But as Kolde noted, even with music as beloved as Castlevania’s, it can never be as easy as slotting a tune into the background of any scene and calling it a day. They have to, like the moment with “Bloody Tears”—which is arguably the series’ most iconic recurring theme—be earned.

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“It’s always been an ongoing business just how much music from the games we would or wouldn’t use because, as you pointed out, the music is special to fans of the games,” Kolde said of the scene. “The challenge is when you’re doing a narrative, in a different format, and you’re looking for background score music, it’s not always appropriate—even though it might seem—to drop those game tracks in, you know?”

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What makes that “Bloody Tears” scene work in Castlevania isn’t just that it’s the long-awaited use of a beloved piece of music. The show’s sophomore season marked a significant change of pace to its predecessor. For much of its runtime, the series is focused on its various factions of heroes and villains strategizing, planning, and plotting with and against each other, rather than the bloody action that characterized its debut. The battle in Dracula’s castle is the first major action setpiece of the season, the culmination of everything our heroes have spent the season working toward, and the realization of their foes of just how much their infighting has undone them. Saving Castlevania’s iconic soundtrack for a moment like that makes sense.

“I guess the thinking was if we were going to do it, it had to be the right place to do it, and obviously, that turned into the battle at Dracula’s castle,” Kolde continued. “It felt right, and that track felt right, and [Sam’s] brother Adam [Deats, a fellow Powerhouse Animation director on Castlevania] actually built the early versions of that storyboard thematic around using ‘Bloody Tears.’ We were fortunate enough to have our composer, Trevor Morris, come up with a version of it, and it all sort of came together in that beautiful moment. I think people got what they wanted out of it. Will we ever be able to duplicate that? I don’t know. The most iconic track and the most iconic moment. You only get that once.”

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Sypha and Trevor stand ready to kick monster ass.
Sypha and Trevor stand ready to kick monster ass.
Image: Netflix

So if you’re like me, and hoping to get some “Divine Bloodlines” love this season, maybe don’t get your hopes up yet. “It’s interesting because everyone has a favorite track. Sam has his favorite track, Adam has his,” Kolde said of future musical Easter eggs on the show. “It’s just about finding the right balance. The use of music and the effect of how it supports what we’re trying to do, narratively.”

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But for all the glee of moments like that, it’s not really the gaminess—or lack thereof—that has allowed Castlevania to defy the dubious history of video game adaptations. For Kolde, at least, what’s made the show work is Ellis’ ability to take Castlevania’s esoteric worldbuilding, created around the edges of the action that defined the games themselves, and turn it into a playground for his characters.

“What Warren was able to do was take, in terms of Castlevania 3, a story of most of which was in the instruction manual, and sort of understand the atmosphere and feeling, the things people are responding to.” he said of why he thinks Castlevania has worked as a TV show. “He was able to create these characters that didn’t exist, that people responded to, and put them in this world that was built based on the game.”

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“To me it’s always that. It’s always the characters,” Kolde concluded. “Trevor Belmont, Alucard, Dracula...understanding the gothic elements, the horror elements, the elements of the story that people who fell in love with the games resonated with, and building characters in a story that sort of lived up to what they imagined.”

Castlevania returns for a third season on Netflix this Thursday, March 5.

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