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I want to love the new Castlevania, but it just feels a little off

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I want to love the new Castlevania, but it just feels a little off

I got off to a bit of an awkward start with Castlevania: Belmont's Curse when it first booted to a black screen. A few minutes of troubleshooting later, I deduced that the game wouldn't display on a monitor with its refresh rate set higher than 120 Hz. Easily solved, but I kept thinking of that quirk when I selected the in-game 120 fps cap and then watched the game jarringly lurch down to a lower framerate every time I hit a cutscene.

Maybe these technical quirks were treats for reviewers that have been smoothed over in time for launch. They haven't stopped me from having a lot of fun with the eight or so hours I've played Belmont's Curse—I think I'm closing in on the halfway point, and it keeps getting better as it goes. But it's not quite the slam dunk I expected from the first new Castlevania in decades, with such a talented studio behind it.

Belmont's Curse has a bit of a juice problem. You've probably heard (or said) "it's got the juice" so many times in recent years that the expression has more or less just become shorthand for I think this is really good . " There are some quintessential ways to add juiciness to an action game: screen shake, hitstop (the brief pause for impact when your attacks land), enemy reactions, flashy particles and other effects. Most important are how your character feels when they move or jump or dodge.



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