An eclipse draws Soma Cruz into Dracula's castle, where he discovers an alarming ability to absorb the souls of defeated creatures. Those souls provide attacks, passive benefits, and movement options, giving nearly every enemy the possibility of a useful reward.

Weapons and equipment add another set of choices as you explore corridors that reconnect through shortcuts and newly acquired abilities. The setting is gothic, but the future date and Soma's uncertain identity give familiar castle imagery a different tension. Progress is wonderfully tangible: a new soul can change how you fight, and the right ability can change how you understand the map.