Castlevania Netflix series is coming later this year

Producer Adi Shankar, who previously worked on movies Dredd and Lone Survivor, has revealed he’s working on a Castlevania series for Netflix, which, according to him, will be the western world’s first good video game adaptation” (see original Facebook post below).

The first season will launch this year, with season 2 coming in 2018. Both seasons were penned by comic book writer Warren Ellis, who is also producing alongside Shankar, Kevin Kolde and Fred Seibert (both producers of Adventure Time).

Talking to IGN, Shankar said the plot will be an adaptation of 1989’s Castlevania III: Dracula’s Curse. He added: This is very much Castlevania done in the vein of Game of Thrones.” He also said that [the series is] going to be R-rated as f***.” The series doesn’t have an exact release date yet.

According to Netflix’s official blurb, the animated series will focus on Castlevania’s Belmont clan:

Inspired by the classic video game series, Castlevania is a dark medieval fantasy following the last surviving member of the disgraced Belmont clan, trying to save Eastern Europe from extinction at the hand of Vlad Dracula Tepe himself. The animated series is from Frederator Studios, a Wow! Unlimited Media company, written by best-selling author and comic book icon Warren Ellis and executive produced by Warren Ellis, Kevin Kolde, Fred Seibert and Adi Shankar.”

About MCV Staff

Check Also

games [Industry news] Games for Change and Tencent Games expand Raising Good Gamers with new programme to help families navigate positive play in video games

[Industry news] Games for Change and Tencent Games expand Raising Good Gamers with new programme to help families navigate positive play in video games

Games for Change, in partnership with Tencent Games, today announced the launch of a new programme that builds on the Raising Good Gamers initiative, designed to help families engage more confidently with the role video games play in young people’s lives. With 3.3 billion people playing video games worldwide, video gaming is now a central part of everyday life - reinforcing the need for more informed, evidence‑based and balanced dialogue around play.