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Dantes Inferno

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Dante's Inferno

Evil Dead director tied to Dante's Inferno film adaption


Go to Hell ... Again
Sep 17
// Kyle MacGregor
Universal Pictures is looking to bring Dante's Inferno to a theater near you. The movie studio is reportedly in talks with Fede Alvarez, the director behind the recent Evil Dead remake, to adapt Electronic Arts' act...
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Visceral hiring folks for Dante's Inferno sequel?


Jun 30
// Nick Chester
Considering the relative success of Dante's Inferno (both commercially and for the most part, critically), it's not surprising to guess that Visceral Games might be working on a follow up. But a job listing making the rounds ...
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The Jimquisition: PLAGIARISM!


Jun 25
// Jim Sterling
When Rey Guitierrez asked me to do some video interviews at E3 I was worried, mainly because cameras make me nervous and I assume everybody will hate everything I say. Turns out people actually liked them, so I figured, what...
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Destructoid is giving away a Dante's Inferno "Trials of St. Lucia" poster (seen above) and five codes for the Dante's Inferno DLC on the PlayStation 3 this weekend! The poster was signed by various members of the Visceral tea...

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Dante's Inferno Avatar items feature best 'pet' ever


Apr 30
// Nick Chester
Likely to celebrate yesterday's release of the "Trials of St. Lucia" add-on pack for Dante's Inferno, a slew of related Avatar items have hit the marketplace on Xbox LIVE. Here's what's available: Dante Cap (80 MS Points), B...
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Lucia is no pushover in the Dante's Inferno DLC


Apr 30
// Hamza CTZ Aziz
The new Dante's Inferno "Trials of St. Lucia" DLC is now out and as the launch trailer shows us, Lucia is no pushover. In fact, she's an all around badass. I don't know, something about a gothic-like woman holding a giant sc...
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Get educated in game design with Dante's Inferno DLC


Apr 25
// Matthew Razak
While we were able to pick the brains of the guys behind the upcoming Dante's Inferno DLC, "The Trials of St. Lucia," the basic level editor that comes with the new gameplay hasn't really been laid out for all to see. No mor...
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Playing the Poem: a tour of Dante's Inferno, part three


Mar 31
// Joseph Leray
[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or...
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Screens of Dante's Inferno DLC show upcoming Trials


Mar 31
// Conrad Zimmerman
In the constant struggle to keep their game in our memories, a group of screenshots have been released for the two Dante's Inferno downloadable expansions. The Dark Forest, released early March did not manage to ste...
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Lead designer talks Dante's Inferno 'Trials of St. Lucia'


Mar 25
// Nick Chester
On April 29, Visceral Games and Electronic Arts will release "Trials of St. Lucia," a huge downloadable expansion for Dante's Inferno that adds a surprising new set of features. With the new content, players will be able to t...
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See Dante's Inferno 'Trials of St. Lucia' DLC in action


Mar 18
// Hamza CTZ Aziz
"Trials of St. Lucia" is the second DLC pack for Dante's Inferno and will be introducing online two-player co-op. The second player will play as Dante's Guardian Angel, St. Lucia. St. Lucia is based on the Christian martyr w...
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Playing the Poem: a tour of Dante's Inferno, part two


Mar 07
// Conrad Zimmerman
[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or ho...
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Playing the Poem: a tour of Visceral's Dante's Inferno


Mar 05
// Ben Perlee
[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware that it may not jive with the opinions of Destructoid as a whole, or ho...
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Mega64: How EA really made Dante's Inferno


Feb 22
// Hamza CTZ Aziz
THIS EXPLAINS EVERYTHING!!!
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God of War director all about Dante's Inferno


Feb 21
// Matthew Razak
The main complaint leveled at Dante's Inferno other than the fact that the game is bastardizing a great work of literature is that it is simply a God of War clone. We here at Destructoid found it to be a very good God of War ...
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EA marketing wins again with Dante's Inferno ramen


Feb 18
// Josh Tolentino
[As posted on Japanator] Think what you will of the game itself, but you can't deny that some of the myriad stunts pulled by EA's marketing department in promotion of Dante's Inferno were nothing short of inspired. Howev...
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Winners of the Dante's Inferno sin contest!


