As someone who cares deeply about literature and its legacy, I have been keeping tabs on Visceral Games' upcoming Dante's Inferno. As someone who also has a very public forum to express his ideas about literature and its relationship to Dante's Inferno, this article is a long time coming: it's been cooking in the dark recesses of my psyche since I read Jim's pleasant invective on the subject almost six months ago.
The crux of Jim's argument is that publisher EA and Visceral are under no obligation to Dante, his work, or those who love it, and that they should be free to take the artistic liberties they need to make a fun game. For the most part, I totally agree with him. The last game to follow the Inferno word for word was Denton Design's Dante's Inferno for the Commodore 64 in 1986; by all accounts, it was dogsh*t.
Jim eventually comes to the conclusion that we bookworms should just lighten up, and that 2009's Dante's Inferno should somehow be immune to criticism. I'm not sure when the game became off-limits, but I prefer to hold my games to the highest standards possible, even literary ones.
Before we go any further, I should clarify that I'm not out to vilify Visceral Games or rant about about how much better the poem is than the game. On the contrary: instead of writing off Dante's Inferno as a knock-off God of War or ridiculing English nerds for their devotion to the literary canon, taking a good hard look at what Visceral have set out to do will provide insight into the core of contemporary games design philosophy and Electronic Arts as a publisher in general.

If I'm going to argue that Dante's Inferno fails as a literary adaptation (and it does -- which is, of course, different than being a failure as a game), I'm going to have to establish what makes a successful one. To do that, I turn to literary critic Jean Alter, writing about Jean Racine's adaptations of Euripides' plays: "Whatever liberty he took with ancient legend or ancient history, his characters were faithful to their originals in spirit and tone."
Interestingly, Jim comes to the same conclusion:
I personally love to see fresh takes on old books or history; the crazier, the better. God of War is a good example, where traditional Greek myths have been radically altered. They're not especially faithful to the old Greek ideas, but rather an updated look that only adds to the original by providing a new outlook. A Gorgon was not more snake than woman, but their representation in God of War is still refreshing and rather striking to behold, while retaining the general theme of the original template.
And yet, this is precisely where, despite their best efforts, Visceral Games fails to live up to their literary heritage. The environments and the atmosphere are all convincingly done, but the tone and focus of the narrative elements of the game don't jive at all with the original Dante as a poet-character. The original Inferno is mostly dialogue, and involves lots of walking and talking. Instead of a war-hardened Crusader, the original protagonist is kind of a squeamish, bookish pansy -- he has a bad habit of blacking out when something particularly violent or disgusting happens, depending on the seasoned Virgil to drag him along with his tail between his legs.
In an interesting take on Dante's self-discovery, Visceral has promised that he will have to face his past sins, in the form of a bloody, cross-shaped tapestry that has been sewn into his chest. This mechanic is interesting to me because it highlights the distinction between a slavish re-creation and preserving the essential spirit of the original. I want to make it perfectly clear that a word-for-word adaptation isn't what I'm interested in; rather, I'd like to see the spirit of Dante's work preserved, and the tapestry might be the key to Visceral's ability to do so.
The mechanic functions as a sort of flashback to some sin he's committed, but executive producer Jonathan Knight seems a little fuzzy about the whole affair:
We really thought it would be kind of sort of crazy and twisted in a way, that he's got the cross, the red cross, literally sewn right into the flesh of his chest. And it is a tapestry, it's got little classic medieval tapestry-style scenes in it. And, you know, I don't think he even quite knows why he's doing it, but he's sewing these scenes, which as we'll learn in the game, are literally scenes from his past, and each little scene is representative of, shall we say, a poor choice that he made.
Knight's explanation doesn't exactly inspire confidence, and this lack of narrative focus (is it about Beatrice, or Dante's sins?) could easily derail any hope that this interesting tapestry mechanic could somehow solve some of Dante's Inferno's literary problems.
The shift from skittish to self-mutilating soldier is more significant than Visceral simply fudging the character in order to make him fit into some sort of narrative context: it represents, and is indicative of, an innate and crucial divide between art and entertainment, narrative and gameplay, that the games industry as a whole has yet to bridge.

