Castlevania Games Do Have a Story (And Why It’s Important That It Stays Subtle)
Ok so this is basically an expanded writeup of some loose thoughts I posted to Twitter earlier today in response to the news that the God of War Ragnarok guy wants to do a Castlevania game, but this is something I’ve been thinking about for a long time, so I figured it deserves to be on a long form post and not just Three Sentences Per Post Dot Com.
A big criticism of Castlevania that I hear pretty frequently is “Oh, it has no story”. However, this is untrue- Castlevania games very much do have a story, they’re just not presented in the format that most people are used to.
A lot of story-driven video games play out somewhat like a TV show or a novel. You get to watch the story play out from start to finish, with characters talking to each other, and often moving and acting as though you were watching TV. There’s nothing wrong with this format- I enjoy it a lot myself! Everyone who knows me knows I’m a big fan of Devil May Cry, after all. But this isn’t the only way to tell a story.
With the exception of a few games (mainly Lament of Innocence and Curse of Darkness), Castlevania has a much different format. While there are some cutscenes, they’re generally much more limited and there aren’t very many per game; In some of the really old games, there really isn’t much dialogue at all, and instead the main plot points are given to you in scrolling text at the beginning and end of the game or in the game’s manual. This is important because it pushes you, the player, to engage with the text. The story is there, but how deep does it run? How does each game play into the overall saga of Castlevania? That’s what you have to discover for yourself, and clues can often be found in the level design, the music, and flavor text.
To give an example, let’s analyze one of my personal favorites story-wise, Castlevania II: Simon’s Quest.
This game takes place 7 years after the original Castlevania. Our friend Simon Belmont, now 29 years old, has already killed Dracula. However, he begins to feel gravely ill, and fears he may be on his deathbed. He goes to the family cemetery to contemplate this, and a mysterious unknown woman appears to him, who tells him that he’s been cursed by Dracula. In order to save himself, he will need to collect five scattered pieces of Dracula’s corpse, use them to resurrect Dracula, and then kill him again, all within seven days or he will die. The mystery woman then disappears.
Simon travels the land in search of the Dracula relics. Along the way he, of course, fights monsters, and also talks to the ordinary people of Transylvania in search of clues; Some of them are nice or even flirtatious towards him, but a lot are openly hostile, and will lie to him or try to scam him. Every night, Simon’s curse worsens, and the famous words “What a horrible night to have a curse…” appear as more and more monsters start to come out. During this time the player is unable to go indoors. Depending on how long it takes you to complete the game, Simon either dies fighting Dracula, or survives and frees himself from the curse. He then is seen making a grave for Dracula. This is the text of the good ending:
“The encounter with Dracula is terminated. Simon Belmont has put an end to the eternal darkness in Transylvania. His blood and sweat have penetrated the earth and will induce magic and happiness for those who walk on this land.”
So, what can we get out of this short, dialogue-lite game? Let’s take a look.
Even though Simon has already defeated Dracula, the fight is not over. He can’t truly escape his family legacy, and the ongoing battle between man and vampire. Simon, like many Belmonts, is trapped within a cycle of violence- Even when he does what he’s “supposed” to do. It’s manifesting in an extremely physical way that forces him to engage with the conflict- If he were to do nothing, the curse would quite literally kill him within a week.
Simon is a thoughtful and spiritual person who respects his family greatly. Rather than getting angry about his condition, giving up, or even asking a doctor, he went to his family cemetery to contemplate in the presence of his ancestors. The fact that he seemingly didn’t go to a doctor brings me to my next point…
Simon is largely disliked by his neighbors- Even though, again, he’s already killed Dracula. A common element of Castlevania games is that the Belmont family are feared and distrusted for their magic powers and their proximity to the supernatural, and this is certainly true for Simon. Still he continues to fight.
Despite this, he clearly still has someone looking out for him. Who is the mystery woman? Is she an ancestor spirit (Sypha, perhaps)? Is she a witch? An anonymous admirer? Either way, she cares enough for Simon to help him in his time of need.
Simon is, ultimately, a deeply kind and caring person. Even though Dracula caused so many people horrible suffering, including Simon himself, he still took the time to build a grave for Dracula. He showed respect even for his greatest enemy and went out of his way to provide him dignity in death.
In the end, the people finally recognized Simon’s good deeds, and he was hailed as a hero… But at what cost? It’s worth noting the specific phrasing, “his blood and sweat have penetrated the earth”. Simon had to give so much of himself, very much putting his life on the line in order to keep humanity safe. The burden of heroism is an extremely heavy one.
Simon’s Quest becomes even more poignant when put into place with the wider Castlevania timeline. Simon is one of so many Belmonts to be feared and hated by his neighbors, give everything in order to save them, and finally win their respect- But at a very high cost. Again and again this cycle plays out. It’s also worth mentioning that Simon’s Quest is the origin of the famous background music track, “Bloody Tears”. Interesting name, isn’t it? Whose tears are they? Are they Simon’s- Is the curse ravaging him so badly that he’s literally crying blood as he keeps fighting? Are they the tears of the Belmont clan, unable to escape their fate? Or maybe tears shed for, or perhaps by, the spirits of all those who have lost their lives to Dracula? Worth thinking about.
Every Castlevania game has a story, and all of them come together to create a much wider tale of life, death, and rebirth, generational trauma, the cosmic battle between good and evil, the nature of humanity, finding light in the darkness, and why we keep fighting. Like the gothic novels it draws from, it poses many questions about the nature of life, death, suffering, and what it means to be human. The format in which this story is told is a unique one that encourages introspection and participation. If you’re someone who enjoys media analysis, I highly recommend the Castlevania series.
Ultimately, while I don’t think it’s impossible to do Castlevania in a more traditional format (after all, LoI and CoD pulled it off pretty well), I do think that the layers to the story are a big part of what makes it, well, Castlevania. I don’t think it’s at all fair to say that Castlevania doesn’t have a story- Many of the games don’t have a distinct linear dialectical narrative the way a lot of modern games do, but they very much have a story. Why not try experiencing it?