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Castlevania: Belmont’s Curse is a strong new action-focused Metroidvania, but it does not replace the classics or the collections that preserve their distinctive systems. If you want a new story, fast combat and modern navigation, Rose Belmont’s adventure is the fresh choice. If you want the nonlinear castle exploration of Symphony of the Night, the soul-collecting of Aria of Sorrow, or classic side-scrolling stages, the older games still do those jobs better. The 2026 release is a designed 2D adventure—not a remake, collection or roguelike—and critics disagree over whether it feels more like a great Metroidvania than a great Castlevania.

At a glance

Name Best for Key spec Price Platforms Checked
Castlevania: Belmont’s Curse A new Castlevania story and action-first combat Seven weapon types; whip-grapple, parry and boss-earned Arcana $29.99 US list price PS5, Xbox Series X|S, Switch, PC Nov 2026
Castlevania: Symphony of the Night Nonlinear castle exploration and RPG-style growth Classic search-action design; available in the West through Castlevania Requiem on PS4 and other re-releases Not specified in the available pricing data PS4 via Requiem; other re-releases vary Nov 2026
Castlevania Advance Collection GBA-era Castlevania, including Aria of Sorrow Three GBA games plus SNES Dracula X; rewind and save/load features $19.99 regular Switch price Switch edition confirmed; other platform details not specified here Nov 2026
Castlevania Dominus Collection DS-era Castlevania, including Dawn of Sorrow and Order of Ecclesia Three DS games plus two versions of Haunted Castle; rewind and quick saves $24.99 regular Switch price Switch edition confirmed; other platform details not specified here Nov 2026
Castlevania Anniversary Collection Classic linear NES- and SNES-style stages Retro compilation; Super Castlevania IV is a recommended starting point for this style $19.99 regular Switch price Switch listing confirmed Nov 2026

Collection prices above are Nintendo Switch regular prices recorded in November 2026; prices and availability can change. The new game’s $29.99 US list price is reported by TwistedVoxel. A retailer listing may differ: Metacritic’s “Where to Buy” page showed Amazon listings at $39.88 and $39.99, but did not identify their SKU or platform. That is not a reliable basis for treating those figures as the game’s standard price.

What is Belmont’s Curse, and how does it fit Castlevania?

Belmont’s Curse is a new, hand-drawn-looking 2D Metroidvania developed by Evil Empire, with Motion Twin advising, and published by Konami. It launched on 15 October 2026 for PlayStation 5, Xbox Series X|S, Nintendo Switch and PC through Steam and the Microsoft Store. Xbox Play Anywhere is supported, meaning an Xbox console and PC copy can be shared without buying the game twice. Konami’s official product page is the publisher’s reference for the game.

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This is the first wholly new Castlevania since Lords of Shadow 2 in 2014, according to Metro, and the first new side-scrolling entry since Mirror of Fate in 2013, according to VGC. Other coverage counts from the last original 2D entry—The Adventure ReBirth in 2009—or the last mainline 2D game, Order of Ecclesia in 2008. Those dates describe different kinds of drought, not contradictory release histories.

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The game takes place in Paris in 1499, where Rose Belmont and her father Trevor face a city engulfed by monsters. Rose is the daughter of Trevor Belmont and Sypha Belnades, and carries a cursed mark inherited from Sypha. Several accounts place the story about 23 years after Castlevania III: Dracula’s Curse; another describes it as roughly 20 years after Curse of Darkness. The settled setting year, 1499, is the clearest guide to where the story sits.

It is also the first full game to follow Evil Empire and Motion Twin’s work on Dead Cells: Return to Castlevania. Konami producer Tsutomu Taniguchi told Kotaku that Evil Empire first approached Konami about a collaboration DLC, then asked to make a full game. The connection explains the kinetic movement and animation, but not the game’s structure: Belmont’s Curse has a designed map and persistent exploration, not a roguelike run-and-reset loop.

Is Belmont’s Curse as good as Symphony of the Night?

It is a credible rival for players who value combat and presentation, but it is not a one-for-one successor to Symphony of the Night. The new game brings a more action-forward combat system and modern quality-of-life features; Symphony remains the stronger pick for a sprawling castle, secrets and RPG-style discovery.

