Sunday, October 25, 2026

The Design Philosophies Of The Switch 2

In my several reviews of Switch 2 exclusives, I've pointed out that a lot of them seemed like really bad ideas at first but ended up not only being great but also much deeper than I previously expected. Nintendo Switch Sports Resort just released and it's the next Switch 2 game to follow in that same pattern. Being the followup to the disappointing and content-lacking Nintendo Switch Sports, no one thought it would do much to recapture the charm and breadth of the original Wii Sports duology, but it actually did. Switch Sports Resort has probably the most consistently high quality roster of sports in the series, each boasting a variety of modes to keep things fresh. There's much more single-player content with a new rank-based campaign, iconic Resort modes like Archery and Island Flyover got expanded on, the gacha system is much less unforgiving, the Sportsmates look a lot nicer and the Miis get more of a presence, and the whole game is filled with easter eggs towards not just the rest of the Wii series but EPD4's entire catalog. And I can't understate just how much content is in this thing, I've played for over 15 hours so far and I still feel like I've barely scratched the surface of all that there is to do.

This isn't gonna be a review of Nintendo Switch Sports Resort, though. Because more than anything, this game has really got me thinking about Nintendo's design philosophy for a lot of their Switch 2 exclusives. It's been over a year since the Switch 2 released and I'm already noticing a few common trends across its first-party titles. The most obvious one is that, unlike a lot of Switch 1 games, all of these exclusives are not only complete at launch but bursting at the seams with content. This is most noticeable with the sports titles like Nintendo Switch Sports Resort, Kirby Air Riders, and Mario Tennis Fever, but it can also apply to the beefy postgames of games like Yoshi & The Mysterious Book, Splatoon Raiders, and Pokemon Pokopia. Oh and don't even get me started on the 100+ hour Fire Emblem: Fortune's Weave which is somehow still getting a DLC with four more story paths. In an era filled to the brim with live service models, microtransactions, and games missing critical features at launch, it's nice to see Nintendo not really do any of that. As a matter of fact, they've even explicitly stated when some games like Kirby Air Riders and Splatoon Raiders aren't getting any updates which I find extremely admirable.

In addition, something I've quickly noticed about Switch 2 era Nintendo is their growing interest in creating virtual hangout spaces. This is something that they were already started to dip their toes into in the late Switch 1 between Pokemon Scarlet/Violet, Super Mario Bros Wonder, and their secret online playtest from 2024, but it became particularly apparent during the Switch 2. Let me list off some examples. Mario Kart World has its Free Roam mode which not only serves as a way for to explore the open world, practice shortcuts, and take a breather between races, but it's also where you wait for online matches as you goof off with the other racers. Nintendo Switch Sports Resort similarly lets you freely roam Wuhu Island with multiple players just for the hell of it. Kirby Air Riders has a online lobby system called the Paddock where you can literally run around as your racer of choice and hang out with your buddies. Pokemon Pokopia has tons of multiplayer features like an online Cloud Island that serves as a blank slate for you and your friends to build whatever you want. And I could go on and on by mentioning the DK Island hub in Emerald Rush, Drag X Drive's park system, Bellabel Park's entire existence, Splatoon Raiders letting you go on raids in co-op, and this can even apply to the games Nintendo has been publishing like Orbitals and Duskbloods.

If this was just a few games following this philosophy, I'd be more willing to chalk it up as a coincidence, but it's gotta be a pattern at this point, right? These games want you to spend time hanging out in their worlds, whether it's alone or with friends, and it's not too hard to figure out why this is. One of the Switch 2's big selling points is Gamechat after all, and you know how much Nintendo loves making the most out of their own tech. And you know what? I actually really like this design philosophy. I used to love goofing off and exploring around in, say, the Lego games as a kid, and I also loved the social elements of the Wii U era like Miiverse. Over the past few years, it feels like I've been so focused on playing every game I wanted to that I stopped letting them sit with me. I'd beat a game and then immediately move on to the next one. Since I owned the Switch 2 and discovered its library, I've rediscovered the joys of just hanging around in a game, especially after a busy day of work. Games like Mario Kart World, Kirby Air Riders, Pokemon Pokopia, and more recently Nintendo Switch Sports Resort have all entered my regular gaming rotation for if I want something more low stakes or if I'm not in the mood to commit to a full playthrough, and I've easily put the most hours into them out of any of the exclusives so far. 

