
The Penitent One awakens as Blasphemous 2 joins him once again in an endless struggle against The Miracle. Dive into a perilous new world filled with mysteries and secrets to discover, and tear your way through monstrous foes that stand between you and your quest to end the cycle once and for all.
Most likely between $2.5M and $7M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $11.24 | 91% | approximately $4.1M |
| PlayStation | $9.49 | 89% | — |
| Xbox | $7.49 | 90% | — |
| GOG | $7.49 | 88% | — |
| Epic | $29.99 | 97% |
Cheapest copy: ≈ $2.55 on Xbox · Türkiye (−77%). Compare 45 prices in 15 markets →
Reviews
Themes across 1533 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| Nintendo | $29.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
Blasphemous II is a very good Metroidvania, but not quite as enjoyable as the first game. You have more movement options and the controls are better and feel smoother, but they drastically reduced the difficulty of the platforming for some reason. They removed insta-deaths from platforming which is a great change! With this adjustment, I feel like they could have kept the platforming challenge of the first game with a lot less complaints about it. Alas, they removed the annoying punishment as well as the fun challenge. The platforming can be accurately described as trivial now, and that is disappointing to me. The combat is still great, but maybe one step below the first game. In Blasphemous 1 the deliberate pace of the player character is matched up perfectly with the enemies you fight. In Blasphemous 2 the encounter design is not as cohesive. The different weapons are a fun addition, and being able to hotswap between them is excellent. However, I think the devs accounting for the different playstyles of each weapon is the reason the encounter design is a bit messier. Also, I don’t like any of the weapons as much as the sword from the first game. The bosses are all fun except for Radames, who I think is kind of boring. I think that overall, the bosses in 2 are significantly easier than in 1. The penultimate boss is a massive difficulty spike, but it is fun to master his moveset. He is probably not any harder than Isidora from the first game, but is much more of an outlier in difficulty in 2, so he almost feels harder. The final boss however, is probably the easiest in the game, not including the first boss you fight 5 minutes after starting. It is disappointing and anticlimactic. The Hollow Knight-esque rosary system returns, but you can only use half as many. To compensate, there is a whole new system in which you place figurines (small wooden statues) into your personal altar which provide a multitude of effects and can also synergize with each other in a bunch of different ways. It is a very cool system and a lot of fun to experiment with. The map is fun to explore with fairly generous fast travel locations and absolutely zero runbacks on bosses, which is always preferable. They also do a good job rewarding curious players with upgrades and accessories. However, I do not like the new guilt accumulation system, as it results in the player having to back track to the main hub area to remove their guilt. It is not even close to a big deal since the game is not remotely hard, but it still adds a bit of unnecessary tedium to the game. In its presentation Blasphemous II is obviously a bit of a retread of the first game, but is still excellent. It has some of the best Pixel art of all time with fantastic animations. The story is a bit cryptic, without being annoyingly confusing or incomprehensible. I love all the references to Spanish culture and the commentary on Catholicism and the Spanish Inquisition. It is also not preachy at all, and you probably need some prior knowledge to understand what they’re getting at. The music is in the same style of the first game but even better. In fact, I think it has one of the best scores in gaming history. I absolutely love all of the classical Spanish guitar bits laced throughout the soundtrack. Overall I think Blasphemous II is super fun and would give it an 8/10. The vast majority of players who enjoyed the first game, will enjoy this too. I think it is a slight step down from the first game, but if you liked the vibe and presentation of the first game, but thought it was too difficult, then give this one a try as it is far more accessible.
