Happy Halloween, everyone! I hope your last day of October was appropriately spooky and/or scary. If not, let's make it a little more macabre with the return of a franchise that hasn't seen a new 2D mainline entry in quite a while. It's Castlevania, and it's time to review the latest game in the series: Castlevania: Belmont's Curse!
Every Rose has her thorns. And by "thorns", I mean, "curse".
And by "every Rose", I mean, "Just Rose Belmont."
What a wonderful night to have a curse. Maybe not for Rose Belmont, but for everybody else, it's been a long time coming. In fact, it's been almost TWO decades since the last original 2D Castlevania game saw a release. Now, the team behind the fantastic indie darling Dead Cell's equally fantastic Return to Castlevania DLC sets their sights on bringing the 2D line of Castlevania back from the dead with a brand-new entry, Castlevania: Belmont's Curse. Overall, it is indeed a wonderful night to have a curse.
Nearly a quarter-century after Trevor Belmont's original victory over Dracula, he and his daughter, Rose, set sail to Paris, which is suddenly under siege by demonic and devilish forces. Everything points to the Lord of Darkness' return, but Rose, with cursed arm in tow, and her father, set out to discover the truth behind the nightmare that has fallen onto Paris.
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| If it looks like Dracula, feels like Dracula, it might be Dracula! |
Rose Belmont was born with her affliction, her red arm that feeds on her dark emotions--a lingering after effect of Dracula's curse. Fortunately, her cursed arm wasn't the only thing she was left with from her mother. She additionally was given a deck of magical tarot cards to utilize. She starts with but one, offering Arcane magic in the form of a fireball, but as she vanquishes bosses throughout this Metroidvania adventure, more cards get added to her deck. Thus, more magic spells can be learned, too--from boomerang-like crosses that can be thrown, to iron fists that smash down on foes, and bloody trails of spikes that slowly take away health from their affected targets.
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| Rose definitely doesn't mind being "cross" with her foes. |
Each tarot card has its own collection of clues which hint at where to find the locations of the entity, or to put it in simpler terms, the boss, housing the power in the tarot card. Each card is essentially a boss to battle, to overcome, and to thus, take their power for Rose to use. The magic spells from each card have something called Works of Mercy, which are little optionally objectives to complete for each card. For performing and completing tasks like defeating five foes at once with a given spell or vanquishing enemies in certain ways, you unlock ways to power up Rose's spells. For example, The Fallen's previously mentioned boomerang crosses can be upgraded to have Rose conjure up and toss two at a time.
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| Yes, it can be difficult to time your parries, but when you do, it feels oh-so good! |
These cards bestow Rose with new spells, but sometimes they also deliver unto Rose new abilities to access new areas in true Metroidvania fashion. Yes, Castlevania: Belmont's Curse is a Metroidvania--true and blue. Well, perhaps true and red would be more appropriate by virtue of the bloody battles and arduous platforming sections that await Rose.
Rose first gets the ability early on to latch onto various hooks with an Arcane Whip. Yellow hooks allow her to swing from them while purple ones are hooks that Rose pulls herself to immediately. I found that in the midst of platforming and especially sections where you basically are focused on myriad things in the moment-to-moment gameplay, that holding the analog stick to aim for these hooks didn't always guarantee Rose's Arcane Whip would connect with them. In sections where failing means you have to redo a significantly challenging platforming segment, this got old and quite frustrating fast. This is especially so since it happened much more often than I would have preferred. Perhaps some user error or controller issue were to blame, but still, it was mighty aggravating at times.
Aside from the other times awesome Arcane Whip, which does allow some awesome acrobatics, mobility, and movement options, Rose also can summon a shield. This serves a twofold purpose--to parry enemy attacks, as well as materialize nearby specific walls and floors from solid to incomplete, the latter allowing her to pass through them. No doubt you can guess that certain platforming segments required switching between having the shield off and on for moving along these materialized floors/walls on the fly. Other abilities include a ground pound that can smash through specific ground tiles with enough force, a midair dash, and yes, the always desirable double jump.
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| I see Dracula is giving Rose the red carpet welcome. |
Rose will need these abilities and more, as Belmont's Curse's game world is absolutely massive--maybe too much so. Upon making it through the first four major areas of the game, from Parisian streets to the ancient catacombs underneath, I was greeted by Dracula's infamous castle. It was as if the game had only started from there. Everything prior was prelude, essentially, which blew my mind.
What further blew my mind was how much optional content and side quests there are to discover. Now, to be fair, most of these quests are hardly optional for the true ending of the game, but otherwise, you won't necessarily just stumble upon the answers. Belmont's Curse features plentiful collectible clues that shouldn't be skipped, as they reveal all sorts of solutions to otherwise obtuse environmental puzzles. In fact, one of the aspects that would have helped greatly in the game--fast travel between save points--is incredibly well hidden overall. Until you uncover it, lots of admittedly boring backtracking is in store for you.
