Technical Hurdles and Initial Impressions

My journey with Castlevania: Belmont's Curse began on a rocky note, starting with a black screen upon launch. After some troubleshooting, I discovered the game struggled with refresh rates above 120 Hz. While easily resolved, this was a precursor to further technical inconsistency, such as jarring framerate drops during transitions to cutscenes, even when using the game's internal 120 fps cap.

Despite these early frustrations, the eight hours I have invested so far have been generally enjoyable. As I approach the halfway mark, the experience continues to improve; however, it falls short of the masterpiece I expected, especially considering the pedigree of the development studio involved.


The Problem with "Juice"

In game design, "juice" refers to the feeling of responsiveness and polish—that satisfying sensation where a game feels alive through screen shake, hitstop, and precise enemy reactions. Developers like Evil Empire, known for their work on Dead Cells, are typically masters of this. Unfortunately, Belmont's Curse feels strangely inconsistent, oscillating between being incredibly polished and feeling surprisingly stiff.


Fiddly Controls and Design Choices

Several mechanics feel unnecessarily punishing or poorly implemented:

  • The Whip Mechanic: Rose Belmont’s whip has a long wind-up time, making platforming sections—particularly those requiring precise timing—feel more frustrating than challenging.
  • Evasive Maneuvers: The forward slide dodge lacks sufficient invincibility frames, making it an unreliable tool in boss encounters.
  • Controller Mapping: Certain platforming challenges require toggling abilities using the controller's triggers. Requiring rapid, precise timing on a button with a long travel distance feels like a poor design choice.
  • Healing and Combat: The healing mechanic requires a button hold that feels slightly too long for the heat of battle, and the timing on the whip-pull attack often feels mistimed.

Presentation and Atmosphere

The game draws heavy inspiration from the Netflix Castlevania series, even featuring familiar voice actors. However, this highlights a clear budget limitation: the cutscenes rely on static, panning artwork. Given the high standard of the source material, these moments feel underwhelming and cry out for the lavish animation treatment they didn't receive.


Finding the Magic

The experience is not without its merits. Once the action shifts to Dracula's Castle, the game finds its footing with clever, unique platforming gimmicks and a design philosophy that leans into puzzles and exploration. Furthermore, the game isn't entirely devoid of "juice."

«The hitstop when attacks connect is punchy, the character animations are slick, and the tarot card system—used for special weapons and boss guides—is visually stunning.»

Perhaps in an attempt to distance Belmont's Curse from the feel of Dead Cells, the developers may have compromised the fluidity of the controls. While it is still a compelling game, it lacks the tightness required to make it the definitive, universally loved return of the Castlevania franchise.