That's not to say we're lacking for hardcore adventure games on Switch 2 like Donkey Kong Bananza, Fire Emblem: Fortune's Weave, and the upcoming Metroid Ravenous and Kirby & The World Beyond, though. If anything this just solidifies that this console really just has something for everyone. It's a library filled with games that just feel complete, filled with a bevy of game modes, character customization, offline and online support, and tons of content to chip away at for years to come. But they also lack a lot of what I don't particularly like in games such as exhausting content updates, aggressive microtransactions, and stress-inducing battle passes. In the current gaming landscape, it really does feel like such a breath of fresh air. Despite it all, the Switch 2 has been such an exciting and surprising console to follow, and it reminded me of just how fun it can be to fully mine a new game for everything it has to offer.

Thursday, October 15, 2026

So... I Tried The Belmont's Curse Demo

2026 has been a strange year for gaming for me. It has by no means been a bad year, it's actually been pretty stuffed to the brim with great stuff. Games like Denshattack, Pokemon Pokopia, and Rhythm Heaven Groove were standouts for me, and I also found a lot of cool little indie gems throughout the year like Escape From Ever After, Turnip Mountain, and Well Dweller. There's also plenty of sick-looking games I haven't gotten around to like Pragmata, 007 First Light, Demon Tides, and the new Lego Batman, and even more games that I just do not have the means to play like Ace Combat 8, Control Resonant, and Star Wars Galactic Racer. I'll talk about it all more when I have my finished 2026 GotY list, but needless to say, there is a lot to like from this year.

However, 2026 has also brought on a lot of disappointments. Splatoon Raiders is also a solid effort but it lacks a lot of what I like about Splatoon especially in terms of level design and music. Mina The Hollower didn't reach my lofty expectations and took way too long for me to actually click with it, but I did end up falling in love with it by the end. Mio: Memories In Orbit wasn't so lucky, however, as I bounced off it very early on due to its sluggish runbacks and punishing design. There were also a few indie 3D platformers that I was really looking forward to like Big Hops and Mr Sleepy Man that ended up releasing in a pretty buggy state. But I don't think any of those let-downs hit me as hard as Castlevania: Belmont's Curse, a game I was unreasonably hyped for. I love Castlevania, and this felt like such an easy home-run. A new metroidvania entry in the series that looked great in the trailers, and it was developed by the accomplished devs behind Dead Cells? Hell yeah, I'm on-board! But then Konami released a demo and I... didn't enjoy it.. at all.

So a while back, I reviewed Prince Of Persia: The Lost Crown, a technically competent metroidvania that just didn't click with me, and I struggled to articulate why it felt so off. I did have some genuine criticisms such as the room design occasionally being overly large and empty, the overabundance of useless lore collectibles at the end of challenge rooms, the unengaging narrative, and the bland soundtrack, but I didn't have the proper lexicon to explain why the gamefeel didn't work for me. Out of every metroidvania I've played, Belmont's Curse reminds me the most of The Lost Crown in terms of gameplay, and now I can much more confidently say why I don't care for either. The Lost Crown just felt kind of stiff to play. Movement was precise especially for the parkour segments but there wasn't much in the way of momentum so moving around didn't feel particularly fun, and combat wasn't responsive enough to feel fast-paced nor slow enough to feel deliberate, it just felt a bit rigid. As a fan of classic Castlevania, I'm clearly not against slower combat systems, but this one didn't quite have the rhythm I want.

