negative effect on your character so you have to choose carefully, which one you are going to use in which situation. Or at least, that's the theory. Because in reality, the downsides of each easily outweighs their benefits so they aren't worth using at all 99% of the time.
There are a lot of special and extended moves that you'll probably learn upon progressing through the game, and you will have the option to chain these moves together to form even longer and deadlier combos. The problem is that even though if you realize and understand how to chain these different moves together to become truly lethal, you won't really be able to initiate them through the entirety of the game. There are two reasons for that. The first is that by the time you would actually be able to do a real combo (so not just your normal X, X, X attack), your enemy will simply die. The second reason is that you will face an enemy which you can't stun with your hits, and after your third strike, it will strike back, which will eventually force you to either counter its move, or dodge out of it - and both of these will put an end to your own combo. I really felt smart when I figured out that I can chain together a dashing strike (Holding RT+X), then three strikes (X,X,X,), then an upward strike to launch the enemy to the air (Up+X), then a downward slam (Down+Holding X) only to realize that there's no way that I'm ever going to do it in the game. Hell, I was only able to do a much simpler special move once through my 19 hours of playtime (X,X,X, Down+X).
In the SoulsBorne titles, it was okay that there were traps that killed the player instantly, because thanks to the 3D space, you were able to have a better situational awareness, you were mostly able to identify traps and how they worked before potentially activating them, and traps were also generally rare, while the overall gameplay flow was more relaxed and slower as well. But in Blasphemous, traps are extremely frequent, they sometimes have weird hitboxes, and when there are multiple moving traps to each other, they can be out of sync in terms of movement, which can lead to a lot of frustrating deaths despite the fact that you timed your jumps right. Also, in some cases, it's not even possible to properly understand how a certain set of traps work until you have died because of them multiple times and it eventually turns an otherwise well balanced game into a frustrating trial and error experience. Not even mentioning the fact that there's no feasible gameplay-related explanation of insta-kill traps whatsoever othen than potentially wasting your time and artificially extending gameplay length. In SoulsBorne titles, insta-kill traps made sense. The games wanted to teach you to be more aware of your environment and punished you if you weren't thorough or careful enough and set you back to the previous bonfire. In Blasphemous, you can see when a set of traps start, there isn't really any way of missing them, it's a 2D game, you can't just walk past them. So if the game forces you to go through traps, and a lot of traps, without any way of going past them, the game should only punish you accordingly to that. In a way that would be fair but would also have a logical effect on gameplay. Similary to Hollow Knight and Guacamelee (other 2D Metroidvanias in which traps and platforming are key features), traps should deal some damage to your character, but shouldn't instantly kill him. This way, longer platforming+trap sections wouldn't be that frustrating to go through, but at the same time, there would be a motivation for the player to be good, because with a lot of lost health and potions it wouldn't be that easy to face against enemies on the other side.
One of the core pillars of any Metroidvania and Souls-like title is the exploration and the high level of immersion that comes with it. When I play a game from these genres, I pretty much always try to complete them 100% and I like to do that by relying only on what the game tells me and alllows me to do, neglecting online collectible guides and things like that as much as possible. The problem is, however, that Blasphemous simply fails to give me the proper tools that are required to be able to play it a fully immersive way, without relying on any outside sources. In Guacameele, you have a map which shows per area, how much percentage of it you have completed and it gives you a rough idea about how many things are left that you still have to find there. It gives you just enough help but it also trusts you that you will eventually find the secrets. Hollow Knight is also a great example. You can buy different markers so whenever you find something interesting on the map (an area you can't reach, a wall that you can't break yet, etc.), you can mark these spots on your map, which will eventually make your exploration/cleanup/backtracing easier in the later stages of the game when you will have more explorational and traversal tools available. But in Blasphemous, there isn't any of that, so you either stop your game every fifth minute to screenshot a place you can't go yet, or you just turn to a guide eventually at the end when all you have left do to is to clean up the map - or at least if you don't want to wast tons of hours with a potentially less effective backtracking.