Simply put, the Inferno (and the Commedia as a whole) isn't meant to be entertaining. It's a philosophical, political, and theological tour de force; it's a fantastic piece of poetic artistry and a bold step towards serious literature in the lingua franca. The Divine Comedy was designed to save souls, to save Florence from political schism, and to lampoon anyone who wasn't living up to Dante's civic and religious ideals. However, this type of didactic and self-reflexive narrative doesn't lend itself particularly well to videogames (at least not yet).
Most of the videogames we play, and certainly most of the ones that sell well, boil down to a central, violent idiom: games (and narratives in general) cannot exist without conflict. Most videogame conflicts are external -- me versus you. However, Dante's conflict is internalized, a journey of self-discovery and self-salvation. Prose and poetry are great ways to communicate internalized ideas, but I don't want to read Visceral's version of the Inferno (or have a cut scene read it to me) -- I have a copy of it on my bookshelf -- I want to play it, and I want it to be good. And that's the gap that games, as a medium and as an industry, haven't managed to cross.
Games are entertaining, and emergent gameplay can create an incredible range of narrative, but they haven't found a way to tackle internalized conflict with any sort of success. The gameplay mechanics we have don't support that type of introverted communication: we haven't developed the right tools to do so yet. The shift from Dante's Inferno to Visceral's Dante's Inferno isn't unique in that respect, it's just that the literary adaptation makes those narrative challenges all the more obvious.
In contrast, games like God of War and Rise of the Argonauts are successful adaptations because they take source material designed as entertainment and simply adapt it to a new type of entertainment. The externalized conflicts central to Greek mythology are preserved and simply realized in a different way.
At the very core of Visceral's adaptation is a sea change from theological discourse to pure entertainment, and the result is ideological dissonance: Dante's Inferno communicates a certain set of ideas, but Visceral's game, by the very fact that it's a game, communicates another. How can Visceral call it an adaptation if the core message is so different?
By envisioning Dante as a soldier instead of a poet, however, Visceral has done more than just flub his character; they flubbed something far more elemental and critical -- the nature of the work itself. It's not entirely their fault -- it's a limitation inherent to the medium -- but it illustrates the barriers that game developers face today. The only games that successfully marry internal struggle with external gameplay tropes are artgames like Jason Rohrer's Passage or Anthony's Runner. By not putting Dante's internal struggles on display (and by separating him from the theological and civic aspects of his character), Visceral have amputated all the things that make the Inferno what it is and deleted something essential to its character, and the end result bears little resemblance to its namesake in any significant way.
At this point, I think it's clear that this Inferno is no longer Dante's: it's Visceral's. It's new enough in spirit and tone that producer Jonathan Knight and his team should stand up and say, "This is what we created, with only a little help from Dante. This is Visceral's Inferno."

That said, it'll probably still be a very good game (Visceral's last game, Dead Space, received all sorts of critical acclaim), but it's a game that has little to do with The Divine Comedy and fails at the only criteria that adaptations of any kind have to meet: "retaining the general theme of the template," as Jim put it.
This, of course, raises an issue: if it's almost impossible to make a game based on the Infeno, it seems that Visceral would have been better off taking its admittedly cool-looking play mechanics and plunking them into some other narrative framework that would better suit their needs. Visceral could even keep the faux-Christian theme -- games like Bayonetta, Darksiders, and Baroque have all used it to great effect -- without falling into the types of narrative pitfalls I outlined above. So why not go that route?
Well, because it'd be harder to market that way. Let's be honest, here: Visceral (and by extension, its parent company, Electronic Arts) doesn't owe jack shit to Dante, or literature, or to me. The only people holding them accountable are their shareholders, and Dante's Inferno is a marketing wet dream.
Somewhere in the collective Occidental subconscious, we all instinctively know that Real Cool Shit is going to happen if you ever hear the word Dante. Even if you don't know what it is, you've heard of Dante: American pop culture is rife with references to it, and games like Devil May Cry (the protagonists are named Dante and Virgil) make it explicitly clear that Dante should be associated with Real Cool Shit.
On a larger scale, Dante's Inferno falls in line with what seems to be EA's strategy for 2009. Both Dante's Inferno and the Double Fine-developed Brütal Legend have built-in audiences, a fact that publisher EA is using to its advantage: Dante's Inferno because we instinctively associate it with Real Cool Shit, and Brütal Legend because it features Jack Black. EA is successfully toeing the line between new IPs and innovation and keeping their bottom line in the black, effectively allowing them to say, "We're bringing out successful new intellectual properties," while avoiding Mirror's Edge's underwhelming sales. If Dante's Inferno's literary shortcomings expose some of the problems facing game design, then its very existence sheds light on EA's new business model.

