The Penitent One Claims a Trophy
With a terrible thud, the naive churchwarden (a monstrous creature even by Cvstodia’s warped standards) fell. The Penitent One is the sole protagonist of Blasphemous standing amidst the destruction of the cathedral; the smooth floor was stained with blood and covered in fallen bodies. He took off his pointed helmet with a grace born of dire need; it stood out in front of the hideous faces all around him. With a huge wound on the ogre’s side, he held it like a makeshift trophy and gathered a flood of red out. The helmet filled, a strange imitation of a baptismal font, and silence prevailed. Once satisfied, Penitent One returned his helmet with composure; it is a scourge of unity in the realm of profanity.
Powerfully, the violent yet strangely ritualistic act introduces the signature blend of religious iconography of Blasphemous. The Game Kitchen turns the quasi-Catholic image into a frightening reflection by taking many shots from it. The blood acts as holy water, the helmet is a parody of the chalice, and the gathering of the ogre’s blood refers to the sacramental wine or capture of Christ’s blood at the crucifixion. It is a universe where the distinction between depravity and religiosity is blurred; it is a journey into a distorted theological mosaic.
The entirety of Blasphemous centers on the unflattering motif. The Penitent One travels through the devastated Cvstodia region; he faces many evil enemies along the way. He also engaged in battle with his persecutors; his horrific self-torture is a parody of Christian devotion. In a quiet place, prayer beads (a symbol of prayer and reflection) become a kind of money. There are signs of false religion everywhere we look. There are evil gods called the Miracle of Greatest Pain with secrets waiting to be discovered. Regardless of how perverse it is, the game wears its religious influence proudly without hiding it.
The Inescapable Connection Between Religion and Video Games
The game’s creative director, Enrique Cabeza, acknowledged his source of inspiration. He spoke about Seville, his hometown, rich in religious symbolism and its statues and architecture constantly remind him of the past. According to him, religious art has influenced them as a studio. However, in southern Spain, all religious art is more popular culture than religion. It is embedded in their cultural DNA and is one of their customs. In addition to being an homage to the sinister undercurrents that can exist beneath the surface of even the most cherished traditions, Blasphemous takes these deep-rooted motifs and twists them into a world where faith has curdled into horror.
Apart from not only recognizing the influence of religious art in general, Cabeza also highlighted the specific impact of Spanish painters. It includes prominent artists Bartolomé Esteban Murillo, Francisco Goya, Jusepe de Ribera, Diego Velázquez, and Francisco de Zurbarán. Next, Cabeza pinpoints a series of paintings by Goya created between 1812 and 1819 specifically including A Procession of Flagellants. The particular work features penitents wearing pointed sanbenito hats and was a symbol of public humiliation during the Spanish Inquisition. Directly, the details translate into the design of the protagonist of Blasphemous. He wore a similar spiked helmet. Additionally, Goya’s artistic depiction of religious cruelty and fanaticism resonates clearly throughout the world of macabre gaming.
Unabashedly, Blasphemous draws inspiration from the rich tradition of Catholic Gothic horror. The genre includes a variety of sources, including Matthew Gregory Lewis’s 1796 novel The Monk: A Romance. Interestingly, it is set in Madrid. The game also takes inspiration from the 2005 action-adventure title Resident Evil 4. It is set in a remote village in Spain with a towering castle. The two works delve into the horrific themes of satanic priests and brutal inquisitions and themes have long been a staple of Gothic horror. With its emphasis on creating striking yet disturbing visual experiences, video games provide the perfect platform for the already established tropes.
One of the most obvious influences on Blasphemous is also the famous Dark Souls series developed by FromSoftware in Japan. The game features a vast European-inspired cathedral filled with terrifying creatures. The monstrous inhabitants bear a striking resemblance to the tormented souls depicted in Gustave Doré’s famous 1861 illustrations for Dante Alighieri’s Inferno. It is a major work of Gothic literature. Taking inspiration from Dark Souls and Doré, Blasphemous effectively constructs its nightmare world filled with religious imagery and grisly horror.
The connection between religious imagery and video games is more than just cringe-inducing. At a deeper level, religious spaces themselves are fundamental places for telling stories. From towering Christian churches decorated with Stations of the Cross depicting Jesus’ final journey, to Buddhist prayer wheels turning rhythmically with mantras, interfaith houses of worship (churches, mosques, synagogues, and temples) weave narratives into their own architectural and environmental stories.
