Castlevania Belmont’s Curse once had a Dark Souls “vibe,” but it was “just too hard”
Castlevania: Belmont’s Curse once had a Dark Souls “vibe,” it turns out, but the experiment was judged “just too hard.” It is a revealing detail, because it shows how quickly a design idea can move from promising to punishing once it meets real players. The comparison is easy to understand. Dark Souls established a template built on deliberate combat, costly mistakes and checkpoints that force a long walk back. Plenty of action games borrowed pieces of that formula, and for a while it seemed every new release with a sword was being measured against it. What often gets lost in the borrowing is the support structure. Souls-like difficulty works because the world is built around it: shortcuts open up, summons exist, and the level design teaches you what is coming. Strip those supports away and the same combat becomes exhausting rather than exhilarating. There is also the question of pacing. A slow, intense encounter...
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