I should reiterate here that I'm not out to lambast Visceral for its lack of literary fidelity. On the contrary, the environments and much of the dialogue have been lifted straight from the poem, and I really like to believe that Visceral are doing the best they can with the project. Moreover, I should once again stress that I don't necessarily want a word-for-word translation -- the game looks great as it is, and I don't fault Visceral one bit for their approach. It's just too bad that the games industry has literally designed itself into a corner and has limited the medium's capabilities to simple violence.
As a gamer, I'm looking forward to Dante's Inferno because it looks like fun. As someone who wishes that gaming, as a medium for communication and entertainment, could break out of its shell, I have to admit I'm disappointed that games like Dante's Inferno have to fall back on traditional and played-out narrative structures and gameplay tropes -- male power fantasies are getting a little old. Dante's Inferno may represent Electronic Arts' dedication to supporting new innovation (hell, that Visceral even tried to tackle the Divine Comedy should warrant an 'A' for effort), but juxtaposing it against its namesake casts contemporary game design in sharp relief -- we've got a hell of a long way to go.
Anyone read the thing can answer me this. Is cleopatra acutally the ruler of lust ? I was just wondering cause she seemed out of place.
What I think I mentioned early is that since this is more the devlopers and dantes they should go full balls out. If bayonetta does with the overtopping action then they can with th circles of hell. I would of love to see the pussy faced flying creatues that were in the dev video. I remember them saying it's all "brutal" or "over the top" but I think in the end they will neuter themslves
I mean, with this logic, its just a hop, skip, and jump away from a Tom Sawyer kart racer or Hunchback of Notre Dame FPS.
Clap
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CLAP-CLAP-CLAP-CLAP
*Rousing Applause*
Seriously though, this articulates perfectly what is preventing games' stories from being elevated to the next level. We still can not portay internal conflict in an effective manner.
http://en.wikipedia.org/wiki/Francesca_da_Rimini
I've read the first part of the poem(Hell), and found it very amusing.
When i heard about this game i was like "WTFWFJD!?", because just like you said, it's Dante's Inferno without Dante. I had my hopes since Visceral Games did an amazing job with Dead Space, but every time i see a screenshot or watch a video i just go facepalm.
I'm looking forward Darksiders, though.
I'm waiting for the day when the industry has the wisdom to do justice to the poem. Maybe it never comes, but I hope it does.
This.
Visceral has a severe lack of imagination if they can't come up with more horrifying demons than they have shown.
The issue isn't a matter of translation, its application. Simply put, the devs took an idea full of richness that could lend itself to gaming, both directly and with artistic license, but it was shoehorned into a genre that would limit expression.
I argued that it should have been an adventure game, as unpopular an idea as that may have been. But, now (most likely) we will be seeing a game that merely touts the philosophical undertones and well developed characters of the divine comedy without giving either context or further extrapolation.
I'll say it again: I don't think the gameplay will be up to par with the God of War series, but the locales look stunning, which will make for superior levels, and a fresh enough experience to warrant a purchase.
I'm unaware of just how popular the book (which let's remind everyone is NOT the Inferno, that's just 1/3rd of it) is in the States, but this poet created my language is the origin of a very, very large amount of all of my people's culture.
It's almost insulting to see him turned into a badass with a scythe trying to save a princess (note: In the book Beatrice needs no saving, she's in heaven and accompanies Dante through that chain).
No matter what argument you could make in favor of the game, it's a cheap ass sellout and there is no doubt in my mind anyone at Visceral cared to give any kind of look at the original work... It seems to me that they are completely oblivious to the cultural impact of the book (not to mention the 2/3rds of it they never knew existed)
The quote from Jonathan Knight up there just goes to show how unprofessional and dull these people are... With no offense to the studio... I absolutely loved Dead Space and was actually hoping Inferno would have been something like it...
Still, it just makes me go "ugggg" when they use the typical trailer voice style for the English prose translation of the Italian poetry. Can you rape it any harder?