And I think a big component behind my discomfort might actually be because of all your attacks being three-hit combos. I'm not inherently against this kind of combat design, obviously it works great in fighting games and beat-em-ups with more intricate combo strings, and even a game like Momodora has one but its combo really propels you forward and you can still use single hits for your jump attacks. PoP: The Lost Crown makes every attack a fairly rigid three-hit combo, even the aerial ones, which makes the flow of combat feel extremely choppy. That's an issue I also had with Mio: Memories In Orbit mentioned previously. Castlevania has always had single-hit combat systems where you attack slow, but you can keep attacking indefinitely. However, the knife that Belmont's Curse has a three-hit combo exactly like the one in Lost Crown leading to similarly choppy combat flow. Granted, there are seven weapon types in this game so maybe one of the other weapons will suit my playstyle much more, but the one I was given as a first impression didn't really impress me.

Unfortunately, I think Belmont's Curse has a much greater issue than just the combat rhythm. From my experience with the demo, Belmont's Curse has some noticeable input delay to a lot of your actions, which is a problem because even the Classic games still felt responsive. Jumping and attacking feel fine enough, but the dodge had such an awkward delay to it that I found myself constantly mistiming it and not really understanding what I did wrong. But even worse is the whip grapple you eventually unlock which has a delay every single time you grapple onto something. This mechanic was what excited me the most in the trailers, I love a good grapple hook, but the slow windup absolutely kills any sense of flow these sequences could've had. I've seen a lot of people bring up that Belmont's Curse has notable input lag on consoles even in the full release and that could definitely exacerbate things, but regardless the game just didn't feel good to play. Once again, it felt sticky, in an awkward middle ground between the fluidity of the Igavanias and the deliberacy of the Classicvanias. And it's a shame because, unlike TLC, I actually thought the level design was pretty solid from what I played. Rooms felt compact and tightly-designed with deliberate enemy placement, and I even found an HP Up collectible which was definitely a relief, I just wish it felt better to play.  

Now to play devil's advocate, I've seen a lot of people criticize Belmont's Curse for not feeling like a Castlevania game but some of the reasons I've seen feel a bit superficial. No, I don't think this game needed hearts, the Igavanias already had an MP system so removing them didn't bother me much. Subweapons being a collectible that you can build up and swap at any time, also a cool addition, I don't mind that. And the addition of soulslike elements like potions and boss runbacks? Come on, Castlevania was like the proto-Soulslike, it makes total sense that it would take cues from it. I actually really like the artstyle, that's my favorite part of the game for sure. I genuinely think it looks really nice. And the story is... mostly inoffensive? Maybe a bit blabbier than I'd want and what they did to Sypha is a crime, but Rose Belmont is a fitting Castlevania protagonist and the tone seems pretty on-point. And yet despite all this praise, I also felt like the Belmont's Curse demo didn't quite feel like a Castlevania game, we just have to dig a bit deeper than the surface level.

Instead, my issue with Belmont's Curse is that it fully strips away the RPG elements that made Igavanias so unique. Games like Symphony Of The Night and Aria Of Sorrow are beloved for their bevy of weapons, robust equipment systems, diverse bestiary of enemies, and impressive build potential. They were action RPGs as much as they were metroidvanias, that was what made them special. Belmont's Curse has a level up system, and not much else. There's only 28 weapons, four per type, and they all seem to function as a basic upgrade over the last. There's no equipment whatsoever, and outside of a tried-and-true Hollow Knight Crest system, not much customization either. There's no weirdo equippables like SotN's iconic secret boots, enemy variety is pretty lacking even in the early-game, and you can't dual-wield so no cool synergies between weapons. At that point, what really differentiates Belmont's Curse from any other metroidvania? Not much honestly. It says a lot when Hollow Knight Silksong was able to scratch the Castelvania itch for me better than the actual Castlevania game, with its fluid movement that almost perfectly captures the feel of characters like Alucard and Soma, crests and tool system offering an insane level of build variety, hefty roster full of unique foes all the way to the end, and interconnected world that nailed the vibe of making your way to an imposing Draconian castle in the distance.

