Castlevania: Belmont's Curse Review: A Little Off, But Still Fun

Despite some control quirks and a slow start, the latest Castlevania offers a challenging and rewarding gothic adventure.

Oct 14, 2026
Reviews
Castlevania: Belmont's Curse Review: A Little Off, But Still Fun

Castlevania: Belmont's Curse presents a curious paradox: it possesses the core components for a triumphant return to the beloved franchise, yet struggles with an execution that feels slightly askew. While the game improves significantly as it progresses, its initial hours are marred by technical hiccups and control idiosyncrasies that prevent it from being the unreserved success many might have anticipated.

Early in the experience, players might encounter issues such as the game failing to display on monitors with refresh rates above 120 Hz. Furthermore, the game's 120 fps cap can jarringly drop during cutscenes, disrupting the flow. These technical quirks, while potentially smoothed over by launch, hint at a broader issue with the game's overall polish, often referred to in game design as "juice"—the satisfying responsiveness and cascading feedback that makes an action game feel alive.

Defining "juice" involves elements like screen shake, hitstop (the brief pause upon impact), enemy reactions, and flashy visual effects, but critically, it also encompasses how the character feels when moving, jumping, or dodging. Games like Dead Cells, developed by Belmont's Curse studio Evil Empire, and Hollow Knight are often lauded for their exceptional juiciness. In contrast, Belmont's Curse exhibits moments where its mechanics feel less responsive. The primary dodge, a forward slide, offers minimal invincibility frames, often proving more detrimental than helpful in combat. Similarly, the healing flask requires a precise hold duration, leading to accidental deaths when players believe they've healed but haven't.

The game's presentation also suffers from a budget limitation, particularly in its early cutscenes. Despite drawing heavy inspiration from the Netflix Castlevania series and even featuring some of the same voice actors, the initial cinematics are static panning shots that lack the animated flair expected from such a visually rich world.

However, the game's rough edges begin to smooth out considerably once players reach Dracula's Castle. Clever platforming gimmicks, distinct from those seen in previous Castlevania titles, emerge, and the progression towards confronting Dracula's minions becomes more engaging. The game adopts a more puzzle-like approach than its predecessors, a design choice that may endear it to players seeking a more thoughtful experience. The tarot cards, which function as both special weapons and guides to bosses, are a particular highlight, featuring gorgeous presentation that makes them a joy to examine in the inventory. The game also delivers satisfying hitstop when attacks connect and boasts slick animation work, demonstrating that moments of genuine polish are present.

Despite these strengths, the control scheme remains a point of contention. The lengthy wind-up on Rose Belmont's whip can be frustrating during precise platforming segments. The mechanic for phasing through walls, bound by default to the controller's left trigger, demands a specific input sequence that feels awkward given the analog stick's travel time. These control choices, along with the slightly imprecise timing on attacks and healing, suggest a potential overcorrection in an effort to differentiate Belmont's Curse from Evil Empire's previous work on Dead Cells. This lingering awkwardness holds the game back from being the full-fledged Castlevania revival it could have been.

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