Why Devil May Cry Captivated My Heart
The 'Why I Love' series on GamesIndustry.biz showcases game developers' appreciation for each other's work. This editorial is contributed by Luis Correa, game director at C2 Game Studio, developer of the upcoming game Astor: Blade of the Monolith. Growing up with games like The Legend of Zelda, Metroid, and Castlevania sparked my passion for fantasy adventures with rich worlds and characters. The 8-bit era ignited my imagination, but I never imagined how far games would evolve. Fast forward to 2001, when I was 22 and had just moved to the US from Colombia to pursue my dreams in game development. I was excited but also felt lonely, having just finished my exchange program and being alone in Washington State. Luckily, I got a PlayStation 2 console and spent most of my time playing video games. That's when I discovered Devil May Cry, a game that would change everything for me. The title intrigued me, and the gothic setting reminded me of Castlevania. But what really caught my attention was the gameplay - the white-haired protagonist in a red trench coat, dual-wielding guns, and launching enemies into the air. I was in awe and had never seen anything like it. I scoured gaming magazines for more information and learned that it was initially supposed to be a Resident Evil game and that the 'gun juggle' mechanic was a bug. It's fascinating to think that a legendary series could have spawned from a glitch. When Devil May Cry finally released, I pre-ordered it and was blown away by the cinematic opening, the protagonist Dante's attitude, and the gameplay. Dante was different from other heroes - he was confident, irreverent, and had style. The game's controls felt quick, precise, and powerful, making me feel like an unstoppable badass. Devil May Cry delivered an experience that I'll never forget, and it has continued to influence me throughout my game development journey. The 'game feel' is subjective, but for me, Devil May Cry was unlike anything I'd ever felt before. It was ahead of its time, and its influence can be seen in many other games. It took me over 15 years to hone my craft and assemble a team to create a game inspired by Devil May Cry's core gameplay dynamics. Our upcoming game, Astor: Blade of the Monolith, is built upon a foundation of a beautiful fantasy world with a focus on combat. I've spent countless hours analyzing the best games in the genre, striving for perfection. The truth is, there are many elements that contribute to a game's feel, and each can be adjusted indefinitely. I feel like I'll never finish tweaking, but that's the nature of developing this sort of game. No matter where my career leads me, I'll always carry the experience of the first Devil May Cry with me, and the series will forever hold a special place in my heart.