Dante's Inferno
Go to Hell.
You have to wonder why it hasn't happened more often. Plenty of games have been 'inspired' by a good root around the library, but wholesale appropriation of literature has never really been the done thing. Could EA, then, not exactly known as a creative trend-setter, become just that with Dante's Inferno?
Glen Schofield, boss of EA's Dead Space-making Redwood Shores studio has got the bug. "You look around and there are some [books] that I won't mention, but you go, 'wow, I wonder whey they haven't made a game out of this before'," he tells us. "And I'm not mentioning them because I want to make games out of them. But this would be one of them. It's a great idea; it's brilliant."
We agree. Inferno, the first part of The Divine Comedy, scribbled down by Florentine poet Dante Alighieri in the early 14th Century, is as good a pitch for a videogame as you'll come across. A strong lead; a wise sidekick; a damsel in distress; a mesmerising array of enemies; nine vividly described levels; and the best end-of-game boss ever. Better than Halo.
And EA isn't the first to notice. Back in 1986, Denton Designs had a crack at the raising hell on C64. So without knowing a thing about EA's take, using today's tech to recreate Dante's journey through the nine circles of Hell is a mouth-watering proposition. Having seen it and played a chunk, it's a total no-brainer.
Over the course of the week, we'll be taking an in-depth look at the game through various features, a Eurogamer TV Show special, and a live interview with the team. (And, if you haven't seen it yet, we've got the world-exclusive first showing of the twisted new teaser trailer
. But today, we're focusing on the most important bit: how it plays.

'God of War meets Dead Space' was the phrase being whispered around the Internet ahead of Inferno's official unveiling. By the time we see the game, the influence is practically screaming out. Make no mistake, this is God of War, set in Dante's Hell, made by the Dead Space team. And if that doesn't get you excited, check your pulse.
EA's is unabashed by how brazenly Inferno wears its primary game influence. Indeed, the team claims it would be "incredibly flattered" by any comparison to Sony's great action series. But it's a mark of the fellow Californian developer's confidence that it has the temerity to take on God of War at its own game, with the absolute conviction that it can beat it through a combination of Dante's narrative universe, and the talent of the team.
If you've ever played God of War, you'll know exactly where you are with Inferno. And we mean exactly. X to jump, circle to grab, heavy and light attacks mapped to triangle and square, block and special attacks on the shoulder. Sounds familiar, doesn't it? In short, it's set-piece-driven, third-person action, employing the now unmistakable blend of melee and magic attacks against enemy hordes of all shapes and sizes.
The setting for Inferno is Dante's pursuit of his beloved Beatrice through the nine circles of Hell, after she is murdered by Death and her soul dragged into the underworld. In the literature, Dante is accompanied by the Roman poet Virgil, who guides him through the gates of Hell and down towards Lucifer at its centre. As you might imagine, a 14,000-line conversation between two poets isn't quite like watching Commando on fast forward, so EA has used a little artistic licence to beef up Dante and turn him into a throbbing, thrusting action hero.

Rocking it in Crusader chic and armed with Death's own scythe (which you get after bumping off the girlfriend-killing fiend during the tutorial level), digital Dante certainly looks the part. His arsenal is completed by a Holy Cross, given to him by Beatrice, which is used mechanically for magic attacks, but we're told it also plays a crucial narrative role in the full experience.
At the global unveiling, appropriately held in Florence, we get to play through a single section of the game, level three of the game proper, just after Dante has chased Beatrice through the gates of Hell (which Knight describes as "a bit like King Kong", presumably for those of us who only ever read The Sun).
Before the playable stage, there's a suitably dramatic cut-scene rendered in a distinctively charming medieval tapestry style, with stirring music and extracts of the poem intoned with ecclesiastical menace. Disappointingly, we learn that the animations are only placeholder, with the usual ILM-smashing CGI mini-epics promised for the final release. We don't doubt that these will look spectacular (as the trailer
attests), but it's not always necessary to throw money at an effects studio to make an impact. Sometimes less is more.