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The critical response is favorable overall, but the split captures the real question: does this feel like an excellent new Castlevania, or an excellent modern Metroidvania wearing the series’ name? On PS5, Metacritic listed an 83 Metascore from 68 critic reviews in 2026, classified as “Generally Favorable”; 90% were positive, 10% mixed and none negative. The user score was 7.7 from 409 ratings, with 73% positive, 12% mixed and 15% negative. Those are snapshots, not permanent scores, and one aggregate cannot settle what makes the game distinct.

The strongest case for the new game is its combat. GameSpot called it “hands-down the best combat of any Castlevania game–in fact, among the best combat of any 2D action game, period.” Shacknews gave it 10, IGN rated it 8/10, and GameSpot labeled it Essential. At the other end of the range, Eurogamer’s review was listed as 60 by Metacritic, while VGC scored it 3/5. IGN reviewer Scott White summed up the identity concern: “But 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.”

That concern is grounded in specific omissions. There are no classic subweapons such as the thrown axe, holy water or dagger, and the equipment system is reduced to three relic slots. The deep assortment of RPG equipment and statistics is thinned out, and the game does not use the soul-collecting system that defines Aria and Dawn of Sorrow. In place of those older series signatures, it emphasizes a parry, a grappling whip, boss-derived tarot abilities and action-game challenge rooms.

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Some reviewers judge that trade as a worthwhile modernization. GameSpot argued the game could stand beside Symphony of the Night among the best in the genre; Retrolike called it a home run competing for the top spot. Others found it less convincing as a Castlevania exploration game. The Guardian said it could not quite match peers such as Prince of Persia: The Lost Crown or Hollow Knight: Silksong, while VGC felt the Soulslike influence distracted from what other Metroidvanias do well. The useful verdict is conditional: choose Belmont’s Curse for its combat and new adventure, not because it reproduces Symphony.

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How does it play, and what systems are different?

Rose explores connected zones, fights enemies and bosses, and gains tools that open routes through the map. The structure is closer to a set of large, self-contained regions than to one enormous castle: IGN compared the layout to Super Metroid rather than Symphony of the Night. Paris comes first; Dracula’s castle follows after a mid-game shift that some critics found to be where the adventure improves.

  • Seven weapon types: longsword, whip, gauntlets or fists, spear, greatsword, sword and shield, and twin swords. Xbox Wire says each of the seven categories has four weapons. Relics occupy three slots and can be changed from the pause menu.
  • Whip-grapple: Rose uses the whip to swing from rings and pull herself toward enemies. It doubles as a movement tool and a way to stay aggressive in combat.
  • Holy Light: this shield-like ability parries without making Rose stop attacking. It also lets her pass through some walls, so it matters for traversal as well as defense.
  • Tarot Arcana: Rose carries Sypha’s tarot deck. Defeated bosses become Arcana spells; optional Works of Mercy challenges—two or three per Arcana—unlock upgrades. Bosses also remain as a peanut gallery in Rose’s head.
  • Save-point healing: healing flasks refill at save points, and enemies respawn when Rose saves. That creates a Soulslike rhythm, even though the game itself is not a Soulslike or roguelike in structure.

These mechanics explain both the appeal and the friction. The whip, parry and weapon variety make fighting more active than in many older entries, while the Arcana progression gives bosses a lasting role in Rose’s toolkit. But a player looking for a dagger thrown with hearts, a broad subweapon roster, collectible souls or a complex equipment build will not find those systems here. Hearts from candles instead become mana orbs.

Exploration is another point of disagreement. The tarot system can help players find objectives, and the game includes map pins and area-completion tracking. But reviewers criticized golden-path barriers and challenge rooms that feel more like isolated action tests than organic castle secrets. Rock Paper Shotgun argued that the game’s action focus fights its nonlinear structure; GameSpot and Xbox Wire were more positive about the clue system. If your favorite part of Symphony is getting lost, experimenting with routes and uncovering hidden rooms, expectations matter more than the broad “Metroidvania” label.

Is Belmont’s Curse a Dead Cells roguelike?

No. It shares a developer lineage and some movement and combat sensibilities with Dead Cells, but it is a persistent, authored Metroidvania rather than a roguelike. You explore a planned world and retain progression; the game is not built around repeated procedural runs.