It feels like they made an 'Anne Frank's DIARY' with Anne Frank being a Nazi she-wolf of the SS, writing to her undead zombie pet 'Kitty' with bloody text on white medical ward walls. Blood of dead Jewish families and gypsies mind you. And wielding a scythe.. and an ink pot that shoots SS-shaped beams into her enemies.
Actually, I would totally play that. Well done, EA.
You're right, this game has absolutely nothing in common with dante's inferno, in fact dante wasn't a knight at all, which is mind boggling why dante is all the sudden a badass knight.
Sure, hacking things apart will be fun. I get that. But I also like it when games don't actively try and break my immersion level by forcing me to question them. (ex. Don't tell me inFamous Cole can't use a car because of his electrical powers, then turn around and give him a celphone!) These details kill me.
This IS entertainment to some, and the simple act of reading the poem, with or without analysing it, is entertaining. If it wasn't entertaining, it would've been either bland (ergo no impact whatsoever) or simply bad.
In contrast, games like God of War and Rise of the Argonauts are succesful adaptations because they take source material designed as entertainment and simply adapt it to a new type of entertainment.
These legends were entertainment for the ancients as much as the Bible is entertaining for us. They were *real* for them, a crucial part of their religion. And they're incredibly influential - certainly more influential than the Comedy.
At this point, I think it's clear that this Inferno is no longer Dante's: it's Visceral's. It's new enough in spirit and tone that producer Jonathan Knight and his team should stand up and say, "This is what we created, with only a little help from Dante. This is Visceral's Inferno."
I'm sure the title is to be interpreted as the character's personal inferno, not just as Aligheri copypasta.
I have to admit, the only reason I really want to play this is because they
tacked Dante to the front of it (Real Cool Shit).
And furthering that, it would be *impossible* to capture the spirit of the Commedia within the confines of the action genre.
@ SirKicksalot -- sure, the Divine Comedy *can* be entertaining, but that's not it's principle role.
And I'm not so sure how seriously the "ancients" took those myths. Perhaps the pre-literate ones did, but by the time Euripides and Aristotle came around, people were largely dismissive or skeptical of the Greek Pantheon.
Second, if they did make a game that reflects the themes of the inferno, man would that be sweet. I think it would open up doors for other works being adapted in such a way. I'm rooting for a thus spoke zarathustra game, myself.
-Joseph Leray
"that's the thing though, I don't think God of War shat on anything"
Well, how about the fact that Cratus has wings, and he would much rather suck on Zeus's nuts than to ever think about attacking him? I don't see people complaining about this.
"Dante's Inferno fails as a literary adaptation (and it does"
For it to be an adaption, the game content would have to be the same on the poem. But no, what they are doing is taking ideas of the world in Dante's Inferno. I think that is no literal adaptation.
-SirKicksalot
"I'm sure the title is to be interpreted as the character's personal inferno, not just as Aligheri copypasta."
Thank you. See, if this game was called "Adventures on Dante's Inferno" or something there would be less of these rants. The scholars will just have to deal with it.
I definitely agree that the game is not even close to an "adaptation" of the original material, but there's no way that such a thing was EVER in the cards, and at least concerning projects of this scale, there never will be. I guarantee it.
Doing what Visceral are doing isn't easy. You are damned if you do or if you don't. Not everyone will be happy, but that's life.
I appreciate literature, being fan of greek mythology. I wasn't best happy about when the devs of God of War, messed around with greek mythology a bit. I later understood why, we've got to remember this is a games industry. The source material is in the public domian, if we want the real tales, there's no reason why a game can't be a catalyst to that, as opposed to a turn off. Also creating what's in a book, doesn't always fly well in adaption (wave your flag, LotR fans).
Beyond literature, Dante's Inferno has more than likely graced theatre but little else, not even film really. Its also great that EA are also going to push their animated feature alongside the game. This again will encourage gamers to seek out the book. In an age where kids read less, that's a good thing for everyone.
Of course, if there's anyone out there who think's they can do their own adaption better than EA, XNA is there for you to have a go. Pleasing everyone is near impossible, as you'll see trying.
I still say give EA and Visceral a chance to get the game to stores, before you start giving them grief about literary aspects etc. Getting uptight and judging something that you haven't even played, makes you look a bit stupid. How about we judge every game by a few bits of video, before its even out for us to play. That wouldn't fly at all, even if we like/dislike what we see.