Control of Dante is fluid, responsive and satisfying. Initial waves of enemies, skeletal fiends that spawn from the ground like a Harryhausen movie, are thrown our way to get a feel for the controls. As with God of War, you can mash your way through these encounters untroubled, but your attacks can be finessed with mid-air grabs, throws, juggling combos and so on. And he's an agile chap, too, clambering across walls and up and down ropes with athletic ease.
The homage to Sony's title continues in the Cross-shaped status bar in the top-left, with two energy meters - one for health, the other for magic - replenished by collective coloured orbs left in the wake of dispatched foes, or prised out of chests with a few rapid taps of the circle button.
You'll gain more magic attacks as you progress; the only one available to us is Lust Storm, which produces a shimmering burst of supernatural energy to get you out of a tight spot; but we also saw listings for Sins Of The Father, Heart Of Cerberus and Suicide Fruit, which sounds like the cocktail menu in a goth pub.
The game's not out for at least another year, but is already encouragingly locked at 60 frames-per-second. And with Dante as level designer-at-large there's no excuse for a single wasted pixel in the construction of this virtual hell.

Even in a brightly lit room with multiple demo units and no headphones, the overall effect is powerful and compelling. The orchestral score is nothing short of stunning, swelling up and down with the tides of the action, strings thrashing wildly to high drama, and murmuring portentously during a carefully positioned lull. Sensibly, Virgil doesn't accompany you in-game; instead he plays the role of the omniscient narrator, booming out relevant chunks of verse at key moments during the action. It's all fabulously atmospheric.
Structurally, the playable stage sticks stubbornly to last-generation paradigms: clear away enemies; scoop up orbs; move on to next area; repeat. And progress is occasionally artificially blocked, by a wall of fire, for instance, until you've bumped off everything on-screen that moves.
This would rapidly prove a tedious formula were you simply slashing through samey sections and identikit foes over-and-over again. But at the core of Inferno's creative brief is a commitment to variety, surprise, freshness.
Knight tells us: "Obviously we want a game that feels absolutely long enough so that you feel you've completely got your money's worth. That goes without saying. But more important than length is that every level and every zone of every level gets attention from a designer. The way we work is each zone, even if it's just a combat arena, there's something about it, some object or some configuration of the enemies of the chest, or there's some little puzzle element to it or some secret area or clever way of moving the camera... Something that makes it unique from every other zone of the game."

It's the Gears of War 2 model: create a relentlessly spectacular, set-piece rollercoaster of a blockbuster, and gamers won't care if the core gameplay remains largely unchanged throughout.
"That's what I think people deserve," Knight adds. "That when they play through the game it's constantly fresh and you don't get bored and you don't feel you seeing the same patterns over and over again, and that the mechanics are being used in new and fresh ways every time. It's that novelty that we're going for and I think we've got the right design team to do it."
Speaking of which, in addition to the core team which made the excellent Dead Space, EA has hired Steve Desilet, one of the lead level designers on the Half-Life series and Oddword: Stranger's Wrath, and Mike Cheng, who worked on Metroid Prime and was lead level designed on God of War II (aha!). Meanwhile, Renowned fantasy artist Wayne Barlowe (stayed tuned for an interview with him later this week), is on character creation duties, and Knight teases that he's co-authoring the script with an "Oscar-nominated writer". The message is clear: this is a major new franchise for EA, and it's backing it to the hilt.
Back in the game, we encounter our first taste of an interesting mechanic tied intrinsically to the poem's themes of death, sin, punishment and damnation. Faced with a demonic soul begging for your mercy you are presented with a 'moral choice': Absolve or Punish. The concept of free will is central to Dante's belief system; in the game, he is deliberately presented as a more flawed figure than in the poem. Elect to Punish and Dante slays the demon by jamming his Holy Cross into its skull. We're not able to try out Absolve, but are told it triggers a mini-game which, if beaten, rewards you with double the energy. The moral: it's harder to absolve, but the rewards are greater.