Feb 13
// Hamza CTZ Aziz
For our Dante's Inferno sin contest, we wanted you to take a picture or a video of yourself doing a sin. Thanks to AttentionUSA and Electronic Arts, the prizes were well worth the eventual damnation. First place prize of the ...
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Dante's Inferno-themed burlesque show in LA tonight


Feb 10
// Hamza CTZ Aziz
You like violent videogames?! Do you like religion?! DO YOU LIKE WOMEN GETTING NAKED?! Well if you live in Los Angeles, then you're in for a treat tonight. Devil's Playground Burlesque will be at the Dragonfly Nightclub on Sa...
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Schedule for Dante's Inferno DLC revealed


Feb 09
// Nick Chester
When it comes to downloadable content and Dante's Inferno, Visceral and Electronic Arts aren't messing around. In fact, according to a slip that shipped inside the retail game box, they've got it planned through at least thro...
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It's a Dante's Inferno mega giveaway of extreme awesomeness this week! Thanks to AttentionUSA and Electronic Arts, we're giving away a bunch of Dante's Inferno-themed prizes this week -- 19 prizes, to be exact! Up for grabs a...

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Dante's Inferno not coming to Middle East (legally)


Feb 08
// Jim Sterling
Surprise surprise! Dante's Inferno, a game about a mental Christian who carves a cross into his chest and visits a Hell full of big-breasted demons, is not going to be released in the Middle East. Apparently they might have s...
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Toys R' Us all about free stuff this week


Feb 07
// Matthew Razak
Here comes the deal train, hop aboard if you're looking for a free game, an Xbox 360 controller or action figures. Toys R' Us is holding a sale all week on every videogame in the store that costs $29.99 or more. If you buy th...

Review: Dante's Inferno

Feb 05 // Nick Chester
Dante's Inferno [PlayStation 3 (reviewed), Xbox 360 (reviewed)]Developer: Visceral GamesPublisher: Electronic ArtsTo be released: February 9, 2010MSRP: $59.99 First, let's deal with that elephant in the room -- Dante's Inferno borrows heavily from from predecessors like God of War, and similar games in the genre. There's simply no getting around it, and even bothering to try is foolish. But if you're going to wear your influences on your sleeve, you need to show and prove yourself... do it well, or do it better. In that respect, Dante's Inferno impresses, with solid third-person action that certainly feels familiar, yet throws in enough of its own tricks to make the action feel fresh and fun from start to finish. You'll use standard "light" and "heavy" attacks to wield Dante's scythe, a massive blade yanked from the bony hands of Death himself. The size of this weapon is evident in the gameplay -- it feels substantial with each blow you land, the weight of the weapon felt in every sweeping swing and combo. The combat is solid, unyielding, and deliberate. Compared to a recent title like Bayonetta, where the combat is fast and frantic (almost to the point of confusion), there's never a feeling of losing control when Dante's in combat. Dante also wields a Holy Cross, a ranged attack that can be used alongside his scythe. While the Cross can be used on its own to stave off enemies or clip the wings of flying enemies, it truly shines when used alongside Dante's scythe. Toss an enemy into the air and blast them with the light of the Holy Cross to keep them there. Or hop into the air and continue punishing them with your scythe before slamming them into the ground with the Holy Cross. Groundbreaking combat gameplay? Not really. But when it feels this tight, and this responsive, the "this is just like another great game" argument doesn't hold much water. It's a great thing the combat feels so good, because you'll be doing a lot of it. Yes, there's minor platforming. Sure, there are some puzzles Dante will have to work through as he makes his way down and through the circles of hell. But the focus here is most definitely on combat -- it's obvious that Visceral made this an early priority, and it shows. To keep things fresh, the game throws in upgrades via a skill tree, split into two paths -- Holy and Unholy. Progression is based on gameplay choices the player makes -- punish enemies and unlock upgrades in the unholy path; absolve them to continue on a holy path. Relics can also be equipped to augment Dante's abilities even further, which keeps the skill set feeling fresh up until the game's end. Visually, Dante's Inferno is stunning, both from a technical and artistic standpoint. Visceral's vision of hell -- based on Alighieri's text as well as a broad range of artists' interpretations (including its own) -- is as impressive as it is morbid and twisted. As you move your way through the circles -- from Limbo to Treachery -- the distinctions are clear, in both enemy design as well as the environments, many of which feel alive: contorted bodies and moving are part of the terrain, and you can hear their screams and howls echoing in the air. When you think it can't get more f*cked up (the souls of aborted babies attack with you their razor blade arms), it does. As you dive deeper into hell, you're in for a real treat, as the level design becomes more jaw-droppingly morbid and perverse as you plunge towards the final Circle of Hell. If it sounds like I'm giving Dante's Inferno a tongue bath, it's because...well... I am. As a fan of third-person action, I knew I'd enjoy the game, but was caught off-guard at the game's overall quality and polish. Still, it's not without its issues, yet it should be noted upfront that they don't really dampen the overall experience when all is said and done. The trip through hell, for some, could be considered on the short side. During my first playthrough, I blew through the game in a little under eight hours. It also should be mentioned that the game's play time is extended by an arbitrary set of arena-like challenges tossed at you towards the game's conclusion. It did feel a bit odd that all of a sudden I was being tasked with killing X number of enemies in Y seconds, which seemed more like it should have been a separate game mode than shoehorned into the game's narrative. (Of note, it sort of will be -- the game's disc reveals a cooperative multiplayer challenge room design mode, "The Trials of St. Lucia," which will be made available as DLC in April.) Who knows whether or not Visceral was truly sincere in wanting to, in some way, introduce gamers to Alighieri's classic work? It's clear it's done its homework, even channeling more obscure trivia and facts from the real-life Dante Alighieri to flesh out some of the game's narrative and characters. And it certainly does a commendable job of structuring a dramatic, more briskly-paced action-style narrative from the bones of the original piece, told through some of the most breathtaking pre-rendered cinematics seen in gaming. When it comes down to it, you're going to get the best Dante's Inferno experience when you let go. Let go of the comparisons. Let go of your contempt for what it may or may not do for and to the source material. Just let go and have fun. You're not going to find a wholly original gameplay experience with Dante's Inferno, but that doesn't mean it's not a hell of an entertaining package -- it's one that fans of action shouldn't miss. Score: 9.0 -- Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title.)
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Strip away marketing and PR controversy, and forget for a moment that Dante's Inferno is a videogame interpretation of a literary classic (albeit loosely). Sure, Visceral Games -- the talented team behind the critically accla...

