Castlevania is back. What can Belmont’s Curse learn from its heirs?

Dead Cells, Hollow Knight and The Lost Crown offer ways to think about the Belmonts’ return: combat with character, maps that stay in the memory and less friction when exploring.

Conceptual illustration of a pale Gothic castle with towers, stairways and a winding red path against a burgundy background.
Original conceptual illustration by Mais FPS, inspired by exploring a Gothic castle.

For years, other studios held the keys to the castle. They found new paths, reworked combat and discovered ways to keep a locked door interesting after the third visit. Now, with Castlevania: Belmont’s Curse, the family that helped give the metroidvania its name returns to a very different neighborhood.

The game has been available since October 15, according to Konami. The more interesting question about this return is what Castlevania can learn from the games that grew up in its shadow. Especially when some of that legacy arrives in the hands of people who worked on Dead Cells.

Who is holding the whip

It is worth getting the credits right before the hunt begins. In Konami’s announcement, Belmont’s Curse is jointly developed by the company itself and Evil Empire, with Motion Twin serving as a consultant. Motion Twin created Dead Cells. Evil Empire took over development of updates and expansions. Calling everyone “the creators of Dead Cells” obscures precisely the experience that makes this partnership interesting.

The relationship already had a tangible chapter in Return to Castlevania, an expansion released in March 2023. First, the guests welcomed the Belmonts into their own home. Now they are helping decide how the Belmonts’ home works. That is quite a shift in responsibility: recognizable references make a tribute work; an entire game needs to sustain ideas of its own.

According to Konami, the protagonist is Rose, Trevor Belmont’s daughter, and the adventure takes place in Paris in 1499, 23 years after Castlevania III: Dracula’s Curse. The generational shift suits the project well. It also creates an obvious temptation: using the family name to answer questions that should be settled by the controls, the map and the pacing.

Dead Cells: the lesson is in the movement

The official description of Dead Cells embraces its mix of roguelite and metroidvania inspiration: branching paths, unlockable abilities and runs that start over after death. That package has goals of its own. The lesson that matters to Castlevania is how to make players want to cross the next room for the pleasure of acting within it.

There is a huge difference between a weapon that deals more damage and one that changes your relationship with distance. One invites you to switch because the number went up; the other makes you reconsider where to stand, when to advance and which risk to take. That is a good standard to expect from any heir to this school of design, including Belmont’s Curse.

Konami also presents the whip as a tool for getting around. That possibility is a particularly good fit for the series: the Belmonts’ most recognizable object can connect combat and exploration. The design challenge lies in giving that mobility consequences. If changing position opens up strategies and routes, there is something to master. If it merely gets you across the gap between two platforms, the charm tends to wear off faster.

Speed alone does not solve everything, either. An enemy needs to remain readable amid the chaos, and a blow should communicate why it connected. Castlevania can become more agile while preserving that small tension of entering a room and sizing up the problem before pressing every button.

Official “Bloody Tears” trailer from KONAMI. ©Konami Digital Entertainment. Watch on YouTube.

Hollow Knight: a map needs to stay in your head, too

The other side of this conversation runs through Hollow Knight. Team Cherry presents its world as a network of interconnected areas, with distinct visual identities and discoveries off the main path. The editorial lesson we draw from that is simple: players need to want to get to know a place before they want to complete its percentage.

A corridor can be remembered for its architecture, a sound or an oddly likable character. When everything becomes a succession of colored doors waiting for the corresponding ability, exploration starts to feel too much like checking a list. A good return to an area brings that satisfaction of recognizing a space and noticing a possibility that previously went unseen.

Castlevania knows this vocabulary. Symphony of the Night, from 1997, already made secrets, hidden weapons and transformations part of its identity. But tradition can turn into autopilot. Paris gives Belmont’s Curse a valuable opportunity to create memories of its own, instead of relying exclusively on recognition of old monsters and symbols.

The Lost Crown: respecting the player’s memory

Perhaps the most practical contribution comes from Prince of Persia: The Lost Crown. Its Memory Shards let players pin screenshots to the map. In an interview with Microsoft, designer Rémi Boutin explained that the tool was created to ease the effort of remembering blocked passages and the powers needed to open them.

Anyone who has returned to a metroidvania after a week knows the value of that. The room exists, the passage was somewhere and you vaguely remember something purple. Good luck. Giving players tools to record that discovery preserves the satisfaction of working out the route and reduces the effort of reconstructing an old session.

Belmont’s Curse already shows signs of that concern. Will Fulton, writing on Xbox Wire, reports map markers available from the start and options to change equipment while paused. It is an account from someone who played, published on the platform’s official outlet, and should be read in that context. Even so, it points to concrete choices that deserve attention beyond the trailer.

The demand here is for autonomy: letting those who enjoy getting lost explore freely, while offering support to those who need to pick the adventure back up between work, study and other games. The size of the labyrinth remains the same. What changes is how much time each player has available.

The family name opens the door. The game needs to keep visitors there

It is also worth watching our footing before climbing to the altar of nostalgia. In a known-issues notice, Konami acknowledges faults that can prevent the game from launching on PC with V-Sync off and unlimited FPS, as well as interface problems on Steam Deck. When consulted for this article, the page still stated that a fix was being prepared.

That care is part of the return. The series arrives before an audience that has already found inventive combat, memorable maps and good exploration tools in other homes. Its history makes the comparison more interesting; it also raises expectations.

Belmont’s Curse has a rare opportunity: to learn from its descendants without losing the family’s personality. The best tribute Castlevania can pay to the genre it helped shape is to give it good ideas again. Dracula can handle another visit. The question is how to make the journey to him worth the trip.

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