It's highly reminiscent of the choice mechanic in BioShock, but with most of the game still under wraps, it's unclear what wider impact your choices may have. Knight will only hint at potential complexities, revealing that what begins as story of rescue becomes one of redemption. It's "less about saving Beatrice and more about saving Dante," he reveals.
Either way, it's fun violently shoving the cross into someone's face. If the early encounters are satisfying if standard fare for any God of War veteran, the first boss scrap offers a glimpse of the huge scale that promises to define Dante. Charon, the mythological ferryman of Hades, is represented as a giant galleon in the sky, its head at the bow, the deck its timber ribcage.

As the vessel soars through the sky, Dante must fend of a couple of enemy waves. With the deck clear, the camera pans to the starboard as a huge, hulking beast clambers over the side. At least 10 times the size of Dante, and under the control of a regular grunt, straddling its neck, it's a formidable opponent that requires strategic use of magic attacks and evasive manoeuvres (the right-stick rolls). Wear it down enough and you enter another God of War staple: a quick-time event sequence. Pull this off and you'll athletically bound up onto the beast's back, kill the rider and seize the reins for yourself. In control of this lumbering monster, you have access to its powers, including a double-fist slam and fire-breathing. It's an effective change of pace and dynamic.
Swatting away the remaining deck-based demons, you turn your attention to Charon. We won't spoil this bit for you, but suffice to say it's a deliciously satisfying end to a battle, after which Dante leaps with the beast from the crashing ship, clambering up a wall and racing to safety as massive stone platforms crumble and collapse beneath his feet. Replaying the level, we notice Charon in the distance, sailing serenely across the horizon, which is a lovely design touch, hinting at what is to come.
Beast-riding will play a major part in the experience, we're assured; and if the new trailer
is anything to go by, expect memorable encounters on a Shadow of the Colossus scale.
The playable section ends abruptly with a swarm of a new enemy, blade-handed babies, with the piercing shrieks of newborns, that we instinctively wince at while chopping up. Yuk.
So, with over a year to go before release, this snapshot of Dante's Inferno is already slick, gorgeous, thrilling, atmospheric and highly enjoyable. There's clearly still work to be done: AI can be dopily standoffish in larger-scale rucks; melee attacks, particularly during the boss encounter, don't yet given an adequate sense of physical impact; QTEs need randomising; and textures are patchy in places. There's plenty of time to fix all of these issues, though; and in truth, it's not often we see such an assured presentation so far ahead of release.

But it's impossible to ignore the elephant - or rather, the Titan - in the room. EA is sticking so stubbornly to the God of War formula that it will absolutely be judged against one of the all-time great action series. EA knows this, of course, and is talking the talk. But with God of War III expected to release later this year, and including - lest we forget - its own take on beast-riding, EA will need to pull off a blinder at the first attempt to compete (at least on PlayStation 3, the exclusive home of Sony's title).
What we've seen so far has impressed, but it's what we've yet to see that will make the difference. The pedigree of the team is good enough; the scope and imagination of the poem even more so. And Dante is a far more subtle and compelling character than the one-dimensional angry-man routine of Kratos.
Medieval Christian mythology overthrowing the gods of antiquity? Now that would be poetic justice for Dante.
Dante's Inferno is due out on PC, Xbox 360 and PlayStation 3 in 2010.
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Comments (83) 3 years ago
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I'm looking forward to this very muchly after Dead Space being one of my top five games last year and I enjoyed the original God of War very muchly too.
If anything, it will be great for Xbox 360 owners since they don't have a God of War-like game on their system - but now they do!
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And when he's not cowering in fear or hiding, he's digressing on political matters.
Now, the setting is amazing, I agree, but still...
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Or your IQ. It might just be too high to enjoy this kind of game.
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now that would be awesome!
