Live Dante's Inferno interview

Top-dog Jonathan Knight was very chatty.

Jonathan Knight, the executive producer and creative director of Dante's Inferno, has been answering your questions live on Eurogamer today.

He was on superb form and typed very quickly, which rather impressed us - as did his open and honest answers.

The interview with Jonathan Knight winds down a week of Dante's Inferno coverage on Eurogamer. This has included our hands-on impressions as well as features on adapting text for telly and what lurks inside the game-artists' minds.

And we've got one last bit of coverage tomorrow, as Johnny Minkley fronts the latest Eurogamer TV show from Florence - birthplace of Dante Aligheri and our favourite Pizza Express pizza.

Read on for the full transcript of our live interview with Jonathan Knight. The earliest questions and answers are presented first.

Our live coverage of this event has finished.



Super Moderating Hero: Hello, Eurogamers. Jonathan Knight is with us now and we're nearly ready to begin.

We know we've drowned you a bit in Dante's Inferno these last couple of days and we're very nearly almost sorry. But we know you can think of something to ask, so get stuck in!

ChthonicEcho certainly has a lot to say.


Super Moderating Hero: Let's begin! First things first, Jonathan, can you tell us a little bit about yourself and why you are so very famous?

Jonathan Knight: I'm often mistaken for Jonathan Knight from the "New Kids on the Block". Brother of Jordan Knight. I think that's why I'm so famous. Just kidding!

Well, briefly, I'm an executive producer at the Redwood Shores studio of EA. And I'm currently producing and directing the new game Dante's Inferno, which is a really bold and exciting project.


Normally, it's the job of a teenager bored in class to imagine the protagonist of an otherwise dull literary work to spew corny one-liners while mowing everyone down with a minigun. How did this idea came to be?

Jonathan Knight: Well my first idea, frankly, was to make a game set in the afterlife. But the medieval afterlife, you know. I was really interested in how the medieval mind thought about death and the afterlife.

Given my somewhat literate background and education, I suppose (I studied theatre and literature in graduate school), I immediately thought of Dante's Inferno. Dante has given more thought to the medieval world view of the afterlife than anyone.

So I figured it would be best to go right to the source, and after reading the poem a couple of times, I just knew there was a game in there.


Did you decided to clone God of War first, or did you decide to make a game based on the Inferno first?

Jonathan Knight: Well we didn't decide to clone God of War exactly. We decided to do an epic action/adventure game with melee combat, and we wanted it to be highly responsive, really fun, run at 60Hz, and have crazy monsters.

There are a few games that do that well. Our own Lord of the Rings games, built at the Redwood Shores studio, did that well too.

Of course we've all played God of War and are huge fans, and if those comparisons get drawn, it's extremely flattering.

But I think the idea of doing Dante's Inferno, and also doing it as an action game, came around the same time.


A video game based on The Divine Comedy could have been a point-and-click adventure, an RPG, a first person puzzler and/or platformer... even a racing game, if one really tried. What has prompted you to choose the genre that you did?

Jonathan Knight: Honestly I want the game to be accessible to lots of gamers, and the action genre - particularly an action game that has friendly, fluid controls - is a great way to do that.

Really, it's just the game that I think will be the most fun to play. The most heart-stopping.


Super Moderating Hero: If we bought Dante Alighieri back to life, and presuming he spoke English, what would he say about your interpretation of his poem? And what do you say to fans of his work claiming that you're pillaging a classic?

Jonathan Knight: The thing about Dante Alighieri is that he also wanted his works to be consumed by a large audience.

He was extremely unusual in that he wrote in the Italian vernacular of the time. He didn't write in Latin, and he didn't write something that only the monks could understand.

He's similar to Shakespeare in that way, who would go on to help solidify the English language a few centuries later, but who also expected his works to be consumed in a loud, raucous, bawdy, open-air theatre with people throwing stuff on stage.

We don't think of these guys this way anymore, because we are forced to study them, and their language seems so inaccessible.

So, while it's impossible to truly guess what Dante would think of what we are doing, I have a general feeling that guys like that would probably be drawn to videogames if they were working today, because they were always about what's new and cool.


Did you ever wish your parents had called you Michael? Also, The game - What names were you thinking of before Dante's Inferno was settled on?

Jonathan Knight: Man, for most of my childhood I had to endure that joke. "What's your name?" "Oh... just like Knight Rider!" groan

As for the name of the game, I never thought of any other name besides "Dante's Inferno". That's the name it's always had, and that's the name it will ship with. I seriously want to do a videogame version of the poem. I don't just want to borrow the name.

