Evil Empire Explains Why It Cut Venice From Castlevania: Belmont’s Curse

By Central

The impending arrival of Castlevania: Belmont’s Curse has ignited fervent speculation about its setting and design ethos, but recent developer insights reveal a pivotal fork in the road that nearly led the game to a very different European city. In an exclusive interview, the team at Evil Empire has disclosed that before settling on the gothic grandeur of 1499 Paris, they seriously considered basing the entire adventure around the iconic imagery of the Venetian Carnival. This article delves into the studio’s rationale for abandoning Venice, explores how Paris provides a more authentic foundation for the series’ legacy, and examines the gameplay and narrative implications of this crucial creative decision.

The Abandoned Carnival: Why Venice Was Left Behind

During the initial conceptual phase of Castlevania: Belmont’s Curse, the development team at Evil Empire explored the romantic and macabre potential of Venice. The city’s world-famous Carnival, with its ornate masks and opulent costumes, presented a visually striking backdrop ripe for a Gothic horror narrative. However, upon deeper reflection, the studio concluded that this setting carried significant tonal risks. The inherent theatricality and whimsy associated with the Carnival threatened to veer into caricature, a direction deemed incompatible with the oppressive, dread-filled atmosphere that defines the Castlevania series. The developers feared that such a vibrant, colorful setting might detract from the core experience of battling supernatural forces within a world steeped in medieval gloom and architectural solemnity.

Paris: A Gothic and Vertical Powerhouse

The rejection of Venice necessitated a new locale, and Paris emerged as the definitive choice. For Evil Empire, the French capital was not merely a backup option but a profoundly natural fit. Paris in 1499 offered an unparalleled convergence of Gothic architecture, rich medieval history, and stark visual contrast—elements perfectly attuned to the Castlevania universe. The studio highlights the powerful juxtaposition between recognizable landmarks like Notre-Dame Cathedral and the imposing, otherworldly presence of Dracula’s castle. This contrast is not merely aesthetic but thematic, representing the collision of the human world with a realm of ancient evil. Furthermore, the verticality of Parisian cityscapes, from towering spires to labyrinthine catacombs, provided an ideal structural blueprint for the game’s Metroidvania map design.

Designing a Living, Breathing City-Scape

The shift to Paris fundamentally influenced the game’s world design. Evil Empire’s primary objective became crafting a believable, explorable city that feels like a tangible character in itself. The map is structured to facilitate seamless traversal across multiple urban layers: from the muddied cobblestone streets, up across perilous rooftops, and deep into the haunting subterranean networks inspired by the real-life Paris Catacombs. This multi-tiered approach aims to deliver a modern sense of exploration and scale while retaining the intricate, interwoven level design that is a cornerstone of the genre. The goal is to create a world that encourages curiosity and rewards thorough investigation, with each environment telling a story through its architecture and hidden passages.

Combat Evolution and Key Inspirations

While the setting is new, Belmont’s Curse remains deeply rooted in series tradition. Narratively, Konami cites Castlevania III: Dracula’s Curse and Castlevania: Curse of Darkness as principal inspirations, suggesting a focus on legacy and the eternal struggle against the Count. From a gameplay perspective, the team looks to Super Castlevania IV for its iconic whip mechanics and to Symphony of the Night for its overarching structural philosophy. However, Evil Empire emphasizes modernization; the iconic Vampire Killer whip is being retooled to feel more weighty, responsive, and impactful, aligning with contemporary action-game sensibilities. Throughout development, Motion Twin, creators of Dead Cells, acted as a guiding “older brother,” providing critical feedback on design, art, and gameplay decisions when challenges arose.

The Konami Collaboration and Dracula’s Return

Collaborating with the iconic Japanese publisher, Konami, presented a unique set of challenges and benefits for the French studio. The partnership required adaptation to different development rhythms and processes, a situation compounded by the significant time zone difference between the two countries. Yet, Evil Empire frames this cultural and methodological fusion as a net positive, ultimately strengthening the project by merging distinct creative perspectives. The developers have also teased one of the game’s central moments: the resurrection of Dracula. They promise this pivotal event will offer a fresh and unexpected twist for longtime fans, aiming to subvert expectations while honoring the gravity of the Count’s return in a new historical context.

Ultimately, the journey from Venice to Paris for Castlevania: Belmont’s Curse represents more than a simple change of scenery. It underscores a deliberate commitment to tonal authenticity and environmental storytelling that serves the series’ Gothic horror roots. By choosing a setting that inherently embodies verticality, historical weight, and visual drama, Evil Empire is crafting a world designed not just as a backdrop, but as an integral component of the Belmont legacy. The resulting game, slated for release on PS5, Xbox Series, Switch 2, and PC this year, aims to be a respectful yet innovative entry that leverages its Parisian playground to deliver a classic Castlevania experience redefined for a new era.

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