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I can't believe he can say that the game is a God of War ripoff that craps all over a highly esteemed piece of classic literature for no good reason, and then to tell us we should be thrilled!
"As you might imagine, a 14,000-line conversation between two poets isn't quite like watching Commando on fast forward, so EA has used a little artistic licence to beef up Dante and turn him into a throbbing, thrusting action hero."
Words fail me.
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Apparently I'm dead.
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Silly EA.
That being said... the Dead Space engine was lovely. More games from this team is a good thing.
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I do like the look of the giant fleshy cock beast though. Terrifying.
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]http://ww w.penny-arcade.com/comic/2008/1...[/link]
relevant
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Yeah! Thanks for the nod Eurogamer. I worked on that, back in 1986, when I were a lad.
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my thoughts exactly
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I have to agree. I've never seen an article like this in a long, long time, it totally reads like an advertorial. It's the kind of article that put me off IGN or Official [console name] magazines, so it's very disappointing to see it here.
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But you all play Age of Mythology, Titan Quest and *wink, wink* God of War.
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I hear the chiming of ten thousand spoons.
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The entire ancient mythology, the Iliad, the Odyssey...
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EG readers don't take no shit, are well read, and (moderately) intelligent adults.
What a fantastic community this is when your readers aren't afraid to call up the writers when they're talking shit!!
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...so if they rip off God of War (great), they'll have... Dante's Inferno (good?)
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-_-
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Also:
God of War bosses: awesome.
Dead Space bosses: toss.
Hmm.
I still genuinely hope EA make me eat my words and deliver a quality game. More good games=better.
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And what about the two other parts, Purgatory and Heaven? Will those be sequels, battling God and his angels as the Endboss of Heaven?
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As for 'oh this game pillages a text directly, but others which mish-mash culture are just so much more acceptable', whatever.
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This is rubbish. In the book, when Dante met Paolo and Francesca, he felt pity for them at this point he was warned there's only one person/thing that could judge someone and that was God himself. This means the game goes across one of the fundamental messages/themes of the books.
And don't even get me started on Beatrice as a "damsel in distress".
Fuck off EA - you could've made an awesome game without the need to rape a classic.
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Homer was an individual.
Both Homer and Dante were inspired by past tradition.
Q.E.D.
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But it does look like serious and spectacular fun, nonetheless.
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Which level am I going to?
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Royalties? You are joking right?
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Anyway, what I don't understand is what EA gains from plonking "Dante's Inferno" onto the title. I'd say that most of the people who have read it aren't interested in games in the first place, and those who are (like me) see no value in turning it into a balls-to-the-wall action game.
And those who haven't read Inferno won't get the references at all. So, who is this game being made for?
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So PS3 is the lead SKU then?
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I'm cringing. A year away? And it's doing stuff that other games did years ago? Dante gets faced with a moral good/evil choice? That will almost certainly just affect what magic he uses. Oh, and maybe two endings, but that will hinge on a single choice anyway.
Christ, I'm glad I still haven't wasted my money on one of these "next gen" machines XD
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EA has apparently made a fun action game, the author was impressed with the game, and you (mostly) all give him hell for enjoying an apparently entertaining game? How dare he!
Yes, this will have as much to do with the poem as God of War has to do with Greek mythos ("Pandora's Box? I know all about that! That's the only way to kill Ares, the god-dude that gives out Blades of Chaos to his soldiers, right?"
So the game must be crap, right? A game that draws the environments without the narrative of your fondest childhood memory (btw, if your most cherished childhood memory was reading the Divine Comedy, start fellating a shotgun right now because the future looks pretty friggin' dim for you) cannot, by definition, be fun from an action game viewpoint. Try to remember, this is EuroGAMER.net, not EuroLITERATURE.net. The author was commenting on the entermainment he received from the GAMEPLAY, not from how accurately the game mirrors the poem. I wouldn't buy this to avoid having to read the poem (too late anyway) -- I would buy this to kill BlackHats, and apparently I may have to consider at least renting this based on how fun the GAME sounds, not because intricate cantos make my nipples all pointy. The Bhagavad Gita would also provide a (blasphemously) kick-ass environment and "enemies" to blaze thru, but I wouldn't spend $60 to play a game where I talk to Krishna for a few hours.