For me, a few things happen in the poem, and I want to capture them all in some way.

First, there's the adventure aspect. Sure, Dante is kind of a wimp in the poem, and he's a hero in our game. But he is still traveling down through nine physical circles of hell, and describing and incredible setting with incredible monsters. We are going to be very faithful to that aspect.

Second, he stops and talks to Shades along the way... the damned souls of Hell. We are going to be basing our Shade encounters very much on the poem. (We won't have Dante rambling on for hundreds of lines, so expect an abridged version!)

Third, Virgil will be a guide and narrator, and when he talks, it will be from the poem.

All those aspects will be there.

What we have changed, primarily, is the core story - making Dante into a more interesting, conflicted hero character, and giving Lucifer and Beatrice bigger, more dramatic parts.

We had to do that, in order to give a sense of conflict and drama, and I think people will really enjoy where we've taken the story, and I do think it's in keeping with the themes of the poem.


I'm hearing a lot of comments from people on the forum I frequent, saying they'd be happier with this adaptation if you'd simply titled it 'Inferno' and dropped the explicit reference to Dante. Had you considered a move like that? Is the title still open to such a change to placate the English students?

Jonathan Knight: First of all, the title of the poem isn't "Dante's Inferno", it's "Commedia". Then later, it became "Divina Commedia", or "The Divine Comedy". It's in 3 parts, and part 1 is entitled "Inferno". So calling it "Inferno" would actually be closer to the original literature!

We have come to commonly refer to the first part of the poem as "Dante's Inferno", but that's a phrase that came much, much later, after Dante was long dead.

I think it's important to call it "Dante's Inferno" because the game and the story are really all about one man's Hell - Dante's. As you'll see when you play the game, it really is HIS hell, apart from anyone else's. And I like that double meaning.


What have you learned from Dead Space that you will bring into Dante's Inferno?

Jonathan Knight: I do want to clarify that while many people who worked on Dead Space are working on Dante's Inferno, it would be more accurate to call the team the "Dante's Inferno team" than the "Dead Space team". But we are working down the hall from each other, share the same technology and central resources, and collaborate on lots of things.

Also, the GM of the studio was formerly the EP of Dead Space, and he is really driving us to be one unified studio with a shared set of values and goals. Which is awesome.

As for the question specifically, we've learned a ton from that game, but primarily the value of polish. That game is really polished, with love, care, attention to detail, artistic sensibility, and that's a big reason people love it. The audio is also amazing. You can expect all of that from Dante's Inferno.


Hell is something a lot of people take seriously, especially in the US. Are you at all prepared for the inevitable religious backlash?

Jonathan Knight: Believe me, going through the process of building a video game from scratch at a major publisher, getting it funded, and seeing it through to launch... that experience prepares you for anything!

I don't think too much about that, frankly.

We are not taking some particular point of view with this game. It's not a statement or a religion, or anything like that.

It's an adaptation of a literary work that has been around for 700 years, and if someone is OK picking up that book and reading it, then they should be OK playing the game.


Super Moderating Hero: Beast riding, one of your star attractions, will also be a key part of God of War 3, one of your star rivals. Did that recent revelation catch you by surprise? What will win back the upper hand?

Jonathan Knight: We're not out to compete with God of War 3 feature by feature, let me just say that. Beast riding has been in our design from day one, which goes back to 2007. Beast riding is also in lots of other games... like, say, Crash of the Titans!

We think it's a really fun game mechanic, that makes the player feel powerful, and we're going to use it in ways that are unique to our game and our levels.


Quick Time Events..... WHY?!?!? Surely a new method of killing off large enemies could be explored where each is like a little puzzle, ala Shadow of the Colossus?

Jonathan Knight: Well, we have a way to go still, the game won't be out for at least a year, so I suspect we will be evolving those where we can. We've got the basics in there, and QTEs are fun and they do work. We want to build from that.

I don't, however, want to put in a mechanic that's different, just for the sake of being different, only to find that it confuses and frustrates people. So it's a balance.


Do the levels have a definite path that must be adhered to, or are players free to choose their own way through, to a degree? I ask this, in light of some interesting images from the game that have been released, featuring irregular locations.

Jonathan Knight: I'm really, really excited by the level design in this game. We have an amazing level design team.