很好奇,渎神系列是怎么把boss战和跑图设计的又难,又粪,又恶心的!
si
absolute cinema
Loved the first game (that I just completed, so there is no nostalgia bias) but hate its sequel, wtf happened ? - The clean hand-drawn 2D cinematics are an odd choice for me, it doesn't work as well as the pixel art ones from the first game - The animation feels too cartoonish - Some enemies look like NBA Players (the tall ones with a stick dealing elemental damage) ?? Can't unsee it - Movements are clunky when they don't refuse to work. - It's frustrating to have to switch weapons in combat to unlock movesets to avoid damage, because I don't want to fight with the stupid no range no damage little blades - The "arena" rooms are poorly designed (they remind me of the worst parts of Silksong). Metroidvanias really need to stop doing this, this is cheap game design to artificially boost playtime. - The foreground art can hide the vicious small enemies - If you die too much, picking your fervour back still doesn't fully restore the bar. So you can't cast prayers anymore and have to go back to the city to wipe out the guilt, very fun. Feel free to git gud me TLDR : too frustrating, less charm, poor game design choices
好
It’s not Silksong, but that doesn’t make it a bad game. The Penitent feels clunky compared to the Knight and the Hornet. Animations often can’t be cancelled, which means you have to play a bit more strategically and less reactively. Because of this, I often found it harder to get into a flow state and didn’t enjoy it as much. I think the developers deliberately opted for the classic Castlevania design here rather than the more modern HK design. Consequently, the game feels dated right from the start, even though it’s actually quite new. The game shines in terms of its visuals and the design of the game world. The exploration aspect is fine, too. However, because of the pixel art style, I often felt that the game had missed an opportunity to look truly outstanding. Many dungeons and areas are simply too generic. Many of the later quests are rubbish – you’re better off just Googling them. At least you don’t get locked out of them as you progress (as in the Souls games). The endgame bosses Eviterno, Crescencia and Svnosa – who really should have had the chance to leave a lasting impression – annoyed me more than they entertained me. As I said, this was because I felt rather clunky the whole time and so couldn’t play as instinctively as I’d like to. There’s a very specific playbook that works. That might also be down to the fact that there are only two dimensions, but these bosses in particular, with their combination of rapid-fire attacks and long range, demanded a very specific approach, which I found a shame. But at least Eviterno had a cool rhythm to it, once you got past the RNG nonsense. I particularly liked the teleports, which you had to react to. I’ve already half-forgotten a lot of the bosses. But the lift boss was very intense and fun; the big skeleton boss was fun apart from the rush attack; and parrying Orospina was fun. All of them, apart from the endgame bosses, were pushovers, though, and usually only took 10–15 minutes. The endgame bosses, on the other hand, were overpowered, including in terms of health. The movement has also let me down on several occasions; it’s often unclear which attacks can be parried or dodged. Later on in particular, there are lots of arenas with very little ground to stand on, and you’re frequently killed by a hit-knockdown combo. At times, I simply found the game to be very RNG-heavy. There were situations where I dodged an attack, was in mid-air on my way to another platform, and was then hit there and pushed into the abyss. As you can’t dash through some enemies and have limited aerial mobility (unlike in HK), there was very little you could do about it. Even though this is what I would recognize as "traditional Metroidvania"-style, I do not have to like it that i should rather wait or play defensively. Also, the fact that there is no true up/down-attacks when airborne are really annoying as you will spend 98% of the time just spamming the attack button. Some NPCs were just plain creepy (looking at you, father with child). The world is defined by suffering, and NPCs are generally condemned to some form of penance or torment, which, over time, somehow dragged me down. At the same time, it also sparked a morbid interest. As I hadn’t played the first instalment, this was a new experience for me – one that didn’t surprise me, but which also didn’t motivate me to invest any more time in it or to wait for the next one.
It's cool, a bit too easy besides two bosses, rip pixel art cutscenes
相比前作(云的),渎神2这款游戏更像是各方面80分的小六边形战士,难度也不高。遭遇战多,但构筑成型后战斗很爽,玩过很多类银河城,渎神2后期的战斗是最爽的;跳跳乐也多,但设置里可以关掉陷阱伤害,所以玩起来不红温;boss战我不知道为什么有人会觉得难,体感比空洞莉莉盐魂这些都要简单,我还没用什么轮椅的构筑。最大的缺点是缺了前作独一无二的艺术性,但横向比较同类游戏的话美术依旧能打。免费更新的dlc2也非常良心。
Jogo foda, acho perfeita essa estética e estilo de arte, tenho quase 50 horas de gameplay e até hoje não entendi a lore, amei!