And for all the Dante fans it the crowd -- did you consider that this might motivate some people (who obviously pale before your collective expanse of familiarity with needlessly intricate poetry) who haven't read the works to do so? I would think the thought of a new audience for the DC would be something you'd applaud.
oh, in answer to the snobs "why bother to even put the moniker on it?" question -- I'm guessing to stop all you from crashing the Interwebs when the game comes out with your witty "well, OBVIOUSLY the game is based on the Comedy Trilogy, as any schoolboy can plainly see" endless comments, which given how urgently you all rushed in to this preview to pat yourselves on the back for having read the fucking thing seems like a smart move on their part.
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If it turns out to be a decent game as well that's just a bonus.
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Seriously, some of these comments practically engender facewalling, let alone palming. Why? It's a bloody GAME, not a long, boring religious diatribe. Will it be fun? Will it keep me coming back for more? Will it allow me to scrap my way through the myriad regions of Hell whilst delivering a size-10 boot to its denizens?
In fact, do I give a rat's arse about the fact that it'll have as much in common with the original text as most of you lot seem to have with reality? No, not one iota.
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Yes, that's what I said in my last post on the first page.
So here's another problem: God forbid that EA "trashes" a man's opera (Dante's Inferno). But it's OK to turn upside down the tradition and mythology of ENTIRE FREAKIN' NATIONS (God Of War and many others).
But hey, since Dante already included half the Greek mythology in his Hell, I guess it actually is OK, right?
Wrong.
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Best comment of the thread. I couldn't quite believe the bile I was seeing, purely because someone had not authentically and faithfully interpreted an original work of fiction in a game of the same name (as if this would be the first time it had happened).
Its a new franchise, loosely based on a title that will extend its commercial appeal. They are associating with a semi-known name (semi-known amongst the kids of today) in order to increase their profits. No kittens were raped during the making of this game, no children were forced to work in salt mines. Its not even like they are raiding libraries and destroying copies of the original work. The worst that can happen is some dumbass kids who had never even heard of Dante's Inferno will now make an association with the name that is not true to the original. Well boo bloody hoo.
"did you consider that this might motivate some people (who obviously pale before your collective expanse of familiarity with needlessly intricate poetry) who haven't read the works to do so?"
I'm one of them. Clearly I am an un-educated imbecile (and all this time I thought I was getting along just fine), or maybe I was just reading Of Mice and Men at school when everyone else was digesting this. But now I am interested in reading the original, which is what I shall do. And then maybe I can join the ranks of slavering zealots that will defend a work of fiction as if it is their holy book.
/grrrr
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I'll be honest, I've never read the Divine Comedy. I don't really care that much about it. I just think that if one is going to stray so far from one's source material, which is, from what I understand from people who have read the work, what has happened here, one might as well drop the pretence of "doing it justice" or "adapting" it completely, instead of using it as a marketing tool.
Anyone saying shit like "boo fucking hoo" and "it doesn't matter" are just buying into EA Marketing's doublethink.
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I like you. You're funny. I like how you think I'm a snob because I said that I read the book. I'm sorry, I should have pretended that I hadn't. Or never joined a comments thread on said game, because obviously comments threads are only for unbridled enthusiasm.
This game doesn't offend me. Hell, if it gets good reviews, I'll play it, and probably like it. I just didn't see why they had to make a big deal about it being based on Dante's Inferno, when it's basically nothing like it. It'd be like if they made a Pride and Prejudice car racing game, or something like that. I mean, that'd be AWESOME, but it'd still have nothing to do with the book.