Often, such sacred spaces invite participation as well. Movement through space, performance of certain tasks, and repetitive ritual actions become part of the storytelling experience. Religious icons and objects displayed in the spaces further enrich its narrative. For example, the gothic cathedral in Dark Souls evokes a sense of awe and extraordinary grandeur. Inside, there are also countless statues and relics providing cryptic clues about the game’s complicated storyline.
The concept of religious spaces as a narrative device goes beyond traditional houses of worship in video games. The critically acclaimed archaeological adventure game Heaven’s Vault takes the idea and turns it into a core mechanic. Players take on the role of an archaeologist tasked with deciphering ancient languages engraved on the walls of temples and magnificent Middle Eastern-inspired tombs. Here, the religious space becomes a giant puzzle waiting to be revealed.
Such an approach is also not limited to religious structures alone. In Nintendo’s expansive open-world adventure, The Legend of Zelda: Breath of the Wild, religious shrines dot the landscape inviting players to explore and interact. At the temples, players can leave offerings often in the form of simple apples. The action triggers the emergence of the forest spirit Korok, a strange interpretation of the game Kodama, a benevolent spirit from Japanese Shintoism. It’s more than just a reference to folklore. The core concept of Breath of the Wild (a divine presence residing in nature demanding interaction from the player) is the driving force throughout The Legend of Zelda series. From wise ancient trees to powerful dragon spirits, its narrative arc draws heavily on Shinto and Buddhist themes of spiritual purification as well as the hero’s cyclical journey of rebirth.
Shigeru Miyamoto, the visionary behind The Legend of Zelda, credits his childhood near Kyoto as a source of inspiration. He tells of the sensation of getting lost while exploring green forests, mystical temples hidden in hidden corners, and calm lakes dotting the surrounding countryside. Filled with a sense of discovery and the unknown, the adventure left an undeniable mark on his creative mind. Ultimately, he formed the vast world of Hyrule.
Likewise, Garcia found deep inspiration in the city of Seville. In modern times, Seville sees a unique tradition during Holy Week, where citizens wear pointed hats reminiscent of the attire of chasteners. The city is rich in religious history which is evident in its stunning architecture and charming art. Like many other locations in the world, Seville is a tapestry woven with religious rituals, symbolic tasks, and captivating stories charting a path of participation, progress, revelation, and resolution. It’s no surprise, then, that game designers like Garcia find themselves captivated by the rich tapestry of the real world; they gain deep inspiration to create their own immersive experiences.
The Miracle (supernatural disease) descended on the land of Cvstodia in an age shrouded in mystery. Its touch wreaks destruction and a cruel sculptor twists society into a hideous parody of its former self. While suffering, a distorted sense of respect begins to take root. People corrupted by Miracle’s wrath view the torment they experience as a form of aberrant divine selection; it is a terrifying path to purity filled with unimaginable pain.
The distorting influence of Miracle’s whisper seeps into Cvstodia. Time itself seemed to bend under its weight, the days blurring into a tapestry of endless torment. The affected people turned into monstrous fountains, spewing painful golden ichor; it is a constant and terrifying reminder of Miracle’s dangerous presence.
Despite experiencing horror, Cvstodia still holds fast to its beliefs. However monstrous it is, Miracle is worshiped with fanatical devotion. People see their suffering not as a cruel curse. However, it is a test of their faith. Them questioning their actions and seeking offense might invite Miracle’s wrath rather than questioning the benevolent nature of Miracle itself.
Legends speak of the First Miracle; a spark ignited the pile of agony. A guilt-ridden young man seeks penance for unnamed sins, invoking the High Wills (ancient gods worshiped before the arrival of Miracle). He invoked an incomprehensible pain, a self-blame so deep that it would erase his transgression. His cry echoed throughout eternity and the earth answered him. Twisted roots emerge from the ground; it ensnares the man in a macabre crucifix parody. His screams turned into a final, tortured utterance: “I am so guilty!” where words are carved into the ground.
Later, the man became known as The Twisted One, or The Father, a martyr of the Miracle. At the place where he prayed, a strange monument appeared: the Knot of the Three Words, a twisted tree growing from his suffering. The unholy trinity stands at the heart of the Mothers of Mothers, the holiest shrine of the deviant Miracle faith.
Cvstodia worships the power of causing the suffering. Despite being a bit macabre, Miracle has a perverse appeal; it is a promise of purity through excruciating pain. In the warped reality, faith is not a comfort. However, it is a form of perverted masochism and a desperate hope to find meaning in the face of uncaring but potentially evil forces.
