Offering crisp visuals and twisted slaying scenes to boot, Dante’s Inferno can sicken the most iron-bellied players with its gore. The narrative content may also sicken most classical lit majors, but the game is what it is -- a brawler that borrows concepts from Dante Alighieri’s epic poem. Check those story expectations at the door because from what we’ve seen thus far, this thing is nowhere close to exploring the nature of sin or faithfully following the author’s journey to the depths of Hell.
It opens. Dante stands on a dark boat suspended on top of a river of smoke. The sky is black and embers dance lazily across the screen, floating with the help of a ghastly wind. The head of his scythe is sharp, the curved blade longer than usual. Its extensive shaft is made of bone, a spinal cord, its thick collection of fist-sized discs claimed from some unknown beast. Skeletons and a Minotaur rise from the rock through fiery teleports, and I dispatch them.
This creature is a tamable beast -- not the first, and definitely not the last. You can ride and attack with them whenever they plod into battle. Lumbering and strong, the tamable beast offers a change of pace, and it also serves as a means of level progression.
A collection of torches lights the way, their flames always flickering, their shadows long on the rock. I round a bend. Immediately below me are hundreds of squirming bodies. Heads writhing in pain, arms reaching out for mercy or help that will never be available to them. This is a vine, an object to climb down on. Before I use it to reach the floors below, I look to my right. Storm clouds, alight with a stream of lightning, float above the massive King Minos and his serpentine tail. He dwells in a broken coliseum, bonded to it in some terrible fusion of his flesh and its stone.
Beneath the gore and satisfaction lies a game that requires swift fingers. QTEs are plentiful, always highlighting major action elements. A missed button press is often death, but there’s a good checkpoint system. Rarely was I placed somewhere outside of the last QTE I attempted. While this is only a slice, I felt overwhelmed by the amount of fast-pressing events. I like QTEs to complement regular action, and I also want to believe that my protagonist is capable of great things while I’m controlling him. The Minos battle is an example of Visceral Games taking the fight out of my hands and placing it in a guided system. As cool as everything looked, I never really felt like I fought the foe; I was merely watching the action unfold.
I played on the "Easy" difficulty and died possibly 10-14 times over the course of three playthroughs -- all QTE-related events. I also had a guy hovering over my shoulder as I kept pausing and scribbling notes. I blame half my deaths on that dude's mouth-breathing.
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...more
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...more
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...more