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A closer look at Dante's Inferno pre-order NECA figure


Feb 04
// Nick Chester
Electronic Arts sent over a fancy little Dante figure (seen above, absolving my cat of her sins) today, the same one you'd receive for pre-ordering Dante's Inferno at shops like GameStop. There's a reason I don't work for our...
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Screens from the Dante's Inferno Super Bowl commercial


Feb 02
// Jim Sterling
Stupid post is stupid.  Three images from the Super Bowl commercial that Electronic Arts will be airing to promote Dante's Inferno. The one where they can't say "Go to Hell." Yeah, that's right. We're posting screenshots...
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Dante's Inferno DLC details leaked: Mission maker, co-op


Feb 02
// Jim Sterling
Dante's Inferno just sprung a massive leak, and now it's squirted news juice all over our clean white shirts! A poster at NeoGAF has revealed a load of downloadable content details for Visceral's upcoming game. The package wi...
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Dante's Inferno can't say 'Go to Hell' during Super Bowl


Feb 01
// Jim Sterling
Dante's Inferno is gearing up for one of the most prestigious advertising slots that America has to offer -- a spot in the Super Bowl commercial lineup. However, there's going to be a sacrifice in order to reach such a huge a...
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Dante tears sh*t up in this trailer


Jan 29
// Conrad Zimmerman
EA released a new gameplay trailer for Dante's Inferno and you can watch it by clicking the little play button above.  They spend a fair bit of time focused on the ridable monsters bit, but we already saw this stuf...