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| And now Dracula is giving Rose the spinning saw blades of doom welcome. Old reliable. |
Backtracking and Metroidvanias go together like the Belmont family and vampire killing, but some games in this sub-genre do it better than others. The fact that fast traveling between save points is something so hidden out of the way was frustrating, as otherwise the only option for traveling quickly between zones is a ferryman at very much select locations. As you can only travel between his different doors, and there is only one per massive zone within the game, the backtracking through well-trodden ground for missed secrets and rooms was quite tedious quite quickly.
That notwithstanding, there's something positive to be said about the multitude of secrets and just how well the game world feels all so cohesive and well put together. The map menu is a nice aid in plotting your course, as you'd hope for any Metroidvania worth its weight. You can put up to fifty pins per zone of different types to mark locations of items or treasure chests you couldn't yet access but want to keep in the back of your mind. Areas that turn gold on the map are ones that everything has been discovered in, while areas that remain purple have not. Unfortunately, I don't think the latter is an aspect that a tutorial ever covers. It's something I had to notice for myself.
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| Any closer and Rose would be bald right now! |
All the same, hidden routes abound in Belmont's Curse and its game world, offering attack and defense up items, health and mana-increasing fragments, as well as treasure chests containing relics and weapons. Up to three of the former can be equipped simultaneously, bringing positive and sometimes negative passive effects at the same time.
Meanwhile, Rose isn't limited to her father's weapon lineage of whips, though those are certainly available. In total, there are seven unique weapon types: from whips and long swords, to spears and gauntlets. Each type has four weapons of progressively stronger attack power in their respective categories. Some weapons are great for getting up, close, and personal with foes, while others are meant for more distant fighting. Either way, it was fun to try out each to find one that I preferred to use overall, as each had different weight, heft, feel, and timing to them.
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| With 28 total weapons across seven distinct categories, find your favorite! |
Whichever weapon you decide to equip Rose with, just be ready for a challenge. Castlevania: Belmont's Curse is one hell of a hard game. Whether that's dealing with ordinary enemies or contending with the dastardly difficult bosses, you'll find Rose face-planting a ton in defeat. Fortunately, death is not like what you'd find in a Souls-like. There is no serious punishment, and you even keep progress. It's merely returning to the last point you saved at or a zone entrance.
Furthermore and even more fortunately, you can tune your Castlevania experience to your liking with a super helpful suite of gameplay options in the form of Custom Mode. Rather than opt to have players select between easy, normal, hard, etc., you can fine-tune the difficulty of the game as you see fit at any time by raising or lowering different sliders. This includes how much damage you deal, how much damage you take, how much experience you earn, how many health-restoring potions you start with each time you save, if you can even die (for those who'd like as little friction as possible), and so forth. None of these options cancel out achievements or trophies, which makes for a more pleasant and far less frustrating experience.
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| Castlevania and clock towers, two friends together again. |
Plus, these options still require you to be able to dabble in some precision, daredevil platforming, and even those can be rather challenging all on their own--especially if you're planning to strive for 100% completion. Sure, ideally, the game would have its difficulty better dialed in so that these options wouldn't be necessary even for a seasoned player like myself. (No, that's no brag, either.) At least, they wouldn't be necessary in an "if I didn't have some of these available, I'd pull the rest of what is left of my hair out" sort of way.
Belmont's Curse is a stunner of a game visually. The most impressive aspect aesthetically being the drop-dead gorgeous backgrounds and vistas that dazzle and delight as candy for the eyes. Yes, sometimes it can be a bit garish, and when the camera zooms out just enough, it can be difficult to ascertain where Rose is (resulting in taking damage, or worse, death), but overall, the environmental design is a true work of art, much like all the paintings and decor situated in the Main Hall's walls of Dracula's Castle. While I wish the enemy variety was as high as past Castlevania games, what's here are well animated and look superb.
Musically, Belmont's Curse is nowhere near the level of the more classic, retro entries in the franchise. That's not to say it's bad. It's simply different. And what's here to listen to is rather nice and pleasant. Though, a highlight, of course, HAS to be the game's rendition of Vampire Killer building upon itself the deeper into Dracula's Castle and its Main Hall that you go.
Konami's long-lasting, long-running series featuring a motley crew of vampire hunters continues on and boldly enters a new era with Castlevania: Belmont's Curse. The movement feels great, for the most part (aiming the Arcane Whip notwithstanding), the challenge level is certainly present and accounted for (I'm thankful for the inclusion of Custom Mode, as will many potential players), the boss battles are some of the series's best, and the art is absolutely astonishing all-around. While not all aspects of Belmont's Curse carry that well-established Castlevania flavor, what is here works and works relatively well. It's certainly neither a monster nor doesn't belong in your gaming world. Just be prepared to cry some Bloody Tears at the difficulty at times.
[SPC Says: B-]
This game was played via the PlayStation 5 version. Castlevania: Belmont's Curse is also available on the Nintendo Switch, Xbox Series consoles, and PC.

























