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NES box art for Castlevania III: Dracula's Curse, the cover of NEStalgia episode 357

357 · Castlevania III: Dracula's Curse

▶ Game info
VerdictEssential
SeasonSeason 6
DeveloperKonami
PublisherKonami
December 27, 2024 · 1 hr 28 min · transcript available

Taking place 100 years before the events of Castlevania 1 and Castlevania 2, Dracula the Vampire has risen up to threaten the small village of Warakiya. Citizens who had banished the Belmont family now beg for Trevor Belmont's help in slaying Dracula. In his strange castle, Dracula has been assembling a massive army of undead creatures to sweep the Earth clean of life and bring everlasting darkness. Trevor agrees to help and equips his family's hereditary whip, the "Vampire Slayer", in order to destroy Dracula.

Our verdict: Essential

This was Castlevania's last day on the show, with Mike, Sean and Joe on hand. Dracula's Curse is a prequel set about 200 years before the first game, and a return to form after the detour of Castlevania II. It plays like the original, with more of everything. We spent much of the episode arguing over whether that is a strength or a flaw, and ended up in the same place.

What makes it essential

  • Companions you choose. Grant, Sypha and Alucard each join you after a fight, but you can only carry one at a time, swapping with Trevor at will. Grant climbs walls and ceilings and moves fast. Sypha throws ranged magic, including ice that freezes water. Alucard turns into a bat and skips whole sections, though his shots are weak. Nothing is gated behind a character, so it is a style choice and never a key hunt.
  • Branching paths. At the start you pick stairs up or down, and each route leads to different stages, not an easy and a hard version of the same ones. The art hints at where you are headed: a steampunk clock tower, a forest, catacombs. Taking the easy road can steer you away from the party members. We loved imagining a kid at a friend's house watching a totally different level with a different character.
  • Real platforming. Platforms vanish and appear, a stage floods, another sinks, some scroll on their own. The swinging clocks and the set pieces won Joe over after a lukewarm start.
  • Spooky, not scary. You are a Belmont kicking ass, with groovy tunes and monsters that are fun. The Beginning is a standout.
  • Replay. Four endings (one per companion, or going solo), and finishing starts a harder second quest with armored zombies and unpredictable flying skulls where the Medusa heads were.

What we struggled with

  • The same stiff Trevor. The jump is rigid, knockback drops you into pits, you cannot steer in mid-air, whip swings eat inputs, and you climb stairs when you wanted your special weapon. We were surprised it was still like this in 1990.
  • Punishing in places. A late stage where blocks fall slowly while you wait for a tower to build is probably the least fun thing here. Dying sends you back further than you expect, and a stray candle can swap out the power-up you wanted.

Worth knowing

The Japanese script calls Dracula Vlad Tepes, and its intro reads differently from our localization. Enter HELP ME as your name for ten lives. Okuda, Fujimoto and Urata start you with Alucard, Grant or Sypha. Stage ten is labeled A-1.

The bottom line

Essential. All of us voted it onto the Essential Games List. It is the first game with more in it, and we agreed a game does not have to be easy or finishable to belong there. We were frustrated and liked it, the Dark Souls effect. Playing it also sent Joe back to rethink the first Castlevania.

Written from our conversation in this episode.

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