Long before Simon's adventure, Trevor Belmont sets out against Dracula through a countryside that divides into different routes. The familiar whip, candles, hearts, and committed jumps remain, but the journey becomes more flexible through potential companions.

Grant can climb surfaces, Sypha brings powerful magic, and Alucard can transform into a bat; who accompanies Trevor depends on the path you take. Switching characters creates practical choices about movement and combat rather than simply offering another health bar. Stages still demand patient timing around stairs, moving platforms, and airborne enemies. Different routes and partners give the same war against Dracula several distinct moods and plenty of reasons to return.