David Cox on rebooting Castlevania for a new generation
Posted by Joystiq Sep 23 2010 00:30 GMT in Castlevania: Lords of Shadow
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With Castlevania: Lords of Shadow only two weeks from launch, we spoke with producer David Cox about rebuilding the franchise for a modern audience. How did developer MercurySteam look to overcome the failures of past 3D iterations of the franchise? And what role did Kojima Productions play in the creation of this new Castlevania? Cox reveals how Kojima urged him to redesign a once "barbarian" Gabriel and how the game was nearly canceled a year into development in our conversation below.

Joystiq: How did poor critical reception of past 3D Castlevania games influence perceptions of this project? How did you pitch this game to senior Konami management?

David Cox: I think there was always a desire to make the game 3D. I think people thought that in order to attract a mainstream audience, it had to be a 3D game. I personally love 2D games, but the fact is the market for 2D games is tiny. Most people want to play a 3D action adventure game with impressive visuals, etc. etc.

I think for us, one of the things we found in hindsight is that the previous games tried to emulate the 2D games -- basically: turn the 2D games into 3D. We felt that wasn't the way to go. We felt the way to go was to boil down Castlevania to its core tenants, and create a 3D game from there. Sure, it's a brave decision, but we needed to be brave, and we needed to have the freedom to do what we wanted to make.



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