In basically any Metroidvania, abilities and tools that will help you to reach areas are placed in such an intelligent way that you will find them through basic exploration and progression. You will find them slowly and steadily, one by one, and each will open up some new shortcuts, main areas and secret areas. However, in Blasphemous, while none of the available traversal items are required to finish the game, each of these are placed and hidden in such a way and requires such a cryptic method to acquire that there's a quite high chance that you will complete the game without finding any of them - and this ultimately means that you will miss out at least on half of the collectibles and also on some extra areas. This is just a very badly thought out and poor gameplay design, an improper implementation of a key genre element.
While it can happen against normal enemies as well, I mostly experienced this problem when I fought against some bosses. Basically, some attacks of some bosses have such a timing that if they manage to hit you with them, you will receive the follow-ups of those attacks without you being able to do anything. What comes to my mind is Quirce's fire explosion attack - if he hits you one time with it, by the time you stand up, you will be hit again, then again, and basically, you can die in a very cheap way thanks to a single attack. This is also true for the final boss' lightning attack which to make things worse, is very hard to notice because the tells of it have roughly the same color as the background. I think that there's also one more boss who has this problem, the guy on the bridge who spins around and does lightning attacks all the time.
There are a couple of small things in this game that should be tweaked for a more pleasent gameplay experience. I don't want to talk about them seperately because they are too small for that, but I still want to mention them somewhere. First of all, why the "mana" doesn't recharge fully if I rest at a Shrine? I can recharge it by cutting the player by holding (B) then I can rest again to recover my HP. It would just be more convenient and simple this way. Also, why there's auto-scrolling when it comes to texts from ghosts? Why I can't scroll manually? This way I have to close and re-open sometimes the same dialogue box multiple times just to be able to read that piece of lore. Another thing: why the item descriptions are needlessly convoluted? Why I have to scroll down again and again under each equippable jewel for example, if I want to actually know what it does? Why the actual item description is hidden under its lore? It just makes managing and switching jewels a pain in the ass.
First of all, what's the point of limiting the players' choices to only a couple of fast-travel gates? It doesn't make the game any harder or more challenging, it just simply wastes the players' time. Players should be able to travel between shrines just like how they can travel between bonfires in Souls titles. And why it's not possible to travel from a random spot/room to a shrine? I had to quit to the menu and reload my save tons of times just to be able to achieve that. Why I have to rely on this, why this isn't an implemented feature?
Prayers in the game are basically special abilities/spells powered by your mana. These are cool, but instead of the game incentivizing the usage of them, it makes their usage needlessly cumbersome. First of all, they should activate instantly upon pressing the corresponding button, but their activation animation is huge and it can slow down the general rhythm/pace of the game and its fights, not even mentioning the fact that it can lead you to getting hit... a lot. The other problem is that if you don't cut yourself like a suicidal maniac all the time, your mana will always be very limited even if you have dealt with a lot of enemies and you won't really be able to cast Prayers. Each cut makes you bleed, this way making you lose some HP but also getting some mana. Ideally, with each cut, just as much mana should be gained (and HP should be lost) that would be enough for one use of the currently equipped Prayer. It would make the whole thing more streamlined. Finally, there should be an option to switch Prayers "on the fly", maybe using a mini-wheel (using a controller), or by switching between them using a D-Pad, etc. Anything but messing with them in the inventory. Because if I have to mess around in my inventory and stop the actual game every time I want to try out something new, I'll probably rather just continue playing and do not try out anything new at all.
I can't, because I only own the game on GOG. Also, I wanted to write a more detailed review/critique in order to be able to give proper feedback to developers and to also help people in deciding whether to buy the game or not. Also, it would have been too long for a Steam review anyway.
Another detail is that collectibles (angels and relics) don't give you anything until you collect all of them it seems. The incentive is very weak. The little worms in Hollow Knight felt rewarding because they were intermediary rewards when you collect them.
I know I won't 100% the game because even if I follow a guide at the end, it will just be a chore to re explore everything.