Dante's Inferno: Poem meets game, scythe meets face

Jan 29 // Nick Chester
"There’s an argument to be made that in obliterating their soul forever, you’re actually doing them a favor," Knight admits. "But in that moment, when a giant scythe is sticking into their face and coming out the back of their head, I’m guessing it feels like punishment." Knight makes a good point, and Dante's Inferno has a wide range of animations and punishment variation to back it up. This thing gets torn in half. That thing gets the scythe in the face. This other thing gets pummeled with that same scythe's handle. And let's face it -- this is a videogame, and tearing things apart in deliciously vicious ways is simply fun. So why then would you want to Absolve anything? It's in Dante's Inferno's skill upgrade system. Killing enemies will unleash souls which act as currency for purchasing new abilities, but which abilities you can purchase is dependent on your "Holy" or "Unholy" level -- punish an enemy, gain Unholy Righteousness, absolve them and earn Holy Righteousness. Broken up into two parts of a traditional gaming skill tree, Unholy abilities generally deal with scythe-related combos, with Holy combos upgrading Dante's cross combos. (Both tracks offer various other upgrades, such as health, as well.) While it won't be necessary to commit to one side, it certainly won't be possible to upgrade both in full by the game's end. Trust me, I tried.  "You should be able to level up fully on one side or the other, in a single play through," Knight explains. "but not both." You'll also notice that it's far faster to Punish enemies -- it happens in a rapid series of quicktime events that allows the action to progress quickly. Absolving takes a bit longer for the player, slowing down the action. As Knight explains, this was intentional. "We wanted the choice to be more than numerical in nature, it should be reflected in the animation, the weapon choice, the visual effects, etc.," he tells me. "So that the choice truly influences your play style and play experience over the long run.  Either Dante is really a brutal bastard, a holy warrior, or a bit of both." Working my way down through the circles of hell, the imagery became even more twisted than was hinted at in the demo. Scalable walls made from the twisted bodies of the damned, creatures and demons with oozing orifices, newborns blades for arms, and monsters gaping, drooling maws. The word "sick" comes to mind, some coming close to pushing the boundaries of "too far." But as Knight explains, the team did show some restraint. The design of one character in particular (whose name I'll omit to avoid a potential spoiler) was scaled back because it was too, as Knight puts it, "distracting." "[Its] entire body was made up of sex organs," he explains, "penises for fingers, that sort of thing. But that was part of our process... leveraging imaginitive concept artists to push the boundaries so that the game didn't feel like a generic fantasy game, but a really twisted vision of hell." This twisted vision spills over into the game's environments, directly inspired by the poem where possible.  "Most of the circles are well described in the poem," Knight says. "Violence, the seventh circle, is described in great detail -- the river of boiling blood, the centaurs, the wood of the suicides, the burning sands, the waterfall, and so on."  In other cases, circles that were only briefly touched upon by Alighieri had to be fleshed out for the videogame, building upon ideas from the original work. Knight uses the the Lust storm, the mud and rain of Gluttony, and stones that crash against one another in Greed as examples. Inspiration from sources outside of the original work are seen throughout the game as well -- Boticelli's early Renaissance drawnings of The Divine Comedy, the illustrations of Gustave Dore, the sculpture's of Rodin, the paintins of Bosch and Beughel. Visceral even worked closely with fantasy and science fiction illustrator Wayne Barlowe, who published his own interpretations of the Inferno in the late 90s. In action -- whether playing it on the PlayStation 3 or Xbox 360 -- it all comes to life at 60 frames per second, without exception. This focus on the technology was an early mandate, Knight tells me.  "I told the team almost on day one that we were going to make a 60fps game," he says, "and this this was less a technology problem and more of a will-power problem. There was a lot of angst over this decision, we're all now 100% confident it was the right decision, and don't regret it for a moment." With that said, it looks like fans of fast-paced, third-person action and combat should head into the game expecting exactly that. But is Dante Alighieri's Divine Comedy required reading before entering Visceral's vision of hell? Knight says that call is up to the individual; he points to book to movie adaptations saying "Some people like to read books before seeing the movie version, and others don't want it spoiled." But in the case of Dante's Inferno, the adaptation is "quite loose," he explains. You won't ruin any of the game's major plot points and twists by reading the poem first, but you may recognize nods to the original work, like the three harpies above the Gates of Dis.  "We are aware that we're making a game, first and foremost, and that the vast majority of our audience will not have read the poem, and won't evne know how loose we are," he says. "At the same time we have a great admiration for The Divine Comedy, and tried to include as many details -- large and small -- as we could." "Now, whether 'Demon #5 that you slaughter is a character you can point to in the poem," he tells me, "that's not something we worried much about. Demon killing is what the game is about; if that's not your cup of tea, then definitely curl up by the fire with the poem." But if you are interested in sticking a giant schthe into a demon's face and having it come out the back of their head, Dante's Inferno hits shelves on February 9 for PlayStation 3 and Xbox 360. 
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Having recently played through some updated preview code of Visceral Games' Dante's Inferno, a question ate at me -- what punishment could there be that's worse than being in Hell?  The question comes from one of the gam...







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