{"id":18568,"date":"2026-07-20T21:20:50","date_gmt":"2026-07-20T21:20:50","guid":{"rendered":"https:\/\/topat10.com\/?p=18568"},"modified":"2026-07-20T21:20:50","modified_gmt":"2026-07-20T21:20:50","slug":"the-unlikely-story-of-how-konami-asked-evil-empire-to-make-castlevania-belmonts-curse","status":"publish","type":"post","link":"https:\/\/topat10.com\/?p=18568","title":{"rendered":"The Unlikely Story Of How Konami Asked Evil Empire To Make Castlevania: Belmont&#039;s Curse"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div property=\"schema:text\">\n<p>A few weeks ago, I traveled to Paris to play three hours of <a href=\"https:\/\/gameinformer.com\/xbox-games-showcase\/2026\/06\/07\/castlevania-belmonts-curse-launches-this-october-gameplay-trailer\" data-entity-type=\"node\" data-entity-uuid=\"a21b8514-d5a5-4757-8565-c1e394ab8913\" data-entity-substitution=\"canonical\">Castlevania: Belmont&#8217;s Curse<\/a>, and while there, I had the chance to speak with some of the developers who worked on the game. The project is an indie developer&#8217;s dream come true, since developer Evil Empire originally worked on Dead Cells, a game heavily inspired by Castlevania, and now it&#8217;s getting a chance to make the first new Castlevania entry in years. I asked Konami producer Tsutomu Taniguchi, Evil Empire marketing director B\u00e9renger Dupr\u00e9, and Evil Empire creative director Emmanuel Nouaille how Evil Empire&#8217;s initial pitch to Konami went. According to them, there wasn&#8217;t one; Konami was the one that asked them, not the other way around.<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"a84a6a30-c173-4680-b2d7-9861d58a46ee\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:1,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Castlevania: Belmont\\u0027s Curse&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<p>      <a class=\"linkoriginal\" data-featherlight=\"image\" href=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/no_compression\/public\/2026\/07\/14\/7920e5c1\/380_castlevania10.jpg.webp\"><\/p>\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2026\/07\/14\/7920e5c1\/380_castlevania10.jpg.webp\" alt=\"The Unlikely Story Of How Konami Asked Evil Empire To Make Castlevania: Belmont's Curse\" typeof=\"foaf:Image\" class=\"image-style-body-default lazyload\"\/><\/p>\n<\/div><\/div>\n<\/div>\n<p>    <\/a><\/p>\n<p>Castlevania: Belmont&#8217;s Curse<\/p>\n<\/article>\n<p>&#8220;They actually approach us with a DLC for Dead Cells,&#8221; Taniguchi told us via a translator. &#8220;And it kind of [became] a little negotiation, because they pitched us DLC, and then we said, &#8216;Well, you can do that, but can we create a new Castlevania game with you?&#8217; And so, it was our suggestion. And then we started collaborating and discussing and creating the game together, which is what made Castlevania: Belmont&#8217;s Curse.&#8221;<\/p>\n<p>The Evil Empire developers supported this series of events. &#8220;It&#8217;s actually a more tricky question than it sounds, because it&#8217;s like there was no pitching stage, and it was more discussion,&#8221; Dupr\u00e9 said. &#8220;We felt like we could be a good fit together to make this game, because we have this experience with 2D combat, and so we just discussed together. I think we didn&#8217;t officially pitch it. It was more like a common brainstorm.&#8221;<\/p>\n<p>Nouaille added that the studios both went through with it because <a href=\"https:\/\/gameinformer.com\/impressions\/2023\/03\/06\/dead-cells-return-to-castlevania-impressions-a-reinvigorating-crossover\" data-entity-type=\"node\" data-entity-uuid=\"4da410ea-a155-47e4-91cb-be1c3fced787\" data-entity-substitution=\"canonical\">the Castlevania DLC was such a hit<\/a>. &#8220;It was logical to discuss together to find the right project to continue to work,&#8221; Nouaille said. He then adds, with a touch of sarcasm, &#8220;It was very difficult to refuse a proposition.