
Belmont's Curse Demo Impressions: a Metroidvania game with Classicvania sensibilities
Coming off of the demo, what strikes me the most so far about Belmont's Curse is how so many things matter again.
Platforming matters. Enemy placement matters. Health management matters. Timing matters.
Throughout the Metroidvania games, because of the shift to open-ended level design, other elements started to shift in turn. There are no more bottomless pits, health is a bar that tends to be more generous with damage input, enemies are treated more like obstacles and are often easily avoided to keep up the flow of traversal, and the weapons options are staggering.
But the Classic titles aren't like that. Because of the level based structure, limited weapons and mobility, and scarcity of recovery options, the stakes are higher. A single Skeleton near a staircase or a Bone Pillar blocking the way is a capital "P" Problem to be dealt with, and you have to be mindful about how and when to engage with them.
Belmont's Curse feels like it wants you to take each enemy and platform as seriously as you did when you were playing Super Castlevania IV. Even the most basic Zombie or Bat is aggressive and will smack you during your attack combo if your timing is off. An Archer on a platform will move to avoid and attack you to make getting on that platform more difficult. Misjudging how to swing with the Arcana Whip or when to jump on a platform will matter and cost you precious health if you screw up.
I have no doubt that Rose will get stronger and more mobile as the game progresses, to the point where you can start to breeze through many monsters and challenges. But I also get the impression that the game will keep pushing the player to engage with its level design and obstacles in challenging ways.
And I am SO FUCKING HERE for that. A search-action Castlevania game where platforming actually matters again is exactly what I've wanted from this series for years.