Skip to main content

Dead Cells: Return to Castlevania is as much of a slam dunk as it sounds

These days, I don’t go into many video games with expectations. I’ve been burned enough times by disaster launches to know that I should approach every game with a bit of reservation. It’s to the point where I’ve wiped the word “fan” out of my lexicon almost entirely, refusing to get too excited about any upcoming game even if it’s part of a series I usually like. Sure, I love the original Resident Evil 4, but you won’t catch me hyping the remake when I have no idea what state it’ll launch in this month.

Dead Cells: Return to Castlevania DLC - Launch Date Gameplay Trailer

Dead Cells: Return to Castlevania, on the other hand, is an exception to those rules. From the very moment the crossover DLC was unveiled, I could guess exactly what I was in for. One of the best modern roguelites mashing up with a property known for its iconic style? Look up the term “safe bet” and you’ll find Alucard’s pixelated face staring back at you, giving a confident thumbs-up.

Sure enough, Return to Castlevania does not disappoint. It isn’t just a nostalgia trip for fans of the classic monster-slaying series; it’s another strong Dead Cells expansion in a long line of them, cementing the roguelite’s legacy as one of the best indies of its era.

A (not so) miserable little pile of secrets

The Castlevania DLC slots into Dead Cells quite naturally. I started a fresh file in the game on PC and was able to access the new content within an hour. While exploring the roguelite’s opening area, I bumped into none other than Richter Belmont, who asked for my help in taking down Dracula. Rather than following the usual level progression path of the standard roguelite, I’d now have the option to jump into a new door that would take me to the outskirts of Dracula’s castle.

My first trip down that path was immediately joyful. I quickly found myself on a mission to infiltrate the castle, warping into it and looking for a way to bring its massive drawbridge down. What works so well here is that both of these IPs find an easy way to meet in the middle. That’s apparent off the bat in its visuals, which map the general feel of Castlevania onto Dead Cells’ distinct pixel art style. Classic music from Castlevania have been remixed to perfection here too, nicely matching the rest of Dead Cells’ score while still retaining the feel of the original tracks.

Dead Cells' hero throws a cross in the Return to Castlevania DLC.
Motion Twin

While the aesthetic influences are obvious, I’m still very much playing  with its quick action and mobility-heavy dungeon crawling. The Castlevania elements slot into that format incredibly smoothly, from enemies to weapons. Foes like bone-tossing skeletons and pike-wielding guards feel like they’ve been in Dead Cells all along, as they test my ability to quickly read attack arcs and dodge around them.

The new weapons are the most impactful change here, though, as they bring something exciting to the entire game. Just like a normal run of Dead Cells, players can discover blueprints for new items and weapons. The new DLC adds a collection of Castlevania-themed items to that pool, many of which just make sense with Dead Cells’ combat system. Holy Water, for instance, is an excellent side weapon that lets me burn the ground in front of me. A familiar white cat, on the other hand, delivers a critical forward strike, but also acts as a passive familiar that attacks enemies on its own while I explore. I’ve only found a handful of the DLC’s new items so far, but each one feels entirely consistent with Dead Cells’ core combat.

While the DLC seems like a celebration of the Castlevania series, it’s actually a showcase for just how cool Dead Cells is. It’s wild that I could trounce into Dracula’s castle wielding Alucard’s shield and Hollow Knight’s nail, occasionally transforming into a chicken from Guacamelee to drop bombs. The fact that none of those abilities feels out of step with one another is a game design triumph. Return to Castlevania cements Dead Cells as a lovingly constructed museum to video game weaponry. Every IP holder should be chomping at the bit to get in on it next.

Death Attacks Dead Cells' hero in the Return to Castlevania DLC.
Motion Twin

Return to Castlevania is a sizable DLC, though you’ll still want to calibrate your expectations. It brings four new biomes (five if you count an altered castle that appears in its bonus Richter mode) and two of those are boss fight hubs. There doesn’t appear to be too much randomization to level construction, as my runs through the castle looked about the same each time. Those first two biomes are relatively easy to get through, so the real challenge comes from fighting the tough bosses after them. I imagine that could leave players a little disappointed, but that’s frankly a lot of content for an add-on to an already gigantic game — especially when you factor in the new weapons that’ll widen out the core roguelite run and a bunch of unlockable costumes.

I came to the DLC eager to see its Castlevania flair, but I left itching to get back into Dead Cells. After a few hours of poking around, I was already fully hooked back in and tempted to continue that new save file beyond Dracula’s fortress. It may not be a full-on Castlevania game, but it’s one hell of a good reason to revisit Dead Cells.

Dead Cells: Return to Castlevania is available now as a DLC add-on.

Topics
Giovanni Colantonio
Giovanni is a writer and video producer focusing on happenings in the video game industry. He has contributed stories to…
Roblox creators are getting new ways to earn money on the platform
A person looking at the Roblox mobile app on their phone.

Roblox announced a series of user-oriented changes at its Roblox Developers Conference on Friday, including updates to Roblox usage and how much revenue creators can earn with their "experiences," along with a new communication system for users and new ways to sell products on the platform.

Roblox is hoping to usher more money toward users. One way is by offering new ways for creators to optimize pricing inside their experiences. A new Price Optimization tool will run tests to find the best pricing strategy, while the company will experiment with regional pricing. Elsewhere, Roblox will soon allow creators to sell physical merchandise inside their experiences. Previously, everything has been virtual, like with how the Beetlejuice Beetlejuice partner collaboration let people buy digital tickets through Fandango.

Read more
Concord set to appear in Amazon’s Secret Level despite being taken offline
The Concord cast eating in a diner.

When it was announced that Concord, PlayStation's live-service hero shooter, would be taken offline just two weeks after launch, many had the same question: What's going to happen to the Concord episode of the upcoming Amazon show Secret Level?

A source close to production confirmed to Digital Trends that the Concord episode is still set to air during the anthology show's first season. So despite the game currently not being available to play or buy, it'll get something of a second life inside the show, which is slated to debut on December 10.

Read more
Life is Strange: Double Exposure’s supernatural story already has me hooked
safi and max from life is strange sitting next to each other.

Life is Strange has always been known for deep character development and stories. The series' latest entry, Life is Strange: Double Exposure, is another example of that strength. In a 60-minute PAX West demo, protagonist Max Caufield's latest adventure hooked me in with the high stakes and tension in between testing her new universe-hopping abilities.

Double Exposure is a direct sequel to the original Life is Strange, where Max also stars as a teenage protagonist. Now, Max is a college-aged photography student at Caledon University. What originally seems like an average college experience turns into something sinister when she finds her close friend, Safi, dead in the snow. While the premise is a hook in and of itself, Max's new Shift power, puzzle solving, and branching scenarios with difficult choices also sell Double Exposure as an emotional, interactive story.

Read more