Why I Love is a series of guest editorials on GamesIndustry.biz intended to showcase the ways in which game developers appreciate each other's work. This entry was contributed by Luis Correa, game director at C2 Game Studio which is developing the upcoming Astor: Blade of the Monolith.
Growing up playing games like The Legend of Zelda, Metroid, Castlevania, Ninja Gaiden and Double Dragon, I've always had a strong affinity for fantastical adventures with incredible worlds and characters. The 8-bit renditions of these worlds stirred my imagination, but as a kid I never could have imagined just how far games would evolve in the years to come.
Fast forward to 2001. A now 22-year-old Luis had recently moved to the US all the way from Colombia with dreams of getting into Digipen and starting my own game development journey. This was an exciting time full of possibilities, but I was also very lonely. Having just finished my year as an exchange student in order to level up my English skills, all my friends were moving back to their respective countries and I was all alone in Washington State. Luckily, I was able to pick up a PlayStation 2 console (no easy task back in those days, I can assure you!), so I spent most of my time alone in my tiny studio apartment playing video games.
That's when I had my mind completely blown by the announcement of a very strangely named game from Capcom: Devil May Cry. I found the title so intriguing. Why would the devil cry? Who's making the devil cry? Would the devil even be able to cry at all? These were some of the burning questions I had to know!
At first glance, it reminded me a lot of Resident Evil with its static camera angles (not surprising for a Capcom game), but the gothic setting reminded me more of Castlevania, one of my all-time favorites. However, that was only scratching the surface of what was to come, because when I saw this white-haired badass in a red trench coat launch an enemy into the air and juggle it with his
Read more on gamesindustry.biz