By the way, and you assume in an adaption things can't be changed to suit the adapter. You are wrong. If you take recent film adaptions of Shakespeare works, things are changed to suit, but the core message is still the same. Baz Loman Romeo and Juliet film was set in a modern day setting, but its still Shakespeare, understandable and enjoyable. Because of that film, more modern people, that might not have bothered with any Shakespeare understand the work, and while not destroying it, the message is still the same.
The barriers games have stacked against them are high, but having an interactive medium be too passive isn't a great thing ( i know first hand as an owner of Rise of the Argonauts). We get enough trouble from people wanting to storylines to be deep enough, and devs do try and sometimes will miss the mark. Like anyone, EA and Visceral deserve a fair chance to show their full hand, before you post this article. Now, no game is above criticism, but in the same creative way, you wouldn't judge a play or piece of poetry without seeing or reading it fully, would you? If not, this game, like any other, deserves that you try and with hold your literary fanboy, until you've played it enough to judge it. Besides, I'm sure many of the church in Alligeri's time, would have done just that first, of Dante's Inferno. Don't fall into the same trap.
Then and only then, you should post this article.
Though I agree that to have a blockbuster videogame, you need to have an external conflict of some sort. The whole of Divine Comedy is pretty much just Dante and Virgil walking around, observing what's happening around them.
I think this game would have been better if it was set in the Inferno as Dante envisioned it, but with a different plot and characters altogether.
You hit the nail on the head with the fact that this game would have caused a lot less trouble if it didn't have 'Dante's' in the title. A game inspired by the fiction would have caused a lot less comparison to the reference material as a straight adaptation.
But then again EA isn't complaining about the publicity, good or bad.
Anyone who can write 'tl;dr' in the face of such a well-reasoned argument deserves no opinion, especially in a discussion about a literary adaptation. If you can't be bothered to read 30 or so paragraphs then I can only assume you've never read a book at all.
@Chronic
People who like the book care, obviously. If I'm a food lover and I castrate your dog to make a nice pie, who cares? You do.
I may be wrong about this, but I got the impression Visceral games had made both the environment and demon design loyal and true to Alighieri's book; then it changed Dante from a contemplative man to a fighter, and made demons think "this fighter must be killed at all costs, because if he lives he's gonna kill all of us". That also answer Sirkicksalot: Visceral faithfully reproduced MANY aspects of the original book, and modified only the most important one: the main character.
I'm judging Dante's Inferno as a communicator of ideas -- I didn't say a word about its gameplay. And I don't need to have played the game to know that the core of Dante's Inferno, inherently can't exist inside of an action game.
"If you take recent film adaptions of Shakespeare works, things are changed to suit, but the core message is still the same."
That's exactly my point -- in this case, the core messange isn't the same at all.
Besides, I'm not just picking ing on Visceral. I'm using them to illustrate what a difficult time games have with introspection -- the adaptation from literature just makes it easier to see.
Yes, I know that, what I meant is that for a game based on the Inferno to work, only the setting must be retained. You can't make Dante and Virgil badasses and prime targets of the demons then market the game as if it was Alighieri's Dante's Inferno, only in videogame form.
But even then, Dante already knows he's getting out eventually, so that's never really an issue. The fact that I can't really come up with a satisfactory answer is kind of sad, actually.
I think it would be interesting if Dante's character was kept true to the book, but the Devil tricks Dante into thinking his wife was in hell and he travels with Virgil to try and discover which level of hell Satan has hidden her in. The people in each level would give you clues as to where to go next, but also to the fact that she isn't actually in Hell but in Heaven. Maybe even Satan kills you at the end but Beatrice saves your soul from Hell because you were there for the noble cause of finding an innocent soul.
Although, now that I've typed that out, it seems that would be a game more suited to Purgatorio.
"Who cares?! If you're a gamer and they castrate a book to make a good game, who cares?"
Uhhh... YOU SHOULD CARE, BUDDY. Visceral studios isn't even trying. They ripped off all of their art direction from Dante's Inferno and they ripped off all the gameplay mechanics from God of War. If you're satisfied with purchasing an endless number of lazy God of War clones every year, feel free to waste your money on them, but I'll save my money for games that offer me something new and interesting.