The enthusiasm in the piece does not bother me, but the trend towards glib, catchy quotes makes it read a little bit like an IGN piece. I don't like IGN. I'm sorry if that makes me more of a snob or whatever, but I don't like the writing on most American sites - IGN, Gamespot, Gamespy, etc. It's kind of why I'm here.
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"it's more to do with the lack of respect and understanding shown to source material"
"Don't tell me you never got upset because someone changed the ending when they remade a favourite film of yours, or added characters or plots that were completely not in keeping with the original work"
I understand the first point, and I agree with the second point. However, it is the degrees of upset that seems in need of calibration here.
I quote "most naive, drivelling, hyperbolic, asslicking, low brow shit". Really? Just because respect for the original (somewhat ancient, not even read by your good self) was lacking on the part of the developer and the author didn't try to hang them from a tree the way you would if you were in his shoes?
If you had written the article yourself would it have been a balanced interpretation of the software at hand (this was a hands-on, so gameplay is something that should be considered as well don't forget)? Or would the entire article have been a rant at the evil EA marketing machine?
"Anyone saying shit like "boo fucking hoo" and "it doesn't matter" are just buying into EA Marketing's doublethink. "
Its what I say when I see gross over-reaction, and I guarantee I started saying it way before EA brought their "marketing doublethink" to the party. I don't "buy into" shit like that.
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I quote "most naive, drivelling, hyperbolic, asslicking, low brow shit". Really? Just because respect for the original (somewhat ancient, not even read by your good self) was lacking on the part of the developer and the author didn't try to hang them from a tree the way you would if you were in his shoes?
Quite separate points actually - the tone of the article itself is fawning and laden with tabloidic horror IMO.
If you had written the article yourself would it have been a balanced interpretation of the software at hand (this was a hands-on, so gameplay is something that should be considered as well don't forget)? Or would the entire article have been a rant at the evil EA marketing machine?
I'm not a journalist. Neither is a film critic a director
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Maybe it is. Who knows.
"regardless the end result is pretty nasty to read, for me anyway."
/warning, slightly patronising commentary begins
Tbh it felt as though your opinion of the article was not based just on the words used by the author, but also a sub-agenda. I.e. objecting to the butchering of art by the EA marketing machine. It felt like you disliked the subject matter, and because the author liked the subject matter, your critical eye settled on his writing ability.
If he had gushed in the same way about Disgaea I wonder if your respone would have been the same?
/patronising commentary ends. Due apologies issued.
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Oo, what a giveaway!
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There is more than one way to skin a (skeletal hell zombie) cat. A game can be shit for many reasons, and equally a really good game can have some shit bits in it (plot and/or artistic merit being perhaps thew most common one in the whole business).
Artistically this game might be shit, but that is not the sum of its parts.
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It just seems too early to me for anyone to be venting spleen is all.
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As a game designer.
Here let me quote: "And the concept of free-will and the indeterminate nature of the afterlife is rendered, a little crudely, in a Bioshock-aping choice mechanic where Dante can either Punish or Absolve a wayward soul."
...seriously?
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In its defense (only just mind) it does use the term "a little crudely". So waffly as it is, its not all glowing praise.
Anyway, we are splitting split hairs a little here. And you know I like to just play devils advocate sometimes. So lets just agree it will probably be shite
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...seriously?
What I personally find interesting is just how crude and lazy this mechanic is in the first place! It's basically saying "in order to get the player to make moral decisions, we have to give them a forced choice at specific points in the game". I've been seeing this in subpar games for years. It's rubbish. Especially when those choices have very little narrative effect (because ultimately the ending will be decided by a single "do I kill my sister or not" choice anyway).
Funny thing is, I used to think Deus Ex was overhyped for its awkward illusion of free will (again, everything hinges on a single choice at the end, rather than a sum of your choices). Now I realise it was more clever than I gave it credit for. You didn't get a text box pop up and say "INFILTRATE AND TAZER GUARDS or ATTACK HEAD ON AND KILL EVERYTHING?".