- "Sword hearts are useless" - they are useful and helps a lot depending on your build or on sides you weak at.
- "Combos and special moves are mostly useless". If your imagination limits your playstyle doesn't mean it's a con. I personally used combos a lot and many enemies had clear ideas behind them for you to use different specific techniques.
- "Traps". To conclude just BS whining based on low level of skill against few mediocre difficulty platforming sections in entire game. If small section of mediocre difficulty platforming is a con for you, that's pretty sad.
- "The map lacks some key features". I wouldn't mind markers but again the point of this con you throw "make exploration easier". It's personal preference not a con, many people would say thats all casual, and would prefer playing without map at all or with approximate map. Many gamers hate casual navigations in many nowdays games, like quest markers, quest compases, maps and overdose of hints. When games act like a player is a dumbass with zero attention and memory.
- "Key explorational abilities/tools are extremely hard to find". Some relics you can't miss if you explore simply locations, some relics can be find if you simply read key item descriptions. And others secrets can be revealed if you read dead bodies notes. How exremely hard to read it must be.
"This is just a very badly thought out and poor gameplay design, an improper implementation of a key genre element." - nope that's a great game design and again you attribute flaws based on your casual preferences. Bad objectification.
- "The problem of stun-locks" - surprisingly your first adequate con. But it happens rare, only on few attacks.
- "The need of QOL updates - Multiple smaller problems"
"First of all, why the "mana" doesn't recharge fully if I rest at a Shrine?" - because it also spends tears. Maybe it would be more simple, if you'll do not spend tears and recharge fervor near bonfire, but why should it be "more simple" in the first place? You noticed you can do it - good for you. Some players don't recharge fervor, because they didn't notice that. Atention rewarding.
"Also, why there's auto-scrolling when it comes to texts from ghosts?" - no idea, doesn't affect anything.
"Another thing: why the item descriptions are needlessly convoluted? Why I have to scroll down again and again under each equippable jewel for example, if I want to actually know what it does?" - yes, I got it, reading too hard for you. It's not a con, even not a small one. It's your con as a player.
- "Improper implementation of fast-travel" - again "make game more casual" false con. Fast travels exists not to make your journey trivial jumps from one key place to another. Item for teleportation to bonfire would be ok, but it doesn't matter.
- "Using Prayers is needlessly cumbersome" - "First of all, they should activate instantly upon pressing the corresponding button" - first of all you're casual, who don't understand timings.
"their activation animation is huge" - one second
"it can slow down the general rhythm/pace of the game and its fights" - it's a part of game's rhythm. Thats a pro and exact thing, what many people liked in HK, where you should manage your healings on openings.
"not even mentioning the fact that it can lead you to getting hit..." - oh no. "a lot" - not suprised you put it in cons then. Blame game, not own inability to understand timings.
"The other problem is that if you don't cut yourself like a suicidal maniac all the time, your mana will always be very limited even if you have dealt with a lot of enemies and you won't really be able to cast Prayers" - there is a bead and "useless" mea culpa hearth, which lets you gain verfor fast. Or you can cut a bit of health, if you want relly on prayer much. They're there not to be spamed like maniac. Or pay some price for spam. It's called balance.
"Finally, there should be an option to switch Prayers "on the fly" - it's your own preference, not a con. Say ty the game pause itself in menu unlike soulsborne, where people gain actually skill, how to swap in a second.
Overall, your cruitique childish, with a lots of bias and casual preferences as cons, but lack of understanding many pros, that game has. Lots of water, and lack of objection. I respect your opninon and value your critique for solid 3,5/10.
Note to devs: Taking away players control is always the dumbest idea of game making.
1. Sword hearts are useful. I can describe how so, every single heart, if you really want, but I think you'll probably know yourself, you just wasn't bother much about their functionality, and just expected something OP.
2. A word "press" more often used in "tap" meaning, but it's also can mean "hold". The term not incorrect, just can be understood differently.
3. Why single moment in discription bothers you that much? Maybe it wasn't best word to describe clearly, but how far do you go in your sensitiveness?