Castlevania 40th Anniversary, Everything About the Return of Castlevania

Detailed development processes and behind-the-scenes stories have been revealed for 'Castlevania: Belmont's Curse,' the new Castlevania title finally returning to mark the series' 40th anniversary. In particular, Evil Empire, which has released several roguelike titles in the past, answered fans' curiosity by stating that this time it is not a roguelike.

On the 10th, Konami and Evil Empire unveiled a new video for the new title 'Castlevania: Belmont's Curse' along with a developer interview video through the Triple I Initiative, a showcase specializing in indie games. The video featured Evil Empire's Art Director Dean, Lead Level Designer Sandro, and Konami's producer Tsutomu Taniguchi, who revealed behind-the-scenes stories of the game's development and various settings. Why is Paris the setting instead of Transylvania? With the exception of 'Aria of the Moonlight' and 'Darkness Over the Cross', which are set in the 2030s and feature the protagonist Soma Cruz, the Castlevania series has primarily used Transylvania in Romania as its main setting. Even when the setting changed, it mainly depicted the neighboring Eastern European region. However, this title is set in France.

▲ Although Netflix's Castlevania: Nocturne is set during the French Revolution, this is the first time it has been the core setting of a game

While the Netflix animation 'Castlevania: Nocturne' was set during the French Revolution, this is the first time a game has directly featured France as a major setting (if including stages, France was previously featured as a setting for some stages in 'Vampire Killer'). In particular, given that the setting is Paris, a major city, there are expectations that it will evoke an atmosphere different from previous series. In the early stages of development, the development team intended to use Venice, now a region in Italy, as the setting. They also considered a theme based on the Venice Carnival, a world-famous festival. However, there were concerns that this might disrupt the series' signature Gothic horror atmosphere, as it could feel too lighthearted. That is when an idea to set the game in Paris came up from a developer. Subsequently, the development team concluded that the various Gothic architecture and Notre Dame Cathedral found in Paris could be well integrated with Castlevania's unique atmosphere. They also determined that it would serve as a dramatic theme that contrasts with Dracula's dark castle. Director Dean joked that since Evil Empire is located in Bordeaux, France, national pride might have played a role, but asserted that this was not the case at all, expressing confidence in the naturalness of the game and the themes that will actually be portrayed. ▲ From left: Konami Game Producer Tsutomu Taniguchi, Evil Empire Matt who conducted the interview, Art Director Dean, and Level Designer Sandro Reed How are Castlevania's unique gameplay and level design implemented? Level design is an area that received just as much attention as the overall theme. The development team put deep thought into creating the feeling of exploring a city. To this end, they focused on vertical level design and exploration implementation that extends from the street floors to the rooftops of buildings. This also connects to the catacombs. Paris is home to some of the most famous catacombs scattered throughout the city. The rich history and inspiring locations surrounding them played a role in shaping the game's vertical level design to extend from the city down to the underground below. The vertically extended sections added depth through a layered stacking method. ▲ Much effort was put into the vertical structure level design. Evil Empire viewed these various stages, architectural styles, and history as demonstrating that Paris could serve as a natural stage for the story of the game Castlevania to unfold. And they expressed confidence that by reinterpreting the various legends of Paris in Castlevania's signature exaggerated Gothic style, they could create a game that is bigger, scarier, and more Castlevania-like. Designer Sandro described these various elements as factors that perfect the aspects he wanted to focus on to make the 2D adventure genre experience perfect. He added that he aims to convey the sophistication of the genre while making it feel modern. How does it continue the identity of Castlevania? As the game title *Curse of Belmont* suggests, this title drew heavily on past masterpieces of the Castlevania series. 