But I think more than anything else, the thing that really killed my hype for Belmont's Curse was the music. Castlevania is a series defined by its music, and especially defined by its opening level themes. Vampire Killer, Bloody Tears, Beginning, Simon's Theme, Reincarnated Soul, Divine Bloodlines, Battle Of The Holy, New Messiah, Awake, Ruined Castle Corridor, An Invitation To A Crazed Moon, nearly every Castlevania game has an opening stage theme that's gone down in video game music history. Even Harmony Of Dissonance, the Castlevania game with the bad soundtrack, has a pretty great one in Successor Of Fate. So imagine my shock when I booted up Belmont's Curse and was greeted with a very... boring first area track. It didn't have much of a melody to it, nor was it even super ambient, it was just this basic compressed beat that got very repetitive very fast. I've realized that music is extremely important when it comes to my enjoyment of a game. Good music can heighten an already stellar experience and smoothen over a rough one, but bad music can very easily have the opposite effect. The music in the Belmont's Curse demo was one such case, it only made it easier for me to notice how off the game felt.

I did try listening to the rest of the soundtrack once the game released to see if maybe the music gets better, but no, not really? The whole soundtrack is composed of these languid synth beats that lack any interesting melody, and they don't even have the courtesy to be techno bangers in their own right outside of maybe the Clock Tower theme. There is one remix, but it's of the extremely overused Bloody Tears, and it's not even a good remix. It's not rocking at all, it has this epic movie trailer sound to it that sounds really bad. Honestly, I think I prefer Harmony's soundtrack to this, at least it had melodies and a distinct jazz fusion style. This just sucks, like straight up, I found a lot of the music genuinely unpleasant to listen to, I can't imagine listening to that for the game's entire 15-20 hour runtime. It's cheap-sounding, it's repetitive, and it lacks any of the funk or gothic flair that makes Castlevania music so consistently stellar. I always feel bad insulting game composers, and I don't intend to here. This game was composed by Asadi and for good measure, I did give his score for Rogue Prince Of Persia a listen and it was actually really good, so he's clearly talented. I just don't think he was a good fit for Castlevania, no matter how you slice it.

So as you can probably tell, the demo for Belmont's Curse has been a big disappointment as someone who really wanted to love this game. Sure, it was just the demo and maybe the game does get better, but it is still the demo's job to convince me on the game and on that end, it failed miserably. I just don't get the sense that it's actually doing anything to modernize Castlevania, it just feels like reheated nachos of other metroidvanias with a Castlevania skin, not innovating like its peers in the genre nor is it using what makes Castlevania special to help itself stand out like what Metroid did with Dread. Even with the generally positive reviews, none of them have convinced me that my issues with the stiff combat flow, lack of RPG elements, and poor soundtrack will get better in the full release. It also doesn't help that consoles and PC are also experiencing a variety of performance issues, along with there not being a proper Switch 2 edition of the game so I'd have to play the Switch 1 version with its very fuzzy resolution. Maybe I'll get it on sale further down the line once everything gets patched up, but for now, I'm not in any rush to get the full game. 

Now I'm not going be melodramatic and wangst about how Castlevania is dead to me or anything, because it's not. The metroidvania scene is still thriving and plenty of stellar indie darlings have taken and will continue to take cues from Castlevania. As I mentioned, the Hollow Knight games really get it, especially Silksong. I'd also be remiss not to mention Team Ladybug's work, Touhou Luna Nights in particular. From this year, Well Dweller was fantastic. It definitely has some Castlevania DNA with its fluid movement, macabre artstyle, and open progression, but it also has some cool twists on the formula like active reload healing, bullet hell bosses, and your main weapon being a basic torch. And on the horizon, there's plenty of awesome looking metroidvanias like Mariachi Legends and Rune Fencer Illyia, both of which have clear Castlevania influences while also doing their own unique things. Not to mention Koji Igarashi is still around releasing Bloodstained games, one of which should be coming out next year. There is no shortage of games that will scratch that Castlevania itch for me, it's just a shame the actual series probably isn't going to be able to.