The Penitent One: A Warrior of Broken Vows
So where do we, the Penitent One fit into the twisted tapestry of faith and anger? We are more than just nameless warriors; we are the last remaining members of the Brotherhood of the Silent Sorrow, an order of warriors branded as heretics for opposing the powerful grip of the Cvstodia Church. The holy order dared to rise to oppose the foundation of the country’s faith, His Holiness Escribar, said to be a papal figure holding the power of the Church with an unforgiving hand. Now, we stand alone marked by the remnants of a forgotten brotherhood.
It seems fate has a different path for us. The High Wills intervene and snatch us from the jaws of death. Claiming to be the voice of a revered Miracle of supernatural power woven into the fabric of Cvstodia, they give us a gift: endless life. It explains our repeated awakenings at the sacred shrine known as Prie Dieu. However, the prize comes at a price. High Wills tasks us with the monumental mission to defeat the current Miracle champion: none other than the ruthless Escribar. He has twisted Miracle’s power for the sake of his power.
Our mission is to break the broken ties and forge a new agreement between Cvstodia and Miracle. We must become instruments of the High Wills, using the power of Miracle to fight itself. The sacred pilgrimage takes us across the ravaged lands, where we are entrusted with the legendary sword Mea Culpa. Capable of absorbing the essence of sin, the weapon will be our key to unlocking the power needed to overthrow the corrupt Escribar. The fate of Cvstodia rests on our shoulders, Penitent One. Will we become the much-desired saviors of the land or will we surrender to the darkness threatening to consume us?
After transcending the veil of mortality, the Penitent One begins a quest for repentance. The original goal was to complete the Three Humiliations. This sacred yet difficult task requires us to conquer a trio of formidable enemies known as the Golden Visages: Ten Piedad, Tres Angustias, and Our Lady of the Charred Visage. The victory over the entity will grant access to the Mother of Mothers, the colossal cathedral dedicated to the Miracle. Within its sacred hall is Escribar, Penitent One’s main mine.
The initial encounter with the boss serves to reveal, to some extent, the workings of the fickle Miracle (or perhaps the machinations of the enigmatic High Wills controlling it). Consider the tragic story of Áurea, a woman of unmatched beauty. To extinguish the reverence for idolatry inspired by her face, she injured herself with severe wounds on her face. In a cruel twist of fate, Miracle perpetuates the burning by inadvertently reinforcing the devotion it wishes to extinguish. The terrible phenomenon gave birth to an order devoted to worshiping Our Lady of the Charred Visage.
After breaking the threshold of the Mother of Mothers, the Penitent One faces further manifestations of Miracle’s capricious powers. One of the meetings brought him face-to-face with Expósito, the Scion of Abjuration. The tormented entity is the wailing offspring of a woman accused of witchcraft and then burned at the stake. To muffle the cries of children, giant wicker statues were built. In response, Miracle made an impression on the statue. Featuring a giant crying baby and a living dungeon, the harrowing boss fight is undeniably one of the most haunting encounters in the annals of video game history. On the face of it, gigantism is a recurring consequence of Miracle’s influence despite the troubling phenomenon remaining largely unexplained.
Another formidable enemy is Melquíades, the Exhumed Archbishop. Out of reverence, his devout followers exhumed his corpse, whitened his bones, and decorated him with luxurious jewelry. The next boss fight presents a strange tableau: a group of fanatical followers holding the undead of their revered leader. Although the extent of the Miracle’s involvement remains ambiguous, the corpse’s resemblance to life may be due to the strong beliefs of its believers.
A Glimmer of Hope in the Face of Despair
Throughout his difficult journey, the Penitent One met Deogracias, a witness and chronicler of Miracle’s capricious deeds. Despite not being as physically imposing as the other bosses, Deogracias bears the mark of Miracle and is not to the debilitating levels shown by many of the Penitent One’s enemies. He acts as a reluctant guide, offering cryptic insight into the warped world they traverse.
As Penitent One delves deeper into the Mother of Mothers, he meets several individuals whose lives have been permanently changed by Miracle’s cruel influence. He also encounters members of the Anointed Legion, a militant order tasked with protecting the building. The most formidable member of the legion is Crisanta of the Wrapped Agony, Escribar’s formidable lieutenant. Penitent One will also meet the enigmatic siblings, Esdras and Perpetva, on several occasions.
Despite the prevailing atmosphere of despair, opportunities to do good still exist. The Penitent One can offer aid to Tirso, Albero’s medic, by collecting and administering certain afflictions, thus alleviating the suffering of those affected by the Miracle. Likewise, he can help devout Redento pilgrims overcome obstacles hindering worship. Even Cleofas, a hopeless devotee, can be helped in finding a new purpose, thereby preventing his suicidal thoughts. Amid deep sadness, the glimmer of hope provides pleasant respite.
