A return with a clear sense of what makes Castlevania matter
The most interesting thing about Castlevania: Belmont's Curse is what it does with the Vampire Killer. A weapon that could have been treated as a mandatory piece of series history becomes the center of movement as well as combat. That is a strong foundation for a return: take something unmistakably Castlevania and give players more to do with it. The whip makes familiar environments invite a different approach, giving this adventure a reason to exist beyond bringing back the name.
The whip gives the adventure its identity
Rose can use the whip to swing through spaces and close the distance to enemies. Giving one tool a role in both traversal and fighting creates a useful connection between the two. Platforms become opportunities to build momentum, while enemy placement can affect how a route is approached. Movement has a purpose beyond carrying the player to the next combat encounter.
That emphasis also gives Belmont's Curse a sensible way to modernize the series. The developers have described preserving 2D action and exploration, the established continuity and the whip as their starting points. Expanding what the player can do within those foundations gives the game a recognizable identity without demanding that every familiar element remain exactly as it was.
Exploration follows a fairly directed structure, with familiar traversal upgrades. Players seeking an unusually open labyrinth should keep that in mind. The stronger attraction is how Rose moves through individual spaces.
A new Belmont with a meaningful place in the story
Set in Paris in 1499, the game places Rose alongside her father, Trevor Belmont, as monsters overrun the city. The setting brings the threat into streets and landmarks with a history of their own. It gives this chapter a particular location and atmosphere before the familiar castle imagery takes over.
Rose's place in the family connects the adventure to Castlevania III while leaving room for a different lead. That balance matters. An established series needs characters who can carry new stories, and Rose provides a clear point of entry without requiring the mythology to start over.
Castlevania: Belmont's Curse
Variety with room to go deeper
Seven weapon categories give Rose alternatives in combat. Defeated bosses can also become Arcana, sealed within tarot cards and used for spells or special actions. The relationship between overcoming an enemy and gaining access to its power is an appealing one: progress adds something tangible to the player's options.
Equipment leaves room for deeper experimentation, and the boss roster could be larger. Players who value intricate builds above everything else may find the customization restrained.
A strong visual direction
The vivid gothic presentation gives Belmont's Curse an identity beyond a recreation of an older game's look. Color is allowed to do some work here. A supernatural world does not have to lose all of its vibrancy to remain threatening, and this approach gives the series room to develop a contemporary visual language.
Published PS5 coverage has flagged uneven scenery textures. The soundtrack's electronic direction may also divide fans expecting more prominent melodies. Both matter in a game with such a distinctive atmosphere.
Options to reduce screen shake, add character outlines and restart near bosses are welcome. Adjusting presentation and repetition helps more players engage with the adventure's central demands.
Verdict
Castlevania: Belmont's Curse earns a strong recommendation through its approach to movement, its distinctive gothic setting and the way it gives familiar series elements useful new roles. Deeper customization and a more consistent technical finish would strengthen it further. Even with those reservations, the essentials make a compelling case for 9/10. Rose's adventure gives Castlevania a direction worth following, with the whip doing much of the convincing.
OUR SCORE 9/10 | Excellent
What works
Whip-led movement and combat; a distinctive Paris setting; vivid gothic art; a new lead tied to the series continuity; useful accessibility options.
What holds it back
Limited customization; directed exploration; reported PS5 scenery issues; a potentially divisive soundtrack.
Review written and game played by Andrew Louis.
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