Konami hosted a hands-on event in Paris for Castlevania: Belmont's Curse, offering a glimpse into a new entry in the storied franchise. The event, held in a dramatically lit deconsecrated church, introduced producers from Konami and Evil Empire, the French studio behind The Rogue Prince of Persia. Players were given three hours to explore the game's opening hours, which begin in a besieged Paris.

A Striking Visual and Auditory Experience

The game's protagonist, Rose Belmont, finds herself separated from her father, Trevor, on the docks of a burning Paris. The visual design is a standout feature, combining hand-drawn art with 3D environments and fluid character animations. This style is described as both modern and faithful to the Castlevania aesthetic, employing a vibrant color palette reminiscent of stylish indie titles. The soundtrack complements the visuals with heavy electronic soundscapes that incorporate classic Castlevania motifs, creating a unique auditory experience.

This visual and musical direction is a collaboration between Evil Empire and Motion Twin, developers known for Dead Cells. Their prior work on the Castlevania-themed DLC for Dead Cells, "Return to Castlevania," served as a precursor to Belmont's Curse. Producer Tsutomu Taniguchi confirmed that the success of that collaboration paved the way for this standalone title, fulfilling a long-held desire to create a new Castlevania game.

Embracing the Metroidvania and Soulslike Influence

Castlevania: Belmont's Curse retains core elements of the series, including vampires, hunters, whips, labyrinthine exploration, and gothic aesthetics. However, it also clearly draws inspiration from modern Metroidvania classics like Hollow Knight and the Souls series. Save points function similarly to bonfires in Dark Souls, replenishing health and resetting enemies. The game features a relic system reminiscent of Hollow Knight's charms, and offers seven distinct weapon types, providing a level of combat variety akin to Dark Souls.

Evil Empire has implemented unique mechanics, such as the Arcana system, which effectively replaces traditional sub-weapons. These Arcanas can be leveled up through "Works of Mercy," in-game tasks that grant blessings for spell enhancements. This system allows for a degree of player customization and strategic depth.

The game's difficulty is a significant focus, a departure from some of the series' more recent entries. The preview demonstrated a challenging boss encounters, with developers encouraging players to experiment with difficulty modifiers. These modifiers offer granular control over aspects like damage dealt and taken, providing a way to tailor the challenge to individual skill sets and ensure an enjoyable experience.

A New Story for a Classic Franchise

The decision to bring Castlevania back now is attributed in part to the resurgence of interest fueled by the Netflix animated series. Taniguchi noted that this created an opportune moment to introduce a new, standalone entry for both existing fans and newcomers. The narrative is set in 1499, between Castlevania III: Dracula's Curse and Castlevania: The Adventure, focusing on Rose Belmont, the daughter of Trevor Belmont. This placement aims to bridge the gap between the old and new, offering a fresh story without requiring extensive prior knowledge of the series' complex timeline.

Rose is presented as a more youthful and energetic protagonist compared to the typically stoic vampire hunters, adding a unique personality to the game's narrative. This characterization, along with the game's mechanics and art direction, positions Belmont's Curse as a title that aims to stand alongside modern genre luminaries.

Exploration and Progression

The demo allowed players to explore sections of a burning Paris, with progression gated by defeating bosses and acquiring keys. In true Metroidvania fashion, defeating bosses unlocks new areas, transforming the initial confined experience into a more expansive world. The game features challenging platforming sections and optional challenges that reward players with useful items. The preview concluded before all objectives were met, leaving the full scope of exploration and the final boss encounters to be experienced in the full release.