The story of ‘Blasphemous’ is told by its own world: its characters, its places, buildings, objects, and even its most hidden corners will deliver a piece of information to those who know where to look.
Our objectives, in terms of narratives are:
The player must feel connected with their character, feel he/she is the one exploring this world, perceive it from his/her point of view, and all in the least biased way possible.
Present a puzzling set of narrative pieces for the player to put together, on his/her own, or by engaging in community discussions.
Narrative Layers
Narrative in Blasphemous will be delivered through different channels, that will be consumed at the player’s own pace:
Through the art of the levels: There will be a huge amount of artistic elements that will be crafted to be used in particular locations, with the goal of delivering a portion of the narrative.
Inhabitants of Orthodoxia will deliver bits of information when the player interacts with them.
Inventory items and prayers will have a description that will complement your knowledge of this world.
More on the inhabitants of Orthodoxia
Not everyone in these lands turned into horrible creatures during The Great X, some loners continue to wander around, protecting the little few spots here and there that escaped the tragedy.
When you happen to find one, maybe they are open to tell you a little bit more about the surroundings. Sometimes, they will ask for something in return, while others will be affected by your previous actions.
NPC’s will each have a monologue; they will give the player information on the game’s world. The player’s character won’t be able to respond.