'Castlevania III: Curse of Dracula (The Legend of Castlevania)', cited as a masterpiece within the series, and 'Castlevania: Curse of Darkness', which takes place three years later in chronological order. Producer Taniguchi introduced these two works as the games that provided the greatest narrative inspiration. The selection of 1499, 23 years after The Legend of Castlevania, as the game's setting demonstrates the narrative connection with these two works. ▲ A title closely connected to the two works, making it narratively inseparable. In terms of gameplay, the whip controls from 'Super Castlevania 4' released on the Super Famicom were referenced. However, the floppy feeling has been reduced, and the controls have been refined in a more modern direction. In this game, the whip's smooth movement, reminiscent of past Castlevania titles, was emphasized throughout the released videos. On the other hand, the game's overall structure is based on the system of 'Castlevania: Symphony of the Night'. In fact, the series established the core gameplay style known as Metroidvania following that title. Furthermore, by adapting this feature to suit the characteristics of each game, the Castlevania series, which was previously platform-centric, was able to explore a deeper level of gameplay. Level Designer Sandro Reed stated that while the two titles cannot be simply compared, they provided significant inspiration for the game's structure. It was also described as a masterpiece that defined the genre. How Konami, Evil Empire, and Motion Twin make games Evil Empire, in charge of developing this title, has produced various DLCs for Motion Twin's flagship title, 'Dead Cells'. Now, they are developing this game through collaboration with Konami, the IP holder. Due to the time difference between France and Japan, meeting times had to be scheduled earlier or later than regular work hours. They stated that although there were difficulties in exchanging opinions, they are nevertheless continuing to communicate and develop the game through close consultation. The importance of communication stems from the fact that the two companies have different development processes. As an independent studio, Evil Empire has a relatively flexible development style, whereas Konami is a company that requires a more systematic process due to its long history and large scale. Evil Empire explained that while they needed to learn how to coordinate these different approaches, the harmonious blend of these distinct processes could result in a stronger project that complements each other's weaknesses. A brief anecdote was also shared. Designer Sandro recalled that when Konami's Japanese team visited France, they brought various snacks and other food items, making it feel like a special event day. Evil Empire also formed a bond with the visiting Konami team by treating them to French cuisine. ▲ There was also a connection to the Castlevania series through the Dead Cells DLC Return to Castlevania. The role of another developer, Motion Twin, was also important. Motion Twin is the developer of 'Dead Cells'. Without this game, Evil Empire would not have released the 'Dead Cells' Castlevania collaboration DLC, nor might they have taken on the Curse of Belmont project. In fact, the Evil Empire development team consulted Motion Twin whenever they had doubts about any aspect of game development, including direction, gameplay, art, and direction. They helped the team develop the game in the right direction by sometimes providing important criteria for judgment and sometimes offering cool-headed feedback. As a result, Director Dean described Motion Twin as a big brother figure, even though they do not directly participate in the development. Vampires Return, and It's Not a Roguelike. Dracula is set to be resurrected in this title to face the player. The development team is aware that many fans are anticipating this, and indeed, it is set to be the most pivotally important moment in the narrative of this title. However, regarding Dracula's appearance, they focused on going beyond a simple reveal to showcase their own unexpected and original direction, distinct from existing methods. Evil Empire recalled that they poured great effort into this. In particular, the resurrection of Dracula, and furthermore the resurrection of the Castlevania series, was a great honor, but they also felt the pressure of the fans' high expectations. However, they shared their thoughts, stating that they were able to feel happy after seeing the fans' reactions ahead of the series' revival. Producer Taniguchi also felt both great joy and pressure at the fact that a new installment in the series was finally being released, but he resolved to strive to create a better game in response to the fans' positive reaction. ▲ Dracula returns with unexpected direction (Photo by DBD) Meanwhile, questions were raised about whether this title would be a roguelike. The Evil Empire has previously released the 'Dead Cells' DLC, developed updates and additional content following the release of 'Brotato', and showcased its first standalone title, 'Rogue: Prince of Persia', in collaboration with Ubisoft. Since all of these works are roguelikes, this amounts to directly addressing the community's question of whether 'Castlevania: Curse of Belmont,' which is currently in development, will also be a roguelike. In response, Matt of Evil Empire, who conducted this interview, announced that it would not be a roguelike. As previously mentioned by the development team, the game appears to be a 2D action adventure that embodies the characteristics of a Metroidvania game, continuing the legacy of Symphony of the Night. 'Castlevania: Curse of Belmont,' a PC/console title revealed approximately 12 years after the release of Castlevania: Lords of Shadow II in 2014, is scheduled to be released on PC, PS5, XSX|S, and Nintendo Switch in 2026. data-nid="72">

AI-translated from Korean by NC AI for timely global news. The Korean original prevails, and foreign quotes may vary from exact original wording. [Read Original]

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