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The resemblance is visible in the kinetic animation, telegraphed enemy attacks and whip-zip movement. Evil Empire and Motion Twin had already worked on Return to Castlevania, making that DLC a natural audition for a larger collaboration. Still, the distinction is important: a familiar feel does not mean the same genre. Rock Paper Shotgun addressed confusion directly, describing the movement as a little like Dead Cells while clarifying that the game is not a roguelike.

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Should you buy Belmont’s Curse or a Castlevania collection?

Buy the new game for a fresh story and combat; choose a collection if you specifically want the older mechanics and eras. The collections cost less at their regular Switch prices and bundle multiple games, while the new release offers a new adventure and contemporary production.

If you want… Start with… Why
Nonlinear castle exploration and classic RPG-lite growth Symphony of the Night Its castle, secrets and progression remain the touchstone for this style.
Collectible abilities that change your build Aria of Sorrow or Dawn of Sorrow The Tactical Soul system is their defining hook; Nintendo’s Advance Collection listing describes more than 100 souls in Aria.
Spell combinations through a different collectible system Circle of the Moon Its Dual Setup System combines cards into more than 80 spell effects, according to Nintendo’s Advance Collection page.
The later handheld entry with glyph-based progression Order of Ecclesia It represents the last mainline 2D era before the long gap.
Linear classic stages Super Castlevania IV in the Anniversary Collection It is Metro’s suggested linear-era starting point.
New combat and a new setting Belmont’s Curse Its whip-grapple, parry and boss-earned Arcana distinguish it from the collections.

The Advance Collection includes Circle of the Moon, Harmony of Dissonance, Aria of Sorrow and SNES Dracula X. Nintendo’s Switch listing gives a regular price of $19.99 and a release date of 23 September 2021; features include rewind, save/load, an encyclopedia, music player and ROM-region selection.

The Dominus Collection includes Dawn of Sorrow, Portrait of Ruin, Order of Ecclesia, and both Haunted Castle and Haunted Castle Revisited. Nintendo’s Switch listing gives a regular price of $24.99 and a release date of 27 August 2024. Rewind and quick saves are included. For Dawn of Sorrow, this modern edition also avoids the original DS touchscreen soul-equipping friction noted by Metro.

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The Anniversary Collection is the better fit for the older, more linear side of the series; its regular Switch price was listed at $19.99. For Rondo of Blood and Symphony of the Night, Metro points Western players toward Castlevania Requiem. The collections are not just cheaper substitutes for the new game: they preserve the systems that made different entries mechanically distinctive. The right comparison is therefore about what you want to play, not which release is universally “better.”

How does it compare with newer Metroidvanias?

Belmont’s Curse arrived in a genre that developed substantially during Castlevania’s long gap. Its action-first combat can feel contemporary, but critics disagree about whether its exploration keeps pace with games such as Hollow Knight: Silksong and Prince of Persia: The Lost Crown.

The Guardian’s comparison is pointed: “even if Belmont’s Curse can’t quite match contemporary peers such as Prince of Persia: The Lost Crown or Hollow Knight: Silksong – the trendsetter now feels like something of a trend-chaser.” Xbox Wire, by contrast, called The Lost Crown a close comparison but said Belmont’s Curse had an even stronger and more fully realized creative vision. These are judgments about design, not a shared ranking: the new game’s advantage is its series setting, combat and cast, while its detractors see less compelling exploration or a less original overall shape.

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It is also worth separating Dead Cells DNA from genre. This is not a procedural action game, though its animation and movement may appeal to players who liked the Return to Castlevania DLC. Other useful reference points include Ori, Animal Well, Blasphemous and Metroid Dread. None is an exact substitute: they show how wide the modern Metroidvania field became while Konami’s new mainline adventures were absent.

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Is it difficult, and can you change the challenge?

Critics did not agree on its difficulty. Some found bosses punishing, while GAMINGbible reported that no boss took more than five attempts and wanted a stiffer challenge. The game’s Custom Mode gives players a way to adjust the experience rather than treating that disagreement as a single universal verdict.

Reported options include sliders for damage dealt and received, XP gain and potion count, plus the ability to respawn at a boss door. More substantial toggles can prevent death. IGN, VGC, GameSpot and Bloody Disgusting describe these options; Bloody Disgusting reports that the toggles do not void trophies or achievements. That makes the mode useful both for players who want fewer repeat attempts and for those who want a more forgiving route through difficult sections. If you are unsure, adjust the settings to address the specific pain point rather than assuming you must accept one fixed difficulty.