Fundamentally the game is linear, so it's certainly not an open world game.

However, the designers are really putting a lot of care and attention into every part of the levels, and that means lots of what we call "Beta paths", secret locations, surprises, etc.

Some areas will be more adventure, some will have puzzles, some will be combat, some will be big action sequences. The goal is to make sure that it's always interesting, that you don't start seeing the same patterns over and over again, that you don't get lost, confused, or frustrated. It's meant to be entertainment, after all!


Have there been any challenges in the development of the game and have any concessions been made? Or is everything falling into place up to now?

Jonathan Knight: I never get complacent, and nothing just falls into place. Believe me, I want this thing to be as great as it can be, and that means constant challenges. EA has been giving us the time, talent, and resources we need to do that, so I would say so far so good.

One of our biggest challenges is that the game will run at 60 frames per second. This was very important to me from day one, and this is what we will ship. I don't think many games achieve that on PS3/Xbox 360, but the ones that do are just so damn fun to play. The fluidity, the responsiveness, are just so important to the experience, especially when you're doing a lot of fast-paced fighting.

I don't think we will ultimately sacrifice anything to achieve this, but it changes the way we work, and the art pipelines and so forth. So we are taking a little longer to get to what will eventually be the final "look"... and we appreciate people's patience with work-in-progress screenshots that don't ultimately represent the final look of the game.


Since the first game seems to cover the first part of the Divine comedy, I guess sequels are planned? Yes? They are, aren't they? Go on, tell me!

Jonathan Knight: I'm not going to lie and say I haven't thought about it. But I can be completely honest and say that EA has no plans at this point in time for part 2. We've got a game to make!


On the issue of overly-accessible controls and how they can affect a game, making it too easy. A recent example would be the latest Prince of Persia, where some gamers felt it controlled like a glorified quick-time event, whereas a bare minimum of input (thankfully without those hideous screen prompts usually associated with QTE's) would lead to a series of complicated moves. It may be too early to ask, but how much accessible do you plan Dante's Inferno controls to be?

Jonathan Knight: It's a great question, and we are very mindful of just this. I personally didn't get through all of PoP for very much that reason, despite the fact that it's a gorgeous game.

Here's what I can say. There will be difficulty settings. So that will help. There will be depth to the combat system, such that on an easier difficulty, you can get through the game, enjoy it thoroughly, without going deep. But on a harder setting, you won't be able to beat it without going deeper.

We have many of the systems working now, and as journalists play it more and more throughout the year, I think they will enjoy seeing how it evolves, and I suspect we'll end up with something that a range of gamers are going to really like.

And God of War is NOT the only influence on the combat system as it evolves, I promise!


How violent is the game at this stage? Dead Space was a great throw back to the times when you could shoot people into tiny bits and I really enjoyed it, can we expect the same level of violence from this underworld romp?

Jonathan Knight: Well, it's a game set in hell, and Dante has a Scythe the size of a sailboat on his back, so it's pretty... let's say, satisfying.

I'm not out to make gore for gore's sake. But the material demands a certain level of death and destruction.


Was there some other old literature epics that you considered that would make a good game before you settled on Dante Alighieri's writings? Paradise Lost?

Jonathan Knight: Great question, and the answer is yes. Not Paradise Lost particularly. There's a film script floating around Hollywood based on Paradise Lost, and some people tell me the movie is going to get made, and others question whether it will. But it's just not as interesting for a game as Dante's Inferno is.

There are a few others that I think would work, but I'll probably get in trouble if I start rattling on about that.

What I will say is that BioShock borrows heavily from Atlas Shrugged, and that was a big influence on me. I thought, "hey, those guys are doing Atlas Shrugged! Cool!" For them, it was more borrowing ideas here and there, not an adaptation, whereas I'm sticking much more closely to the original work.

But I do hope that games reach the point where it's commonplace to go back to the classics and re-imagine them. Films have been doing this for a long time, and it's wonderful. There are also lots of ways to do it, it doesn't always have to be a direct adaptation.

I think game stories, characters, worlds, etc., can benefit from legends and literature that have worked for hundreds of years. There's some great stuff in the minds of some of these writers.


Super Moderating Hero: What can you tell us about the movie? Are you involved and helping? Are you sharing assets? Will both projects follow the same story? Are you under any creative restraint because of the film?

Jonathan Knight: There haven't been any official announcements about the movie project. There was a leaked story late last year about Universal acquiring the rights to make a movie based upon the game. That is certainly true, it would be weird to deny it.

