The creators of Blassphemous 2: “We know that the players were unhappy with the management in the first game”
In a recent interview, creative director Enrique Cabez and producer David Eros from The Game Kitchen discussed various aspects of Blasphemous 2, which grew into the depths and possibilities of the support of the publisher of Team17 and the great success of the first part, dispersed by a circulation of 2 million+ copies.
We can again expect a mysterious and mysterious story, but a complete surprise and content, which, as we hope, players will be able to discover gradually, and not immediately, because we prefer to take small steps in this direction. We think that the game has a lot of history, many characters who will feel fresh, as fresh as in Blassphemous 1, so we are very proud of them.
We began more and more deepen into our own culture, and found many interesting things that could be inserted into the game. So we mainly follow the example of Blasphemous 1. We find even more cool things that can be done with the whole culture that is here [in Seville]. On our part this is a very honest act.
One of such obvious references is a sculptor who helps you improve your character’s ability, "Basically inspired by the real sculptor Martinez Montagnes. So here it is very important. So it’s like a tribute to him.
Speaking that this time the game is better felt in the hands of the controller, Eros adds that
We very, very well understood that the players were not happy with the management of the first game at the beginning, on the day of release, and we were very worried about this. We did not want to make the same mistake. Therefore, we really focused on sensations from the gameplay. We are very lucky that we have a team that is really involved in how the game is felt, and we want players to feel that this is really the best version than the first game.