Blasphemous Turns Catholicism Into A Haunted House

A little over a decade after its release, videogames are still feeling the vibrations of influence left behind by Demon’s Souls and its more popular spiritual successor, Dark Souls. From Software’s landmark combination of tough-as-nails difficulty, RPG character customization, and a mysterious world where fragments of a story are told through snippets of lore resulted in one of the most important games of the modern era.
Throw a stone in any direction and you’ll hit a game that cribs hard from the tenets of so-called “Souls-like” games: Hollow Knight, The Surge, Nioh, Ashen, Dead Cells —even Remedy Games’ latest, Control, clearly lifts some ideas about checkpoints and boss battles from Souls. One of the hardest challenges of evaluating this tide is the déjà vu that goes along with playing them. For the vast majority of these games, I’ve almost always felt like I was just playing another, and lesser, version of the games that From Software has made since 2009.
This is not the case with Blasphemous.
On the surface, Blasphemous certainly appears to be another Souls clone—it’s an action-platformer set in a grim, enigmatic land called Cvstodia where monsters are trying to kill your fragile self. There are also potions that function exactly like Dark Souls’ Estus flasks and characters that refer to the cataclysmic events that shaped this hellworld in hushed tones while giving you side quests to pursue. However, developer The Game Kitchen wisely uses the Souls template to present a genuinely compelling take on religion, one with a dark Catholic bent.
Games have tackled religion before, but most of those attempts ultimately boil down to stories about how organized religion can reduce otherwise civilized, empathetic people into brutal, mindless cults (Far Cry 5, Bioshock Infinite, Assassin’s Creed). Depending on who you ask, that thematic thrust might not be wrong, per se, but it sure is dull when you have the major players all hitting that same beat. Blasphemous, instead of telling a story about religion, presents a world that could very well be knitted together from the nightmares of the tortured faithful.
You play a mysterious figure wearing a massive iron maiden-like mask who goes around killing creatures hiding away in mysterious castles, surreal dreamscapes, and wastelands in order to restore a cursed world to its former glory. Many of them carry crosses, while others are bishops with rotting flesh or even look like nightmare versions of sculptures created by Michelangelo, the stone on the forehead falling away to reveal pulsating red meat. The world of Cvstodia is one of self-flagellation and yearning for punishment. Your hero powers himself up by cutting themselves with a sword while one of the side-quest doling characters you run into begs you to find him an item that will intensify his pain. It’s the sort of stuff that you might be tempted to connect to kink but there’s nothing sexy about Blasphemous. Its denizens are lost in torture, both self-afflicted and those carried out by others, addicted to it like a drug, creating a portrait of despair as opposed to something titillating.