Initial Hurdles and Technical Hiccups
My journey with Castlevania: Belmont's Curse began on a rocky note, starting with a black screen upon launch. After a bit of troubleshooting, I discovered the title struggled with monitor refresh rates exceeding 120 Hz. While easily resolved, this set the tone for a series of minor technical frustrations, including jarring framerate drops during transitions to cutscenes even when using a 120 fps cap.
Despite these early technical quirks, I have spent about eight hours with the game and am finding it progressively more enjoyable. However, coming from a studio with such an impressive pedigree, it falls short of being the definitive Castlevania comeback I had anticipated.
The Elusive "Juice" Factor
A core issue in Belmont's Curse is what designers often refer to as "juice." In gaming terms, this refers to the polish that makes a title feel responsive and alive—elements like screen shake, tactile hitstop, and fluid character movement. Games like Dead Cells (also developed by Evil Empire) and Hollow Knight are masterclasses in this area, which is precisely why they feel so satisfying to play.
Belmont's Curse, by comparison, feels inconsistently designed. At times it feels polished, while other moments feel strangely "dry" or stiff, creating a disconnect that persists well into the experience.
Control Inconsistencies and Design Flaws
Several mechanics feel fiddly or counter-intuitive. For instance:
- Whip Mechanics: Rose Belmont’s whip has a lengthy wind-up that turns precision platforming into a chore. The grappling system is similarly frustrating, often misinterpreting directional inputs.
- Dodging and Input Mapping: The forward slide dodge lacks sufficient invincibility frames, making it more of a liability than a defensive tool. Furthermore, complex platforming sequences require button-holding mechanics that feel poorly suited to the long travel time of a controller’s analog triggers.
- Combat Timing: The timing for pulling Rose toward enemies to deliver a finishing blow feels off-sync, and the delay on using healing flasks is often fatal in the heat of battle.
Presentation and Potential
The game draws heavy inspiration from the Netflix Castlevania series, even featuring familiar voice actors. However, the budget limitations are glaringly obvious in the cutscenes. Static, panning artwork feels like a missed opportunity that cries out for the high-quality animation the franchise deserves.
Nevertheless, the game does improve once you reach Dracula’s Castle. The level design becomes more intricate, introducing clever puzzles and platforming gimmicks. The game isn't without its highlights: the combat does feature satisfying impact, the character animations are slick, and the tarot card menu system is genuinely gorgeous.
"Were Evil Empire maybe trying so hard to ensure Belmont's Curse didn't feel like Dead Cells that it ended up with controls that didn't quite gel?"
Ultimately, there is a lack of cohesion holding Belmont's Curse back. While it shows flashes of brilliance, it doesn't quite reach the heights of the legendary titles it seeks to emulate.
