Castlevania: Belmont’s Curse – How KONAMI and Evil Empire Reimagined Castlevania’s Return
KONAMI has partnered with French studio Evil Empire to develop *Castlevania: Belmont’s Curse*, the first new entry in the franchise in over a decade, set in a gothic Paris and debuting at a Parisian venue.
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KONAMI has entrusted the development of *Castlevania: Belmont’s Curse* to French studio Evil Empire, marking the first new game in the franchise in more than ten years. The title was showcased during a hands-on preview in Paris, held at the Chapelle Sainte-Jeanne-d’Arc in the 14th arrondissement, reflecting the game’s dark, gothic reinterpretation of the French capital. The collaboration follows Evil Empire’s prior work on the *Dead Cells* DLC *Return to Castlevania*, which impressed KONAMI enough to expand the partnership into a full game.
KONAMI cited Evil Empire’s passion for the *Castlevania* series and their expertise in action game design as key reasons for the collaboration. Producer Tsutomu Taniguchi emphasized the importance of maintaining the series’ action-focused identity while adapting to modern expectations. Creative Director Emmanuel Nouaille acknowledged the studio’s humility, attributing their selection to their prior work rather than self-promotion. The partnership evolved from a proposed DLC tribute into a full game, strengthened by mutual trust and shared creative goals.
The development process began with defining the core pillars of *Castlevania*, ensuring the game remained a 2D action-exploration experience rooted in the franchise’s canon. The Vampire Killer whip was preserved as central to gameplay, with Evil Empire expanding its role in combat and traversal to enhance player agility. The team aimed to modernize the series by increasing pacing, adding environmental hazards, and deepening exploration without simplifying its mechanics, preserving the series’ signature progression and challenge.
The narrative continues the *Castlevania* lore while introducing a new protagonist, Rose, who integrates naturally into the established universe. The game’s Parisian setting, featuring landmarks like Notre-Dame Cathedral and the Catacombs, reflects historical references rather than mere decoration. Combat and movement feel more dynamic, with the whip’s versatility encouraging revisits to areas for hidden paths. Creative Director Nouaille described the project as a genuine creative collaboration, hinting that the full adventure will reveal surprises in structure, characters, and secrets beyond the previewed content.