To mark the series' 40th anniversary, details regarding the development and behind-the-scenes story of the long-awaited new title, 'Castlevania: Belmont's Curse,' have finally been revealed. Notably, Evil Empire—a studio known for its roguelike titles—addressed fan curiosity by confirming that this project is not a roguelike.
On the 10th, Konami and Evil Empire unveiled a new trailer and a developer interview for their upcoming title, 'Castlevania: Curse of the Belmonts,' during the Triple-i Initiative, an indie game showcase. The video featured Evil Empire Art Director Dean and Lead Level Designer Sandro, alongside Konami producer Tsutomu Taniguchi, who shared behind-the-scenes stories from the development process and details about the game's setting.

Why Paris Instead of Transylvania
With the exception of 'Aria of Sorrow' and 'Dawn of Sorrow,' which featured Soma Cruz and were set in the 2030s, the Castlevania series has primarily used Transylvania, Romania, as its main stage. Even when the setting shifted, it usually remained within the neighboring Eastern European region. This new title, however, is set in France.


Although the Netflix animated series 'Castlevania: Nocturne' explored the French Revolution, this marks the first time a game has used France as its primary setting (excluding individual stages in 'Vampire Killer'). Given that the game is set in Paris, there is anticipation that it will evoke a different atmosphere compared to previous entries.
Early in development, the team considered Venice, Italy, as the setting, even brainstorming themes around the world-famous Venice Carnival. However, they feared it might undermine the series' signature gothic horror atmosphere, as it risked feeling too lighthearted.
The idea to use Paris came from a developer. The team realized that Paris’ gothic architecture, such as Notre-Dame Cathedral, could blend seamlessly with the unique Castlevania aesthetic. They also concluded that it provided a dramatic visual contrast to Dracula’s dark castle.
Director Dean joked that since Evil Empire is based in Bordeaux, France, national pride might have played a role, but he clarified that was not the case, expressing confidence in the natural fit between the setting and the game's themes.

How Are Castlevania’s Signature Gameplay and Level Design Being Implemented
Level design was a major focus, equal to the overall theme. The developers worked hard to capture the feeling of exploring a city. To achieve this, they implemented vertical level design that stretches from street level to rooftops, which also connects to the catacombs.
Paris is famous for its extensive catacombs. The city's rich history and these iconic locations served as inspiration for the game's vertical design, allowing players to traverse from the city streets deep into the underground. These vertically layered zones add significant depth to the world.


Evil Empire believes that these diverse settings, architectural styles, and historical elements make Paris a natural stage for a Castlevania story. They are confident that by reinterpreting Parisian legends through the series' signature exaggerated gothic style, they can create a game that feels grander, scarier, and more quintessentially Castlevania.
Designer Sandro described these elements as the key to perfecting the 2D adventure experience, adding that they aim to make the genre feel modern while preserving its intricate precision.
How Is the Castlevania Identity Being Preserved
As the title 'Belmont's Curse' suggests, this entry draws significant inspiration from past classics in the series.
Producer Taniguchi cited 'Castlevania III: Dracula's Curse' and 'Castlevania: Curse of Darkness' (which takes place three years later in the timeline) as the biggest narrative inspirations. Setting the game in 1499—23 years after 'Dracula's Curse'—highlights the narrative connection to these two titles.

In terms of gameplay, the team referenced the whip mechanics from 'Super Castlevania IV' on the Super Famicom. However, they are refining the controls to be more modern and less 'floppy.' Throughout the revealed footage, the whip’s role in fluid movement—a hallmark of past Castlevania games—was heavily emphasized.
The overall structure of the game is based on the system established in 'Castlevania: Symphony of the Night.' That title defined the core 'Metroidvania' gameplay style, allowing the series to evolve from platform-focused action into a deeper, more complex experience.
Lead Level Designer Sandro noted that while the two games cannot be directly compared, 'Symphony of the Night' provided immense inspiration for the game's structure, calling it a genre-defining masterpiece.

How Are Konami, Evil Empire, and Motion Twin Collaborating
Evil Empire, which developed several DLCs for Motion Twin’s 'Dead Cells,' is now developing this game in collaboration with Konami, the IP holder.
Due to the time difference between France and Japan, meetings had to be scheduled outside of standard business hours. Despite the communication challenges, they emphasized that they are maintaining close collaboration and constant dialogue throughout the development process.
Communication is vital because the two companies have different development processes. Evil Empire, as an independent studio, is relatively flexible, while Konami requires a more systematic approach due to its long history and scale. Evil Empire noted that while they had to learn to bridge these differences, the combination of their distinct processes has resulted in a stronger project that compensates for each side's weaknesses.
A lighthearted anecdote was shared: Designer Sandro recalled that when the Japanese team from Konami visited France, they brought various snacks, making it feel like a special event. Evil Empire reciprocated by treating the Konami team to French cuisine, helping to build a strong bond.

The role of Motion Twin, the developer of 'Dead Cells,' was also crucial. Without 'Dead Cells,' Evil Empire might never have worked on the Castlevania DLC, and they might not have been entrusted with the 'Belmont's Curse' project.
Whenever the Evil Empire team had doubts regarding direction, gameplay, or art, they turned to Motion Twin for advice. Motion Twin provided critical judgment and candid feedback, helping the team stay on the right track. Director Dean described Motion Twin as a big brother figure, even though they are not directly involved in the game's development.
The Vampire Returns, and It Is Not a Roguelike
Dracula will return in this title to face the player. The developers are aware that many fans expect this, and it will indeed be a pivotal moment in the game's narrative.
However, they focused on presenting Dracula’s appearance in an original, unexpected way that differs from traditional methods. Evil Empire noted that they poured significant effort into this aspect.
The team expressed that while the revival of Dracula and the Castlevania series is a great honor, it also comes with the pressure of meeting high fan expectations. They were relieved and happy to see the positive reaction from fans, which motivated them to work even harder to create a better game. Producer Taniguchi shared similar sentiments, noting that the positive feedback encouraged him to strive for excellence.

The developers also addressed the community's question regarding whether the new title would be a roguelike. Given Evil Empire's track record—including DLC for 'Dead Cells,' post-launch updates and content for 'Brotato,' and their first original title with Ubisoft, 'Rogue Prince of Persia'—all of which are roguelikes, the team directly acknowledged the speculation surrounding the genre of 'Castlevania: Curse of the Belmonts'.
Matt from Evil Empire clarified that this will not be a roguelike. As previously mentioned, the game is a 2D action-adventure title that implements the Metroidvania characteristics established by 'Symphony of the Night.
'Castlevania: Belmont's Curse,' the first PC/console game in the series since 2014's 'Castlevania: Lords of Shadow 2,' is scheduled for release in 2026 on PC, PS5, XSX|S, and Nintendo Switch.

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