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Furthermore, I've heard a lot of moaning and whinging about the game straying massively from the original material. While this is definitely true, you guys need to flippin' chill. Why are you getting so sensitive? You didn't write the blimmin' thing - you only read it. I mean, imagine how dull this game would be if it followed the original story. Now, of course you could argue that EA shouldn't have picked this piece of literature in the first place if they were going to deviate this much from the original material. But then, the atmosphere and tone of the poem is what's so enthralling in my opinion - EA seem to be faithful in that regard.
Finally, what's with all the hate towards this article? The guy liked what he played and he gets bashed for it? You people haven't even bloody seen any gameplay, let alone played it. Yet you've miraculously come to the conclusion that the game isn't worth it? Get over yourself. I'm not sure whether it's traditional EA hatred or just the fact that you're avid fans of the material, but I find it rather petty how you've jumped to conclusions already. Okay, so I expect a journalist to be objective a lot of the time, but what's wrong with him saying that he liked what he saw? He still posed his concerns anyway, so it's not like he was completely one-sided. Some people need to stop being so proud of themselves and accept that this game has every chance of being a success.
/Rant
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"Don't tell me you never got upset because someone changed the ending when they remade a favourite film of yours, or added characters or plots that were completely not in keeping with the original work? "
Absolutely I have -- Starship Troopers comes to mind. The difference being that movie was allegedly a retelling of the novel, and this game is not supposed to be the animated version of the poem, but a game loosely based on the game's environments and characters. EA isn't claiming the game is The Inferno, anymore than God of War is Greek Mythos.
@Genji:
"I just didn't see why they had to make a big deal about it being based on Dante's Inferno, when it's basically nothing like it."
From the Q+A present in the post, it didn't seem (at least to me) that EA was waving their arms bragging about how this was The Inferno brought to motion. They said the environment would make a cool game. Aside from giving credit to the source material in the title, where is the "making a big deal about it"?
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It's a semi-known name, but I don't think many people are going to look at it and say "Oh wow! I've always wanted to play Inferno: the game! I need to pick this up!". It might work as an RPG, if they updated the language a bit.
And I'm not confident that the game will encourage people to read the book. The descriptions of Hell and the demons are still memorable today, but they're supplanted by a lot of impenetrable, dry discussions about philosophy and ancient Roman politics. Anyone hoping for an action-packed romp through skeleton armies is going to be very, very disappointed. I wouldn't want to read it again, let alone encourage anyone else to!
Again, I'm not particularly offended by the release of Dante Goes to Hell: Rambo-style. I don't think Dante will be rolling around in his grave - I think he'd be laughing at this, actually. I just don't see what the reference adds to the game. A lot of modern depictions of Hell are based off Dante anyway, so it's not like this is ground-breakingly new, either.
Meh, don't mind me. I'm just putting thoughts and questions out there. This game might be good, but it's a bit early to tell right now.
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Will kids want to read the Inferno if they know about it? Dear God no. But the game might trick them into thinking its something its not, and by the time they realize its actually about as dry as dirt they may be so far through it they finish it anyway.
I'l certainly agree that the body of Inferno or the Comedy in toto is something most potential consumers (read: ignorant U.S. teenagers) are unfamiliar with, but I disagree that the Title carries no weight. While most uninformed consumers (see above) aren't familiar with the poetry, most people do know the name . . . even if they don't know crap about it. Personally, I think it carries alot of emotional impact -- "ancient", serious, deep, mysterious, scary, etc. I think kids will say "ooooh, this'll be some heavy shit!" just because of the assumptions they have about the title.
Now, when they find out King Diamond isn't in it . . . THEN they'll be pissed.
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Which level am I going to?
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Eighth circle bolgia 6 with your lead Cloak ill be joining you...
amazing book wanted someone to use this backdrop of hell for ages, it IS the best interpretations of hell ever described
and bollox to using Lucifer as a ladder out of hell imi gunna slay the gril and use his lifeless deamon body as a sledge out..