The new game from the Blasphemous devs is like if Commandos was a metroidvania set in a Spanish monastery, and also the Green Beret kept losing his mind

A cartoon nun looks shocked and scared, bathed in green light.
(Image credit: Tripwire Presents)

Do you have any of those games it feels like only you remember? For me, it's Prisoner of War, a third-person stealth/adventure thing on the original Xbox that saw you play a captured WW2 pilot trying to break out of prisons like Stalag Luft and Colditz. It had some neat ideas for 2002: the prison camps were relatively open and they ran on a schedule. That meant once you had your objective—steal a document, get a disguise—you had all sorts of different routes to complete it, but you'd need to be back in bed by morning roll call.

Kind of neat, although it did look like a Morrowind mod. Anyway, the reason I bring it up is I've been playing the demo for The Stone of Madness, the new game from the devs behind Blasphemous that sees you and a cohort of comrades try to bust out of an asylum in an 18th-century Spanish monastery. Which, yep, is exactly the kind of thing I'd expect the devs behind Blasphemous to make.

(Image credit: Tripwire Presents)

Imagine Commandos with a light smattering of Darkest Dungeon and you're not far off. This is squad-based stealth: you're in charge of a gaggle of inmates as they wake up each day and try to inch along a little further in their quest to break free. Each of your characters has unique abilities—the priest can paralyse ghosts, the strongman can shove heavy objects around, the very angry lady can stab guards to death or beat them unconscious with planks—and you'll make ample use of them as you navigate around vision cones and what-have-you.

So far, so familiar, but it's in the broader, strategic layer of the game that things get interesting. Just like Prisoner of War back in 2002, the monastery runs on a schedule, and the routes you can take to achieve your goals are all pretty open-ended. A day begins, you select which of your three inmates you're going to send out, and then you select a particular trapdoor you've unlocked in the asylum to pop out of like all three ghosts of Christmas at once.

It's a dash of metroidvania—you're gradually unlocking more and more of the monastery to return to and explore as you gather more materials and more abilities. It makes the whole thing feel open and rambling in a way I'm just not used to but greatly appreciate, even if the moment-to-moment of the whole thing feels familiar.

(Image credit: Tripwire Presents)

Plus, it's not identical to those games. All your heroes are, ah, a tad unwell. The priest's intense faith means he can't stand corpses, the strongman is mute and afraid of the dark, and angry lady? She can't stand fire. Bringing any of them near their fears means they start steadily losing sanity. Lose enough and they're out of action. The same applies to health, but you don't just lose it by getting whacked. The angry lady—who's actually called Leonora, by the by—might lose all hers from whacking others: if you run out of the wooden planks you use to knock people unconscious, you can always have her stab them to death instead, but then she'll go and feel bad about it, like some kind of loser, which will entail a hit to her limited pool of HP.

My only qualm is that, sometimes, it all adds up to create a layer of micromanagement that feels too intense. The priest has a lantern, so keep the guy scared of the dark with him until you get to a brazier, but then you can't have Leonora there because she's scared of fire, so keep her hanging back, but then there's a guard by the brazier you need to deal with, so send the strongman, but don't send him on his own or he'll have to go through the dark, and so on and so on. It can create scenarios that feel a bit like the process of getting a fox, a chicken, and a bag of grain across a river, again, and again, and again.

(Image credit: Tripwire Presents)

But despite that, I've enjoyed the hour or two I've spent in its demo. It all combines to create something that feels like something unique assembled from familiar parts, and well worth checking out if you're into squad-stealth stuff and/or videogames dripping with the intense psychic weight of a strict Catholic upbringing. That's two ticks for me, at least.

If you want to try it out, you can find The Stone of Madness' demo on Steam.

Joshua Wolens
News Writer

One of Josh's first memories is of playing Quake 2 on the family computer when he was much too young to be doing that, and he's been irreparably game-brained ever since. His writing has been featured in Vice, Fanbyte, and the Financial Times. He'll play pretty much anything, and has written far too much on everything from visual novels to Assassin's Creed. His most profound loves are for CRPGs, immersive sims, and any game whose ambition outstrips its budget. He thinks you're all far too mean about Deus Ex: Invisible War.

Read more
A cybernetic woman holds a silenced pistol
I became a domestic terrorist to steal a lightbulb in the best immersive sim I've played this Steam Next Fest—and it isn't even a Next Fest demo
DoubleWe demo
DoubleWe blends Guess Who with Hitman, and its demo is one of the best I've played in ages
Skin Deep official key art, featuring Nina Pasadena clutching a pistol like an action hero in a movie poster style collage image with sci-fi trappings around her
Immersive sci-fi FPS Skin Deep feels like Prey by way of Looney Tunes
The protagonist of Haste dashes with alacrity in a vivid piece of artwork for Haste: Broken Worlds.
Haste: Broken Worlds finally lets me live out my childhood fantasy of running really fast and then slamming into a rock at Mach 1 and breaking all my bones
Henry chokes out a farmer while wearing absurd spectacles.
20 hours in, Kingdom Come: Deliverance 2 is a mad, systems-driven sandbox that captures some of the best parts of games like Stalker
A spellcaster and muscular barbarian face down against an army of skeletons.
This 'overwhelmingly positive' Steam Next Fest autobattler demo feels like someone bolted a Path of Exile-style map onto Halls of Torment, and I fear for my future productivity
Latest in Action
Olivia scowls in Monster Hunter Wilds.
Monster Hunter Wilds feels easy at launch—but after a decade of fighting post-release elder dragons and Master Rank monsters, I'm not worried about the light warmup
Monster Hunter Wilds screen
Monster Hunter Wilds sells 8 million copies in 3 days, 'the fastest any game has done so in Capcom’s history'
Grand Theft Auto 5
How to transfer your GTA 5 save file to GTA 5 Enhanced and accept Rockstar's Online Policies if needed
Grand Theft Auto 5 Enhanced screen - Trevor setting fire to somebody's big dumb truck
Grand Theft Auto 5 Enhanced launch is going poorly or well depending on how you look at it: It's got a 'mixed' rating on Steam and is one of the most-played games
GTA 5 Enhanced Edition
What's the difference between Grand Theft Auto 5 Enhanced and Legacy?
Monster Hunter Wilds material farm - Kunafa villagers
How to farm materials in Monster Hunter Wilds
Latest in News
Image of Pinhead from Dead by Daylight
'He came. And now he must go,' and that's why Pinhead is leaving Dead by Daylight in April
Image of Tecumseh in Civilization 7
Civilization 7's 'first major update' tweaks balance and fixes some UI issues, but don't expect an overhaul
Jeff Jarrett headshot
Legendary 1990s publisher Acclaim is back from the dead, and a pro wrestler famous for clobbering people with a guitar is on its advisory board
Monster Hunter Wilds screen
Monster Hunter Wilds sells 8 million copies in 3 days, 'the fastest any game has done so in Capcom’s history'
Tony Hawk doing a kickflip or whatever the hell it is in the cover art for Tony Hawk's Pro Skater 3 + 4
Tony Hawk's Pro Skater 3 + 4 remake is real, and it's coming in July with new skaters, parks, music, and more
The streamer Emiru gives the peace sign to camera.
Three women livestreaming on Twitch harassed by man who then goes for them while making repeated death threats: 'This happens off-camera to women all the time'