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Does it follow the Netflix Castlevania show?

No: the game follows the games’ continuity, not the Netflix show’s story, although familiar characters and returning voice actors make it an approachable entry point for show fans. Metro reports that Isaac and Carmilla keep their game-canon villainous personalities rather than adopting the show’s versions.

Trevor and Sypha connect the setting to Castlevania III, and Sypha is voiced again by Alejandra Reynoso; Graham McTavish returns as Dracula. Abby Trott voices Rose, and JB Blanc voices Trevor. Other credited performers include Erica Lindbeck as Joan of Arc, Melique Berger as Medusa, Liam O’Brien as Isaac, Dawn M. Bennett as Carmilla and Aaron LaPlante as Death. The shared cast is a bridge, not evidence that the game adapts the series.

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How long is it, and where is fast travel?

IGN described the main story as roughly 10–15 hours; BGeek estimated 15–20 hours for 100% completion. Those are critic estimates, not an official playtime guarantee, and exploration pace or optional challenges can change an individual run.

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A frequently missed shortcut is the save-room mirror hub: crouch or hold down at a mirror to enter it. Metro’s reviewer said they nearly completed the game without discovering the interaction. The hub provides fast travel, but the route is not well signposted. IGN reported roughly 15 seconds of loading per hop on PS5; Bloody Disgusting noted two loading screens and particularly painful waits on Switch. If you are circling back through old areas, try the mirror before assuming you must retrace every route.

Which version should you get?

PS5, Xbox Series X|S and PC are the safer choices if loading or image quality is your priority; the Switch version’s performance has received more caveats. The evidence is launch-window reporting, not a guarantee that every later patch leaves those differences unchanged.

Retrolike reported 30 fps on the original Switch and upscaled 60 fps on Switch 2, alongside image-quality concerns; Siliconera also reported Switch 2 performance issues. Bloody Disgusting noted lengthy Switch loading and said Konami confirmed a Switch technology patch. On PC, TwistedVoxel reported hitching and that Steam Deck did not hold 60 fps; BGeek reported smooth 60 fps on a base PS5. Those specific reports should be read as source-attributed findings, not a claim that every device or session behaves identically. There was no native Switch 2 SKU at launch, so Switch 2 players were running the Switch release rather than a dedicated version.

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Price also depends on format and retailer. The reported US list price was $29.99 and the UK price was £24.99. Metacritic’s retailer panel showed a Fanatical digital listing at $22.49 against $29.99, and Amazon listings at $39.88 and $39.99 without identifying the SKU. Retrolike reported that the Midnight Edition became hard to find and that a Steelbook version resold for €80–€100; that is a report about resale at a particular time, not a stable recommended price. Check the exact platform, edition and seller before comparing a physical listing with a digital list price.

How we picked the comparison points

This comparison focuses on three practical choices: the new game, the classic Castlevania releases most relevant to its design, and the modern collections through which players can access those older games. The criteria are mechanical identity, exploration style, progression systems, current access and reported price—not a single critic score. The older games are included because they answer the most important question for a series fan: whether the new release delivers the specific experience they miss.

Frequently Asked Questions

Does Belmont’s Curse have subweapons or the soul system?

No classic subweapon roster is part of its core design, and it does not use the Tactical Soul system from Aria of Sorrow and Dawn of Sorrow. Its progression centers on weapon categories, three relic slots and tarot Arcana gained from bosses.

Is Belmont’s Curse harder than the old Castlevania games?

There is no clean series-wide answer: some reviewers found its bosses punishing, while another found them easy. Custom Mode lets you tune damage, XP, potions and boss retries, so the practical difficulty depends partly on how you set it up.

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Is Belmont’s Curse available on Switch 2?

There was no native Switch 2 version at launch; Switch 2 players used the Switch release. Reports differed on performance and image quality, and Konami had confirmed a Switch technology patch, so check for later updates before buying.

How much does the Belmont’s Curse Steelbook cost now?

A stable current price cannot be inferred from the cited launch-window reporting. Retrolike reported resale listings of €80–€100 after a Steelbook edition sold out, but resale prices can change and are not a publisher list price.

Product prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon at the time of purchase will apply. Prices as of November 8, 2026 12:27 am GMT.