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Blasphemous 2 Review: A Confident, Unforgiving Return to Cvstodia

Blasphemous 2 review: The Game Kitchen's sequel brings three weapons, the heart in the sky, and Eviterno. A confident Metroidvania that scores 8.4/10.

By mitch·7 min read
A grim wanderer stands amid a ruined cathedral, blade and censer in hand, shrouded in solemn gloom.

Blasphemous 2 does not ease you back in. The Penitent One wakes displaced from his final resting place, dragged into the same cycle of life, death and resurrection that has run through Cvstodia since the first game. The Miracle has returned. A heart hangs in the sky. There is a child to stop.

The Game Kitchen built its sequel on that refusal to soften. Blasphemous 2 arrived for Microsoft Windows, Nintendo Switch, PlayStation 5 and Xbox Series X/S in August 2023, with PlayStation 4 and Xbox One following in November. Team17 published it. The reviews came back generally positive, and the score sits at 8.4/10.

That number is fair, and the reasons for it are specific.

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A Silent Knight and the Heart in the Sky

The premise is set many years after the Wounds of Eventide ending of the original Blasphemous. Worship of the Miracle had declined. The High Wills and Escribar were dead. Cvstodia had an age without gods or the Miracle’s influence.

Pain and suffering stayed. People prayed for a greater power to relieve it, and the Miracle got its opening. It gathered enough power to make a massive heart in the sky and birth a new child. It resurrected the Archconfraternity to guard that heart, led by Eviterno, the very first Penitent.

Crisanta tried to stop it. She tried to kill the child before it could be born, failed, and killed herself after Eviterno defeated her. Deogracias guarded the Penitent One’s coffin until his own death. The Miracle’s return resurrected the Penitent One too, forcing him back into penance.

That is the setup, and it is a good one. The sequel does not need a new cosmology. It uses the one it has.

Three Weapons, Three Arguments

Blasphemous 2 is a 2D side-scrolling Metroidvania action-adventure game. Players control the Penitent One, a silent knight. The world is full of deadly traps, difficult platform sequences, enemies and boss characters. Non-playable characters offer assistance or side quests.

The weapons are the center of the design, and each one is a different argument about how to play:

  • Veredicto: a war censer with the furthest reach, powerful but slow attacks, and no ability to parry.
  • Sarmiento and Centella: a dual-wielded rapier and dagger, rapid strikes, the shortest range, and a damage bonus that is lost if the player gets hit.
  • Ruego Al Alba: a praying blade with balanced attributes.

Each weapon has its own reach, speed, special abilities and skill tree. They also work for traversal, helping players find paths and solve puzzles. That last part matters more than it sounds. In a Metroidvania, a weapon that only kills is a weapon that only does half its job.

Customization runs through the rest of the build. Players equip up to five rosary beads for passive bonuses and two active spells, called prayers. Statues give small bonuses alone and bigger buffs when placed together in certain combinations.

Eviterno, Anunciada and the City of the Blessed Name

After resurrecting and getting a new weapon to replace the Mea Culpa, the Penitent One meets an angelic woman named Anunciada. She tells him to destroy the Miracle’s new child and stop the Miracle from returning.

To do that, he must collect the Three Regrets. They open a path to the heart in the sky. Along the way he travels Cvstodia again, gathering the Regrets and eliminating the members of the Archconfraternity.

The story eventually explains how the Miracle came back. It answered the prayers of a devout husband and wife who prayed for a child even though the wife was barren. The result was a miraculous immaculate conception. The birth instead created the disfigured Witness and released a plague that killed the wife and many others. The Miracle still got what it wanted: the people of Cvstodia rediscovered its existence.

The Penitent One also meets the spirit of the Witness, who says his role is to observe and narrate the events of the story. That is a neat piece of framing. A narrator who admits he is a narrator is a risk, but here it fits a game about cycles and retelling.

The Order of the Penitent One’s Work

The path through Blasphemous 2 has a shape, and the sequence matters because each step unlocks the next:

  1. Resurrect and claim a new weapon to replace the Mea Culpa.
  2. Meet Anunciada, who sets the mission: destroy the Miracle’s child.
  3. Collect the Three Regrets, which open the path to the heart in the sky.
  4. Eliminate the members of the Archconfraternity guarding that heart.
  5. Climb to the top of the City of the Blessed Name and defeat Eviterno.
  6. Face the Incarnate Devotion, born before the Penitent One could stop it.

That order is the spine of the game. It also explains why the back half feels heavier than the front. The Regrets are a fetch structure, and the payoff is a boss rush against the Archconfraternity and then the child itself.

What the Difficulty Is Actually Doing

The traps, the platform sequences, the bosses lurking in the dark waiting to return you to the grave: this is the texture of Blasphemous 2, and it is not decoration. The game is asking whether penance means anything when the cycle never ends.

The Penitent One is silent. He does not get a speech about free will. He gets a new weapon and a new kingdom and the same job. The Miracle resurrected its most loyal followers to protect a heart, and the Penitent One is himself a resurrection the Miracle caused. He is doing the Miracle’s work by trying to end it. That contradiction is the strongest thing in the script, and the game is smart enough not to resolve it.

The weapon system carries the same idea in mechanical form. Veredicto cannot parry. Sarmiento and Centella lose their damage bonus the moment you get hit. Ruego Al Alba is balanced, which in practice means it asks the least of you. Every option costs something. There is no build that removes the cost.

Where Blasphemous 2 Stands

The sequel improves on Blasphemous (2019) in the places that were thinnest. The original had a striking world and a combat system that could feel narrow. Blasphemous 2 answers that with three weapons that genuinely change how you move through the map, not just how you kill. The skill trees and the rosary beads and the statue combinations give the customization real weight without turning the game into a spreadsheet.

The structure is still a Metroidvania, and it still lives or dies on whether the map is worth learning. The City of the Blessed Name, the heart in the sky, the Three Regrets: the game gives you landmarks and then makes you earn the routes between them. The traps and the platform sequences are the price of that geography.

The story is the part that will divide people. It is dense. It assumes you played the first game and remember the Wounds of Eventide update. Anunciada, Eviterno, Crisanta, Deogracias, the Witness: the cast arrives with history attached, and the game does not stop to explain all of it. For players who put the time into Blasphemous, that density is a reward. For everyone else, it is a wall.

The ending structure is the other open question. The default ending has the Incarnate Devotion recognize its pain as a baptism and merge with the mortal. That is a strange, quiet resolution for a game built on grotesque enemies and titanic twisted bosses. It works, but it works as a thesis statement rather than a climax.

The Case for 8.4

Here is what the score reflects. Blasphemous 2 is a confident sequel that fixes the first game’s weakest system, builds a world worth traversing, and commits to a story about cycles that does not cheat its way out. The art and the enemy design carry the tone. The weapons carry the play. The Archconfraternity and the Incarnate Devotion carry the stakes.

What holds it back is accessibility in the broadest sense. The game is difficult in the ways it means to be, and that is fine. It is also opaque in ways it does not need to be. The lore is delivered through characters who assume prior knowledge, and the map asks for a patience that not every player will have. The result is a game that rewards commitment more than it invites it.

The 8.4/10 is the right landing spot. It is not a perfect game, and it is not trying to be. It is a game with a clear argument: that penance without end is its own kind of horror, and that the only way to break a cycle is to walk into it again. Blasphemous 2 makes that walk worth taking, even when it makes you take it twice.

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