Metroidvanias and other similar games like Dark Souls are often known for being rather ambiguous with their narrative, and when we talked to Blasphemous developers Mauricio Garcia and Enrique Colinet in an interview at Gamelab, they explained to us how their game is similar in this way.
"So we have several narrative mechanics, and most of them are kind of optional and only there for players who really want the story, and all the players that just want to kill enemies, they just can do that," Garcia explained. "But if you want to get into what's the story behind the game you can stop and admire the scenery art and try to guess why is there that statue or what could have happened here in this particular scene. And then you have also a little bit of NPCs that you can talk to - they will give you very little bits of information that you will need to put together to figure out the background lore and the story - and that's all the main ingredients."
"Then we have the fully hand-painted, pixel-art cutscenes. We only have a few of them because they are very hard to make, because it's really crazy just to make 2D animation with pixel-art. We're doing it, and they're really looking super awesome."
Do you like when you have to piece together the story yourself?
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