Warren Ellis on Castlevania, the Legacy of Hammer Horror, and the Creative Liberation of Writing for Netflix

After nearly a decade in production, Frederator Studio’s animated Castlevania series has finally been released, and lo and behold it is awesome. Initially conceived in 2007 as an 80-minute straight-to-DVD feature before resurfacing this year as a limited streaming series courtesy of Netflix, the four-episode first season follows the life of the whip-wielding vampire hunter Trevor Belmont and his unerring quest to fight back the legions of hell and deliver the world from the clutches of the immortal Count Dracula.
The Castlevania franchise has cast a profound influence over the world of videogames since its debut on the Nintendo Famicon system in 1986, with its very name combined with Nintendo’s Metroid series to create a portmanteau shorthand for an entire successive subgenre of action-adventure games set in impossible, labyrinthine spaces. The series’ earliest installments such as Castlevania III: Dracula’s Curse, the animated series’s basis, and Castlevania: Symphony of The Night are master classes in economical game design, pushing players through hellish gauntlets and colossal boss fights set in gothic victorian corridors long before titles like Dark Souls and Bloodborne became synonymous for such qualities. Despite the series’ occasional stumbles, Castlevania is an enduring staple of videogame royalty and its animated series is cause for celebration for fans and newcomers alike.
Who better to pen the Castlevania series than Warren Ellis, whose illustrious tenure has sired some of the most inimitable and genre-savvy writing in popular fiction to date. Known for his work on series including Hellblazer, Red, Transmetropolitan, and Injection, not to mention his screenwriting credits on the 2008 survival-horror game Dead Space, Ellis has shown himself to be a maven of thoughtfully-driven macabre. Paste had the opportunity to correspond with Ellis over email to discuss his ties to Castlevania, how he first became involved with the series’ production, and what future installments in the series might explore.
Paste: Having written for several videogames in the past (2005’s Cold Winter, 2008’s Dead Space), and presumably being a gamer yourself, how and when did you first encounter the Castlevania series? What was it that first attracted you to it?
Warren Ellis: Actually, I’m not a gamer! And the awful truth is that I’ve never played or even seen the game. Terrible, isn’t it? When I was first contacted about Castlevania, some 10 years ago, I went to the internet to look it up, and what immediately struck me was how it initially appeared, to me, at least, to be a Japanese transposition of the Hammer Horror films I grew up with and loved. I’m sure that’s a completely wrong-headed perception, by the way, but that’s how it hit me, and how I realized I could write a medieval horror fiction while obeying the ground rules of the work being adapted.
Paste: Back in 2007, you talked about the challenge and potential inherent in writing for an 80-minute film. Establishing plot beats, realistic characters, “killing your darlings,” etc. How has the migration to Netflix benefited or complicated the process of writing Castlevania?
Ellis: I spent a few weeks wishing I still had some hair to pull out. Netflix responded so strongly to the 2007 screenplay that I felt like I couldn’t change it too much for the four-episode season, and also, of course, it’s the version signed off on by the rights holders, the one that obeys the original material. So there was a lot of surgery, scenes thrown out, finding episode breaks, wishing death on my 2007 self, etc.