Rose Belmont, the next generation of vampire hunters, seeks to step out of her father Trevor's shadow and prove herself as a self-reliant woman. She aims to forge her own path, distinct from the legacy of her family. This narrative ambition is mirrored in Castlevania: Belmont's Curse, the first new entry in the series in over a decade. Developed by indie studios Evil Empire and Motion Twin, known for their work on roguelike Dead Cells, this title offers a modern interpretation of the classic Castlevania formula. However, despite its fresh approach, it falls short of a perfect evolution, and it is not a roguelike, contrary to some online discussions.
The game's presentation is a standout feature, with its visually stunning environments and dynamic animations. From the oppressive atmosphere of Dracula's castle to the serene cemetery, each area is rich with detail that can captivate players. The character animations, particularly Rose's, are fluid and expressive, with a backdash that rivals that of Alucard from Symphony of the Night.
Rose's movement and combat abilities are equally impressive. Her signature whip now functions as a grappling hook, enhancing both traversal and combat. This whip-hook is arguably the game's strongest aspect, allowing for fluid aerial maneuvers, projectile dodging, and aggressive engagement with enemies. Platforming sequences often rely on skillful use of this mechanic, and while generally well-designed, they can occasionally be frustrating, especially when incorporating NES Mega Man-style spikes that reset progress without outright killing Rose.
Beyond the whip-hook, Rose can discover new weapons and Arcana throughout her journey. Her arsenal expands to include a lance and metal gauntlets, offering players varied combat approaches. Arcana function as spells, with one equippable at a time, providing attacks like the classic holy cross or a petrifying glare. The game draws inspiration from diverse cultures for its boss encounters, featuring characters like Medusa and Joan of Arc. These bosses are challenging, requiring players to learn their patterns, and the writing shines through their post-defeat commentary, offering a unique narrative layer.
Metroidvania Frameworks and Combat Dissonance
Belmont's Curse incorporates Metroidvania elements, requiring players to acquire new abilities to progress. For instance, defeating Joan of Arc grants holy light to dispel barriers, while defeating the automaton Talos yields an empowered stomp to break blocks. While the combat system itself is engaging, featuring a satisfying rhythm between Rose and her opponents, it sometimes creates a dissonance with the exploration-focused Metroidvania structure.
Not all combat encounters are as balanced as the boss fights. Players may find themselves overwhelmed in rooms that lock down and flood with enemies, a design choice reminiscent of Castlevania's more punishing older titles. Rose's limited healing potions, which can only be replenished upon death or at save rooms, exacerbate this issue. The scarcity of save rooms can lead to repetitive backtracking through already cleared areas after defeats, diminishing the sense of accomplishment.
While the game offers adjustable difficulty through individual stat modifications, this approach feels like an admission that the core combat balance may not have been perfectly tuned. These customization options, though helpful for struggling players, do not fully resolve the fundamental design concerns.
Furthermore, the game's progression system presents further issues. While finding new weapons provides a sense of reward for exploration, the standardized RPG-style level-up system, which incrementally boosts health and attack stats, feels largely ignorable. Some weapons also prove less effective than others; for example, the slow greatsword rarely offered an advantage over faster, equally capable options like the sword or lance.
Attempts to deviate from the intended path are met with invisible barriers, discouraging exploration and sequence-breaking. This restrictive design clashes with the inherent freedom expected of a Metroidvania.
A particularly frustrating design choice occurs late in the game, where a seemingly important boss encounter is presented. Despite Rose's own doubts about her readiness, the game allows the player to initiate the fight, only for it to culminate in a cutscene death without player input. This progression-locked boss, which fails to clearly indicate its requirements until after the player has already failed, feels like a significant misstep. It undermines the player's agency and the core tenets of the Metroidvania genre.
Ultimately, Castlevania: Belmont's Curse feels like an action game that struggles with its Metroidvania identity. While it delivers enjoyable action and combat, its non-linear elements often feel at odds with its core design. The game appears to be weighed down by the need to prove itself as a Castlevania title, rather than fully embracing its potential as a linear action-platformer or a more cohesive Metroidvania experience.