Finally, the Penitent One’s difficult journey reached its peak in a confrontation with His Holiness Escribar himself. Initially appearing as a withered crimson figure, Escribar transformed into the Last Son of the Miracle after his defeat. The colossal entity resembles a monstrous machinist decorated with a helmet reminiscent of that of the Penitent One. After a grueling fight, Escribar’s true form is revealed: a colossal red, winged entity with five appendages. Despite his apparent defeat, the true essence of Escribar escapes his shell. Then, Deogracias presented the Penitent One with an important choice: to climb the mountain of ashes in the Cradle of Affliction, leading him to Escribar’s throne. Ostensibly, the road will transform Penitent One into Miracle’s new vessel.
In the unforgiving land of Cvstodia, Penitent One faces a brutal choice. The road to redemption is fraught with danger. One misstep will result in a grim conclusion. Depleted by endless mountains of ash, Penitent One succumbed to his burden. His struggle became another tragic note in a long line of failed pilgrims, forever trapped in the twisted purgatory.
However, there is a glimmer of hope. By following a cryptic path, the Penitent One can pursue a greater destiny. Reaching the top of the mountain, he ascended the throne. With Mea Culpa’s decisive plunge, a transformation overtook it. He turns into a strange tree, reflecting the fate of those who came before him. The act of painful self-sacrifice has a purpose. It gave Escribar, Lason Son’s predecessor, a journey beyond Dream, a realm beyond human understanding, and a potential paradise.
Even in moments of seeming triumph, a change occurs. Crisanta, a figure shrouded in mystery, appears. With a firm jolt, she issued a Mea Culpa and decreed Penitent One’s penance. The unexpected intervention reset the cycle, throwing Cvstodia back into limbo. The true meaning of Crisanta’s actions and the fate of Cvstodia are still shrouded in vague ambiguity.
The True Enemy Revealed: The Wounds of Eventide DLC
The Wounds of Eventide DLC for Blasphemous isn’t just additional content. Fundamentally, it changes the understanding of the game’s narrative. It introduces an important third ending, designated as the canonical ending, highlighting previously obscure aspects and setting the stage for Blasphemous 2. In the DLC, a disguised figure known as the Fourth Visage (or the Traitor) appears. It knows Miracle’s true nature, a secret it previously conveyed to Crisanta through the Holy Wound of Abnegation. However, the High Wills, fearing the potential for disturbing truths, imprison Crisanta. To free Crisanta, the Fourth Visage entrusts the original Apodictic Heart of Mea Culpa to Penitent One. The empowered weapon gives Penitent One the ability to defeat its creator. Holding an enhanced Mea Culpa, the Penitent One frees Crisanta from the High Wills’ tyrannical control. Instead, Crisanta bestowed the Holy Wound of Abnegation on Penitent One. After defeating Escribar, Penitent One can utilize the item to climb the mountain of ashes located outside the throne room. The path leads to a final confrontation with Escribar, this time revealed in his true form and purpose: the guardian of the Dream.
In a climactic battle, Penitent One and Crisanta defeat Escribar. The victory opens the gate to the ultimate truth. Such a truly shocking reveal: the High Wills was the mastermind as long as it was invisible. They harness Miracle’s dark powers to torment Cvstodia and strengthen their power. The more fervently the prayers are addressed to the High Wills, the greater their control over the Miracle. In turn, the power triggered events deepening society’s dependence on the High Wills. Therefore, it perpetuates a vicious cycle lasting for years. By fighting through the Dream to attain the High Wills, the Penitent One committed an act of blasphemy. They dropped Mea Culpa in the eyes of a god-like entity and effectively destroyed it and its creation.
After the incident, the Penitent One meets with the Twisted One, seemingly expressing gratitude before dissolving. Mea Culpa, a High Wills product, suffered the same fate. The Penitent One, their resurrection thanks to the High Wills, also perished. It brings us to an important bridge between the original game and Blasphemous 2. A colossal, heart-shaped object descends from the sky, revealing a fetal creature developing within its depths. With the removal of the High Wills, the entity represents the unfettered Miracle itself, seemingly giving birth to a humanoid creature. The events confirm Miracle’s enduring power, leaving players to ponder how the manifestation will occur in the eagerly awaited sequel.
Bibliography
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- McMullan, T. (2019). How Video Game ‘Blasphemous’ Embraces the Catholic Gothic Tradition. Frieze.
- Petite, S. (2020). Blasphemous Review. IGN.
- Pogue, M. (2019). Review: Blasphemous. Geeks Under Grace.
- Zak, R. (2023). Blasphemous Story And Endings Explained. DualShockers.