![]() The first goal is to raise 50,000 USD, and if it stops there the game will launch on PC (Windows, Mac OS, and Linux). The official description reads: "Blasphemous is an action-platformer that combines the fast-paced, skilled combat of a hack-n-slash game with a deep and evocative narrative core, delivered through exploration of a huge universe comprised of non-linear levels." The game is a hand-crafted pixel platformer where you'll get to slay "bloodthirsty creatures, the devotees of a twisted religion". First they need money, though, and after only two days on Kickstarter it's looking like it'll get funded. “We have big plans for Blasphemous and based on the reaction, it’s going to be an awesome experience,” he says.Spanish developer The Game Kitchen started working on a new game called Blasphemous back in November, and now they're ready to start the production. Certain content that the studio promised in the Kickstarter campaign had to be shelved during the development process, but Colinet promises that said content is on its way as free downloadable material in the future. We wanted to see the theories and how people react to this weird world that we built.”Ĭommunity is important to The Game Kitchen, says Colinet. “We were interested in having this community build together this story that happened before the game started. “If you want to learn what’s happening in Cvstodia (the game’s setting) before this adventure, you can just look at every item in the game to get some backstory,” says Colinet. One area in which Blasphemous draws from Dark Souls is in how it presents its narrative. “It’s a good mixture between Metroidvania game and Dark Souls, that was our intention.” “We are not following the Metroidvania formula exactly,” he says. Outside of the local influences, Colinet says that the team also drew inspiration from the Dark Souls franchise, as well as classics like Castlevania. ![]() I think people love that fact, that the game looks exactly like something that could have been released over 20 years ago.” “We found out that we were stepping into limitations that games had 25 years ago,” he continues, “There is nothing that is not pixel art. “That became a real problem because we were limited by the pixel art style, by the size of the screen, by the graphics, because we were trying not to use any fancy shaders or helping ourself with some 3D elements to make something easier.” ![]() ![]() “From the very beginning we wanted to be very ‘purist’ about the pixel art style,” says Colinet. It’s something that we couldn’t pretend it didn’t exist when we were making this game,” he says.Ĭapturing that in a retro pixel art style, however, proved a challenge. All of that influenced us since we were children. “We’re a little studio based in the south of Spain and we are deeply influenced by Flamenco, the parades and religious traditions that are really important in this area. “We experimented and apparently it worked!”īlasphemous draws its aesthetics from local Spanish architecture, iconography and music, explains Colinet. We have seen this a lot in Japanese games, Chinese games, games made in Sweden or Norway with Viking styles, so we were thinking how a game based on our folklore would work,” level designer Enrique Colinet tells the Donkey Con Artists podcast, hosted by The Hollywood Reporter’s Patrick Shanley. “We had this question three years ago of how a game based on Spanish folklore would look to the eyes of people outside of Spain.
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