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Metroid Ravenous and Castlevania: Belmont’s Curse Reveal a Shared ‘Eat‑Your‑Enemies’ Twist

Both upcoming Metroid and Castlevania titles appear to be borrowing a new mechanic that lets players consume foes for power

Metroid Ravenous and Castlevania: Belmont’s Curse, set to launch within months of each other, both introduce an ability‑stealing system that could reshape the Metroidvania formula.

When Metroid Ravenous and Castlevania: Belmont’s Curse finally hit shelves—January 2027 and October 2026 respectively—players will likely notice more than just fresh graphics. Beneath the surface, both games seem to be leaning on a surprisingly similar idea: letting the hero literally take something from the enemies they defeat.

In Metroid Ravenous, Samus Aran finds herself marooned on a moon that’s as hostile as it is mysterious. After a brutal ambush leaves her badly wounded, a new, violet‑glowing extension on her arm begins to pulsate with an unfamiliar energy. Early gameplay footage shows Samus using that arm to "consume" smaller foes; the enemies simply vanish, and a pink‑colored meter in the UI ticks upward.

That meter—marked by a bold "E"—looks like it stores a resource the developers are calling "Energy". While we don’t yet know the exact payoff, the implication is clear: the more you eat, the more you can do. It might let you unleash stronger attacks, gain temporary boosts, or even unlock permanent upgrades after devouring a boss. Think of it as a hunger mechanic that feeds Samus’ power instead of her health.

Castlevania: Belmont’s Curse, crafted by the team behind Dead Cells, is taking a parallel route. The game’s protagonist can wield magical Arcana cards that are earned by defeating bosses. Those cards grant new abilities, and the player can further tweak them with modifiers to suit personal playstyles. In short, the game rewards you for taking something away from the very monsters you overcome.

What’s fascinating is how this mirrors a broader trend in the Metroidvania genre. Titles like Black Myth: Wukong already let players summon the essence of defeated bosses. By letting Samus absorb enemies and Belmont’s hero steal their powers, both series are nudging the genre toward a more reciprocal combat loop—where enemies are not just obstacles but also sources of progression.

Of course, the execution matters. In classic Metroid games, abilities are usually hidden behind exploration, and you only unlock them after solving a puzzle or beating a specific boss. Ravenous could shake that formula by letting you gain certain upgrades directly from the act of eating, potentially making the world feel more responsive.

Similarly, Belmont’s Curse appears to blend traditional Castlevania RPG elements with a more fluid ability‑stealing system. Players will not only collect new magic but also have the freedom to customize it on the fly, something that could appeal to both hardcore fans and newcomers who crave a bit more agency.

Both games are being billed as “returns to form” for their respective franchises, yet they also signal that even long‑standing series aren’t afraid to experiment. If the developers fine‑tune these mechanics, we might see a fresh take on what makes a Metroidvania feel satisfying—balancing meticulous exploration with the thrill of literally taking power from the monsters that stand in your way.

So, keep an eye on the pink Energy bar in Ravenous and the Arcana cards in Belmont’s Curse. They could be the quiet catalysts that push two iconic franchises into an exciting new evolutionary step.

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