&#8221;<\/p>\n<article data-entity-type=\"file\" data-entity-uuid=\"480fe8ff-aa9f-44c0-ba92-4e269444927c\" data-embed-button=\"image_browser_uploader\" data-entity-embed-display=\"view_mode:file.body_default_rendered\" data-entity-embed-display-settings=\"{&quot;link_url&quot;:&quot;&quot;,&quot;link_target&quot;:0,&quot;link_original&quot;:1,&quot;image_source&quot;:&quot;&quot;,&quot;embed_source&quot;:0,&quot;image_caption&quot;:&quot;Dead Cells: Return to Castlevania&quot;,&quot;embed_caption&quot;:0,&quot;content_warning&quot;:0}\" data-langcode=\"en\" class=\"embedded-entity\">\n<p>      <a class=\"linkoriginal\" data-featherlight=\"image\" href=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/no_compression\/public\/2023\/01\/31\/cdb8cea0\/dead_cells_castlevania_05.jpeg.webp\"><\/p>\n<div class=\"file file--type-image file--mimetype-image-jpeg file--view-mode-body-default-rendered\">\n<div class=\"content\">\n<div class=\"field field--name-uri field--type-file-uri field--label-hidden gi5-uri gi5-file-uri field__item\"><img decoding=\"async\" loading=\"lazy\" src=\"data:image\/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==\" data-src=\"https:\/\/gameinformer.com\/sites\/default\/files\/styles\/body_default\/public\/2023\/01\/31\/cdb8cea0\/dead_cells_castlevania_05.jpeg.webp\" alt=\"The Unlikely Story Of How Konami Asked Evil Empire To Make Castlevania: Belmont's Curse\" typeof=\"foaf:Image\" class=\"image-style-body-default lazyload\"\/><\/p>\n<\/div><\/div>\n<\/div>\n<p>    <\/a><\/p>\n<p>Dead Cells: Return to Castlevania<\/p>\n<\/article>\n<p>From the information I gathered from past interviews with Evil Empire, this must have come as an even bigger shock than this duo lets on. In a 2022 interview about Dead Cells: Return to Castlevania (<a href=\"https:\/\/gameinformer.com\/magazine-archive\/354-the-indie-issue\">featured on page 16 of <em>Game Informer<\/em> issue 354, which you can read for free<\/a>), Evil Empire co-founder Benjamin Laulan told me about how he approached Konami at BitSummit, a Japanese game conference, to ask them to create a retail version of Dead Cells in Japan. Laulan said, &#8220;I had this crazy idea that if we worked with Konami, maybe they would let us make an Alucard skin or a weapon that we could include in the game as a bonus for Japanese players.&#8221; Konami was so receptive, Evil Empire decided to shoot for the moon and mocked up a whole Castlevania-themed expansion.<\/p>\n<p>&#8220;[Konami] said yes, straight away, without even looking at the presentation,&#8221; Laulan told me in 2022. &#8220;They said, &#8216;Yeah, we&#8217;ve been waiting for you guys to ask us.&#8217; They were actually Dead Cells fans.&#8221;<\/p>\n<p>To extend the timeline of events to today, this means the simple request for Alucard&#8217;s sword became a years-long collaboration, resulting in the first new Castlevania game in years. Pretty wild!<\/p>\n<p>For more on Castlevania: Belmont&#8217;s Curse, you can check exclusive art and our hands-on impressions in the next issue of <em>Game Informer<\/em>, which launches on Tuesday, July 21. <a href=\"https:\/\/gameinformer.com\/2026\/07\/16\/castlvania-belmonts-curse-has-no-ai-developer-evil-empire-says\">To see what the developers had to say regarding generative AI in the game&#8217;s development process, click here<\/a>.<\/p>\n<\/div>\n\n","protected":false},"excerpt":{"rendered":"<p>A few weeks ago, I traveled to Paris to play three hours of Castlevania: Belmont&#8217;s Curse, and while there, I had the chance to speak with some of the developers who worked on the game. The project is an indie developer&#8217;s dream come true, since developer Evil Empire originally worked on Dead Cells, a game [&hellip;]<\/p>\n","protected":false},"author":86,"featured_media":18569,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_uag_custom_page_level_css":"","_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[161],"tags":[],"class_list":["post-18568","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-online-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The Unlikely Story Of How Konami Asked Evil Empire To Make 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