What I can say is that this is a game property first and foremost. Any movie that might be under consideration has no impact on the development of the game.


Super Moderating Hero: Will there be multiplayer?

Jonathan Knight: We are looking at ways to appeal to the connected consumer (sorry for the corporate speak), but we don't have plans for true multiplayer as such, no.


Why does the beast at the end of the trailer look like a GIANT MOUTHCOCK? What is all that pink stuff?

Jonathan Knight: Hehe, nice. That's a sneak peek at Gluttony, the 3rd Circle of Hell.


Will there be any kind of loot in this game - Dead Space had some kind of slight RPG style inventory system, any chance we could expect depth beyond simple hack and slash in this mode?

Jonathan Knight: Yes. The currency of the game is the souls you collect by killing stuff (and also in other unique and interesting ways throughout the game). You'll spend those souls on upgrades. I don't have a lot of details to give at this time, unfortunately, but the goal is to give options that would appeal to different play styles, yes.


Will there be any kind of loot in this game - Dead Space had some kind of slight RPG style inventory system, any chance we could expect depth beyond simple hack and slash in this mode?

Jonathan Knight: I guess see answer to previous question.


What do you plan to do to keep us all interested and excited up until the game's release?

Jonathan Knight: We plan to release concept art, screens, videos, do interviews, hold a community day, make lots of noise at all the big game industry events, and basically celebrate the development of the game. We will eventually have a website at, right now there's just a one-pager there, with a sign-up. But that site will be sweet, with lots of fun stuff and updates.

My hope is that games who are excited to see where we go with this form a community, get engaged with our website (once it's up), tell us what they think, and even help shape the game as it's made.

I worked on The Sims years ago, and one thing I loved about that great franchise is that the community that plays it really has a strong hand in the choices the development team makes. I carry that attitude forward. We read the boards, we listen - it's not always fun when the comments are on the harsh side - but it's great to get that feedback so we can fold it into our choices.

So keep it coming!


Super Moderating Hero: Can Eurogamer be in your game, Jonathan? We've done some voice acting before, you know, and we're very dedicated.

Jonathan Knight: If the unions permit me, yes.

Super Moderating Hero: Excitement!


Super Moderating Hero: Looks like we're drawing to a close. You've been quite spectacular, Michael Knight, as lots of our readers are pointing out. Time for our routine closer - would you rather have lasers for eyes, or be able to turn invisible?

Jonathan Knight: Turn invisible. I'm creepy like that.


Super Moderating Hero: Lovely stuff. Thanks ever so much, Jonathan Michael Knight.

Jonathan Knight: My pleasure! Thanks for the opportunity to talk about the game!

Latest comments

Sign in to comment on this livetext.
    Chupakun 12 years ago
    A game lying somewhere in-between Folklore and The Longest Journey is what I would have liked to see from Dante's Inferno.
    Genji 12 years ago
    "Genji- how the hell would you know if dante would like the game or not? At least he said he can only speculate- and if dante wanted his works to reach as many people as possible, and if he was open to new ideas and mediums, it stands to reason he would probably be in favour of this, if that was indeed his personality."

    That was a joke. Maybe a winky would have made that clearer.
    Genji 12 years ago
    Yeah, Dante would love this game. He come out of his grave and happily pwn some skeletons if his arms wouldn't fall off.

    "I just find it incredible how much hate this game is receiving. Is it an EA thing? 'Cos, ya know, that was sooooo 6 years ago or whatever."

    You mean in this thread? The other threads? I haven't seen nearly as much as you seem to have. Sure, there have been some (such as me) who questioned why the game needed to be called "Dante's Inferno" when it's basically nothing like it, but I haven't seen a lot of "hate".

    And it's hardly incredible, either. If you love a book, and it's being adapted into another medium, isn't it natural to worry whether it's going to be at least a little bit faithful to the original?

