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Castlevania: Belmont's Curse

Castlevania: Belmont's Curse

DFace review of Castlevania: Belmont's Curse. Filed under Action, RPG. Editor rating 8/10.

Rose Belmont wields whip and relics through a hand-crafted castle of six biomes, chaining aerial combos and elemental spells to shatter sealed gates and hidden altars. Players gather blood shards to upgrade movement and unlock new paths, backtracking across vertical shafts and crumbling libraries to confront Dracula’s lieutenants before the final confrontation.

Rating 8/10 $29.99 2026-10-14
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Combat rewards precise timing: the morning-star’s arc can be angled mid-swing to juggle foes while quick dagger tosses interrupt spell casts, and each relic-flame bottle, ice spear, holy water-alters enemy behavior instead of simply dealing extra damage. The castle itself functions as a single, looping map; platforms collapse after two uses, forcing players to choose whether to spend shards on a permanent bridge or save them for later bosses. Pixel art renders stained-glass moonlight that shifts from violet to crimson as the curse spreads, while bone-rattle percussion and a solo pipe organ swell or fade depending on how many optional altars remain unbroken. Sound design keeps footstep echoes distinct across marble, rotted wood, and flooded stone, cueing players to hidden crawlspaces. The loop of short, lethal boss rushes, deliberate exploration, and light Metroid-style gating suits anyone who enjoyed Bloodstained’s castle scope yet wants tighter 20-minute runs and a focused three-hour campaign.

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Played Castlevania: Belmont's Curse for twenty minutes before the battery gave out and I noticed the pacing was off from the start. The tutorial throws a relic at you, then immediately expects you to string an aerial whip combo into an elemental cast, and the landing feels too heavy for a movement-heavy action game. I kept waiting for the controls to loosen up, but they stayed stiff.

One short drop where a gate only opened after I’d already cleared the room twice was the part that stuck. Everything else just fed more shards into the same upgrade loop without changing how the whip felt.

I don’t mind backtracking when the space itself rewards it, but this castle mostly rewards patience with the same vertical shaft. I’ll probably give it another run when I’m not half-asleep, though the weight in the air still seems baked in.

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