Nearly two decades since the last mainline 2D entry, Castlevania is back — and critics are calling Belmont’s Curse the revival the franchise deserved. Developer Evil Empire, the team behind Dead Cells’ Return to Castlevania DLC, has been handed the keys to Dracula’s Castle and, by all accounts, has delivered something special.
Launching today on PlayStation 5, Xbox Series X|S, Nintendo Switch and PC, Belmont’s Curse picks up 23 years after Castlevania III: Dracula’s Curse. This time, the vampire-hunting torch passes to Rose Belmont — daughter of Trevor Belmont and Sypha Belnades — who must descend into a Paris ravaged by monstrous creatures and a looming mystical castle.
A New Hero Wields the Whip
Rose Belmont is the standout for most reviewers. IGN’s Scott White praised her as “a great new hero” whose movement tech — swinging from objects, pulling herself towards enemies with the Vampire Killer whip — brings a fresh kinetic energy to the series. Polygon went further, calling the game “a near-perfect Metroidvania” that combines throwback appeal with razor-sharp gameplay built on the brilliant foundations of Dead Cells.
The whip mechanics are central to what makes Belmont’s Curse feel distinct. Rose can swing from environmental objects, yank herself towards foes for devastating close-range strikes, and chain attacks with a fluidity that belies the series’ traditionally stiffer movement. GamesRadar described the combat as “fast-paced” and “well-paced,” noting that the action-first approach marks a deliberate shift from the more methodical pacing of earlier entries.
Gothic Brilliance Meets Modern Design
Visually, Belmont’s Curse has drawn universal acclaim. GamesRadar called it “a feast for the eyes” with lightning flashing through Gothic window arches and painterly backgrounds of a city in flames. The bold use of colour makes the gothic visuals pop in ways the series has never attempted before — a deliberate artistic choice that sets it apart from the muted palettes of its predecessors.
Key detail: Belmont’s Curse runs 10–15 hours for the main story, with the Arcana tarot card system adding significant replayability through dialogue and lore unlocks.
The new Arcana system — a card-based mechanic tied to tarot — has been highlighted as one of the game’s most inventive additions. MobileSyrup noted that Rose’s interactions with these cards add both character development and deeper context to Castlevania’s sprawling lore, turning what could have been simple collectibles into meaningful world-building tools.
Not Without Faults
The review consensus isn’t entirely glowing, however. The most common criticism centres on the map’s size. MobileSyrup’s Andrew Mohan flagged that Paris — streets, catacombs and cemetery combined — can feel like “a slog on your first playthrough,” taking around three hours of traversal before movement upgrades begin to open things up. The fast-travel system is described as “surprisingly limited for a map so large” by GamesRadar.
IGN’s verdict captured the tension neatly: “Belmont’s Curse is a better metroidvania generally than it is a Castlevania specifically, sacrificing some of the series’ signature charm and feel along the way.” For longtime fans expecting a faithful revival of the Symphony of the Night era, the action-first approach may take some adjustment.
The Verdict
With scores ranging from 8/10 (IGN) to Polygon’s “near-perfect” endorsement and GamesRadar’s “triumphant return,” the critical picture is clear: Castlevania is back in a big way. Evil Empire has built a game that honours four decades of gothic heritage while pushing the franchise firmly into the modern Metroidvania era.
“Often colourful and flashy, Belmont’s Curse doesn’t necessarily look like a Castlevania game. But it sure does feel like one.” — GamesRadar
For anyone who grew up with Simon Belmont’s whip in hand, or discovered the series through Netflix’s animated adaptation, Belmont’s Curse is the essential entry point. Dracula is back. The whip is ready. And this time, it’s Rose who hunts the night.

