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Castlevania: Belmont’s Curse Review: Worthy of the Whip

Castlevania: Belmont’s Curse Review: Worthy of the Whip

13 October 2026
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Home»Gaming»Castlevania: Belmont’s Curse Review: Worthy of the Whip
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Castlevania: Belmont’s Curse Review: Worthy of the Whip

News RoomBy News Room13 October 20264 Mins Read
Castlevania: Belmont’s Curse Review: Worthy of the Whip
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Castlevania has been a dormant franchise for years, but Belmont’s Curse revives the series with fiery passion. There are hundreds of indies inspired by Konami’s gothic vampire-hunting games, putting a lot of pressure on the publisher to live up to its far-reaching legacy. Konami’s surprising, yet effective solution is to bring in a new developer: Evil Empire, best known for its work on the Castlevania-inspired Dead Cells. The resulting game has a fresh perspective, a brand-new protagonist, and whip-smart execution.

 

Rose Belmont and her father Trevor have been summoned to Paris, a city under supernatural siege. Rose is eager to prove her worth, partially to impress her father, who killed Dracula 23 years ago, and partially because she wants revenge for her bewitched arm, a curse from Dracula, passed down from her late mother. It’s a solid premise, and while the narrative is not particularly complex, Rose’s character arc has standout moments that will stick with me.

For newcomers, Belmont’s Curse stands alone perfectly fine, though it is technically a sequel to Castlevania III, which the first two seasons of Netflix’s Castlevania are based on. Arguably, it’s a better sequel to the show than the game; the art style and character designs have clear anime inspirations, and many voice actors, including Trevor Belmont, reprise their roles. I enjoyed seeing them in a new light, especially as they passed the torch to Rose.

The best example of this torch-passing is a deck of tarot cards, gifted to Rose by her late mother, Sypha. It’s my favorite mechanic in Belmont’s Curse. Each is a specially crafted vessel to hold the power of Paris’ most powerful figures, friend or foe. As you approach each target, Rose will gather clues from her surroundings to aid in hunting them down or besting them in battle. This investigation ranges from just-okay, linear moments in the early game to cryptic, map-spanning missions in the late game. Creatively designed quests to chase down the last handful of tarot cards were my favorite moments in the whole game.

Once you find your targets, you absorb their souls into a tarot card, allowing Rose to speak with them. What starts as a lonely journey becomes almost like a road trip, as Rose has a packed backseat of antagonists and allies who can chime in whenever they see fit.

Each card also unlocks a spell, ranging from fireballs and a magic cross to a blast turning foes to stone. They also come with a list of Works of Mercy: achievements that upgrade your spells upon completion. These range from “Use This Spell 20 Times” to “Kill 44 Skeletons” or “Find All The Rooms In The Clock Tower.” It provides a fun reason to use abilities you might not otherwise, which is especially nice when you become overwhelmed by options in the game’s closing hours. I was swayed on more than one spell after achievement-hunting for upgrades.

Worthy of the Whip

Speaking of combat, the action in Belmont’s Curse is magnificent. Rose is light on her feet and only becomes lighter as she gains new abilities, becoming a whirlwind of death by the game’s conclusion. Between six weapon categories, a variety of perk-granting relics, and your deck of cards, players are flooded with choice in how to approach encounters. I constantly switched up my loadout, often mid-fight, to adapt to the enemies that appeared. Fights were tough enough to keep me on my toes but never insurmountable, and a forgiving checkpoint system keeps repeated deaths from becoming frustrating. Inventive and intense boss battles against Dracula’s coterie of minions are also a major highlight.

After 16 hours, I ended my playthrough with 92 percent completion. I just couldn’t resist doubling back to earlier zones to see the new areas I could access with my newfound traversal abilities, and Belmont’s Curse never failed to reward me. Between two dozen weapons to find, upgrades to health and mana, and even some huge, optional areas, I’m excited for the satisfaction that awaits me as I dive back in to reach 100 percent.

Belmont’s Curse is a strong reminder of why the Castlevania series is so influential, with a rich world, tense combat, and a map chock-full of secrets. While this latest entry certainly pays homage to the Castlevanias of yore, it also breathes fresh life into the franchise, making me excited for its future. Castlevania is back, and between Rose Belmont and Evil Empire, it’s in great hands.

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