    Frankly, I find it incredible how much love this game is receiving. It won't be out for at least another year, and we know next to nothing about it - yet there's a whole team of people (not you, as such, but various posters in other threads) ready to jump down the throat of anyone who wonders about one of the only things that we do know about the game - the source material, and the justification for its use.
    Cheeky 12 years ago
    I just find it incredible how much hate this game is receiving. Is it an EA thing? 'Cos, ya know, that was sooooo 6 years ago or whatever.
    darleysam 12 years ago
    CountFapula, I'm assuming this bit "(especially where he corrected one guy on the game's title- classic! :D)" is aimed at my question. Just wanted to say that personally, I'm fine with it being Dante's Inferno and well on-board with this game. It's the "English majors" on m'forums who are the ones protesting about how it's a travesty. Apparently anyone who hasn't studied English is too dumb to figure out why it's offensive.
    kangarootoo 12 years ago

    P.s., with such subjective terms at the heart of the bet, how would we know for sure who had won?
    Corben_Dallas 12 years ago
    BURN THE HERITIC!!!!! ]:)
    kangarootoo 12 years ago

    Oh man, I was just poking fun at your excessive number usage.

    "that it not that good, and the hype machine will ruin any other chances of this being good for what it is"

    These are two different things really. It might very well be a good game, but if people are promised the moon on a stick I totally agree that the resulting (however tasty) toffee apple may not seem that great when it arrives.

    I'll bet you 50 internet pounds, underwritten by the bank of google.

    "(it's 'transient', it seems) "

    Noooooooo!! You see, this is why english is such a ridiculous language. It is packaged together from about 14 other languages, and never consistently obeys the rules of any of them. That is what you get when you go around pillaging and empire building I guess.

    Omniscient, science, prescience. These are all perfectly respectable words. What makes transience so special eh?

    Stoopid english.
    LowEnergyCycle 12 years ago
    "Did you tell him to make System Shock 3 like I asked."

    I was so very very close to making a similar comment a few days ago when I noticed there was an absurd amount of coverage for what looks to me like a totally sub-standard GoW clone - one that I know I'll never buy, simply because it's not my kind of game. This interview hasn't changed my mind at all.

    I can't help but think that Dead Space was their attempt at SS3. And in any case, I'd feel safer if they sold the license to 2K so that Irrational could give it the justice it deserves.

    Totally off-topic. Many apologies.
    marilena 12 years ago
    /googles 'transcient'


    (it's 'transient', it seems)

    Well, in the grand scheme of things, nothing matters. But rather then getting into some existential angst, I prefer to express my unimportant opinions about unimportant games on unimportant Internet forums of this unimportant planet :p.

    /considers adding more smileys to avoid "most pretentious post of the year" award

    :p :D :o
    joe90 12 years ago
    kangarootoo 12 years ago
    "But the anti-backlash-backlash is still more retarded than the backlash"

    Awesome sentence.

    I think my point really is that it doesn't matter that much either way. This game doesn't put my nose out of joint, neither did George Lucas milking StarWars.

    It all just transcient creative output. If it makes people happy it has achieved the only real purpose it ever had for existing. Its all dust and ashes in the end.
    marilena 12 years ago
    Also, if Dante was alive today and a game designer, he would make an awesome original game. An accessible one, yeah, but not an accessible rendition of a classic book. Maybe Dante would have invented the Wii :p. but then, possibly not, as he still kind of had a lot of things he wanted to express that a simple game could not convey. Maybe he would do something really wordy and well written like Planescape Torment. I have no clue.

    But the anti-backlash-backlash is still more retarded than the backlash. It's defending the right to bastardize important cultural heritage and doesn't stop for at least a second to accept that people who don't like it have the right to not like it. Millions moaned when George Lucas bastardized his own heritage, but if someone is doing that to a 13th century poet, it's allright.
    kangarootoo 12 years ago
    "I can say with at least 99% certainty, that this game will NOT live up to its expectations, and in fact will struggle to get 6/10."

    Well, except you can't can you. Simply writing something doesn't make it true.

    Now if you had written 8% certainty you might have made a point, but using ridiculous numbers hinders rather than helps you. 99% indeed.

    Ah, but now I think on it, maybe you are right. Or half right. Your expectation of this game are low, so you maybe predict the outcome with 99% certainty... except if your expectations are low it probably WILL live up to those expectations in your eyes. If it failed to live up to them it would in fact be GOOD.

    Which means you think this game will be awesome! Well thanks for sharing your enthusiasm with us.
    marilena 12 years ago
    He was all right.

    I have to reject my classification as a retard. I had legitimate concerns and only the final game will prove to me that they deserve to use the name. I will concede that for now he earned a reprieve from me. I'll wait and see.

