This essay analyses Blasphemous, a Spanish independent digital game that recontextualises Catholic iconography and medievalist visual cultures in pixel-art form and ritualised play. Drawing on Andalusian Catholic traditions, the game constructs a symbolic world characterised by the figurations of guilt, penance, and redemption. Taking on sacred and profane models, social imaginaries, and myth, the study delves into how Blasphemous combines theology and mechanics to create a digitally bodied penance. Methodologically, the research brings visual semiotic analysis, digital game analysis, and visual ethnography together in an attempt to see how sacred space, relics, and ritual forms function narratively and interactively. The analysis suggests how Blasphemous constructs a form of ludic theology that enacts spiritual suffering by repetition, cycles of death and resurrection, and acts of confession. It also comments on the fact that the high cultural specificity of the game coexists with its global popularity, and it echoes larger conflicts between authenticity and access within the global independent game industry. In recontextualising religious and historical symbolism for a contemporary gaming public, Blasphemous shows that independent games are media for narrative experimentation, cultural commemoration, and symbolic recuperation in the digital age.
Sorrowful Be the Heart, Penitent One: Medievalism, Religion, and Cultural Memory in Blasphemous
Costalunga, Nicola
2025-01-01
Abstract
This essay analyses Blasphemous, a Spanish independent digital game that recontextualises Catholic iconography and medievalist visual cultures in pixel-art form and ritualised play. Drawing on Andalusian Catholic traditions, the game constructs a symbolic world characterised by the figurations of guilt, penance, and redemption. Taking on sacred and profane models, social imaginaries, and myth, the study delves into how Blasphemous combines theology and mechanics to create a digitally bodied penance. Methodologically, the research brings visual semiotic analysis, digital game analysis, and visual ethnography together in an attempt to see how sacred space, relics, and ritual forms function narratively and interactively. The analysis suggests how Blasphemous constructs a form of ludic theology that enacts spiritual suffering by repetition, cycles of death and resurrection, and acts of confession. It also comments on the fact that the high cultural specificity of the game coexists with its global popularity, and it echoes larger conflicts between authenticity and access within the global independent game industry. In recontextualising religious and historical symbolism for a contemporary gaming public, Blasphemous shows that independent games are media for narrative experimentation, cultural commemoration, and symbolic recuperation in the digital age.| File | Dimensione | Formato | |
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