    Also, re QTEs: I don't think they are ideal, even in God of War; but at least God of War makes the best of them:
    - They are consistent, so they feel more like mini games than random button press requests.
    - They have spectacular results.
    - They don't start surprisingly. Hear that, Resident Evil 4?!
    - They aren't so hard to become frustrating, but also not stupidly easy.
    - They aren't the main component of the game. There's still significant actual combat gameplay and a lot of other stuff. They just spice certain things up.

    So, I think there is a reason why most people accept (not greet with glee!) them in God of War and despise them in other games.
    kangarootoo 12 years ago
    Gah. The post I made last night got lost. Stupid internet.

    I liked this interview. It seemed top me he knew rarther more about the subject matter than a lot of those shouting heresey.

    This bit in particular.

    "The thing about Dante Alighieri is that he also wanted his works to be consumed by a large audience.

    He was extremely unusual in that he wrote in the Italian vernacular of the time. He didn't write in Latin, and he didn't write something that only the monks could understand.

    He's similar to Shakespeare in that way, who would go on to help solidify the English language a few centuries later, but who also expected his works to be consumed in a loud, raucous, bawdy, open-air theatre with people throwing stuff on stage.

    We don't think of these guys this way anymore, because we are forced to study them, and their language seems so inaccessible."

    So if Dante was around today, he might look at some of the dissenters from previous threads and tell them to get over themselves and stop whining? If I believed in reincarnation I might think I was Dante born again (only without the poetry skills).
    ChthonicEcho 12 years ago
    Really? From the interview, I saw a 7/10 game, at least.
    joe90 12 years ago
    I can say with at least 99% certainty, that this game will NOT live up to its expectations, and in fact will struggle to get 6/10.
    ChthonicEcho 12 years ago
    Clearly, you don't recognise a joke when you see one.
    Hunam 12 years ago
    Did you tell him to make System Shock 3 like I asked.
    ChthonicEcho 12 years ago
    Well, now that he faced my questions, he most likely will hate EG now.
    darleysam 12 years ago
    Hey, I've enjoyed this week's worth of stuff. I've been really interested in this since I first heard about it, and seeing more about it has been great. Don't forget that negative comments always get shouted louder than the praise.
    Bertie 12 years ago
    Lol, I wanted to made a comment and sent a question instead! The comment was that I'm starting to warm up to the guy. The questions haven't been easy at all, but he answered them straight on.

    Oho! I put your question/comment to him, too! He didn't say anything... :)
    Chufty 12 years ago
    Sounds like a nice chap. I will watch this with interest.
    marilena 12 years ago
    Lol, I wanted to made a comment and sent a question instead! The comment was that I'm starting to warm up to the guy. The questions haven't been easy at all, but he answered them straight on.
    Machetazo 12 years ago
    "Well, we have a way to go still, the game won't be out for at least a year"

    huh? :o ok.
    kangarootoo 12 years ago

    I missed the other thread (I kind of stopped reading them as I'd been waving the pro-EG coverage torch a little too enthusiastically in previous threads), but thanks for responding. I'm sure a lesson has been learned :)
    ps3owner 12 years ago
    we are all paranoid that's the problem ;)
    ChthonicEcho 12 years ago
    God damn it, why was I mentioned? I asked only 7 questions!
    haowan 12 years ago
    What are the crates in Hell made from? Do they have a special Circle where people manufacture these crates?
    haowan 12 years ago
    I'd like to know if the decision to clone God of War came before or after they sought to plunder the public domain for IP that could compete with it.
    robg 12 years ago
    Aww, I feel bad now. Carry on guys, you're still the only one I run to. For gaming reviews.
    rauper 12 years ago
    As per the other thread; we got a great opportunity to go meet the developers before everyone else and put together a week's worth of content from the trip - and thought it'd be a good idea to drip-feed that through the week. Clearly we misjudged the situation :) But hopefully this livetext will be a good opportunity to get some of the more sceptical people's questions answered.
    kangarootoo 12 years ago
    Even I have to admit this Dante coverage is starting to feel like an ice cream van rolling through the vatican. You would think EG had never seen a game announcement before.

    /insert joke here about changing their name to
    Yossarian 12 years ago
    I personally am delighted that Eurogamer are going all out to bring us more information about this top title.
    glaeken 12 years ago
    I think the coverage is a little OTT given its still a year off release. I would rather not see this level of coverage until the game is a month or so off release.

    This really early coverage can back fire if the game ends up getting delayed.
    robg 12 years ago
    Finally, some coverage of this...well, it's not just a game, is it. It's frankly the key turning point of all of our lives.