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

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 game's key gameplay elements -- upgrading Dante's abilities. Unlike titles like God of War or Darksiders where your only "finishing" option involves violent death, Dante's Inferno offers you two choices -- Punish or Absolve.

Absolve has you quickly tapping a button to use Dante's cross to deliver creatures from Hell, an atonement for their sins. Punish, on the other hand, is an incredibly violent finishing maneuver that generally leads to bodies being shred into bits, or multiple limbs severed. 

I recently had a chance to speak with the game's executive producer, Jonathan Knight, to find out -- wouldn't the true punishment be to just leave them there to rot in Hell, writhing in endless torment and eternal suffering? Maybe.

But as it turns out, shredding things to pieces is a hell of a lot more satisfying, and that's really what Dante's Inferno is about.

"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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19 comments | showing # 1 to 19
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D-503's Avatar - Comment posted on 01/29/2010 16:20
D-503
It's the slaughtering aspect of the game that confuses me, not the portrayal of Demon #5.

I'll take the poem, and pass on the bullshit.
Anjo's Avatar - Comment posted on 01/29/2010 16:27
Anjo
Yes! Quick Time Events! GOD YES! I CANNOT get enough of those.

Never ever get enough of those delicious, innovative and spectacularly inventive QTE.

Never stop.

Never stop.
BxB402's Avatar - Comment posted on 01/29/2010 16:30
BxB402
The penis fingered sex organ monster would have been freaking epic. They should have gone all the way with that.
silvain's Avatar - Comment posted on 01/29/2010 16:34
silvain
I put aside my hate and tried the demo, and I can easily say that whoever decided that "mash circle as fast as possible" for absolution was retarded. You end up using the move almost constantly if you go that part; my hands hurt 5 minutes in. That is poor game design.
Lokust's Avatar - Comment posted on 01/29/2010 16:58
Lokust
@silvain

But bro, it's totally not bad game design cause it worked for all those other games, right bro? I mean, come on bro, ITS SO VISCERAL! HIT THE FUCKING BUTTON! FASTER! VISCERAL BRO!
Occams electric toothbrush's Avatar - Comment posted on 01/29/2010 17:17
Occams electric toothbrush
Ive read the poem.
Ive played the demo.
I had fun.
The end?
Sotanaht's Avatar - Comment posted on 01/29/2010 17:27
Sotanaht
I played the demo to this a while back, and it seemed very fun. Dark, but fun. I hear, every now and again, some complaint by some vague "critic" bemoaning how the game isn't much like the actual poem. To that obtuse objection, I offer this fine verbal reciprocation.
Nobody gives a fuck.
Classic though the original poem might be (and I can attach value to it based solely on that factor alone), I rather despised the work itself. It was a long- winded narrative grafted around the concept that anyone who was not a Catholic paragon would suffer for eternity, and I didn't care for the message at all. It is actually refreshing that people are making the attempt, willful or not, to enjoy this game based on its own merits.
ultraglorious's Avatar - Comment posted on 01/29/2010 17:38
ultraglorious
So many QTEs... so unenjoyable. Visceral Games was definitely not the developer to hand this property to.
Vedicardi2's Avatar - Comment posted on 01/29/2010 18:04
Vedicardi2
It's interesting how he admits that the poem and the game ultimately don't have that much to do with each other other than the general setting and the descriptions of a select few things...
Shane Saiyan's Avatar - Comment posted on 01/29/2010 18:08
Shane Saiyan
@silvain

Poor.......or brilliant?

In real life, isn't it usually much harder to take the high road? Often painful? And isn't it often much, MUCH easier to do the wrong thing? Making it harder to absolve your enemies reflects that.

At least, I think so anyway.

Though it would've been nice if they'd slowed down how quickly you have to mash on O a tad, as it does, as you said, get a little painful after a while.
dirtyd89's Avatar - Comment posted on 01/29/2010 18:13
dirtyd89
Dante's Inferno is a great appetizer game to play on my PS3 before God of War 3.
I had a lot of fun playing the demo.
At fight w/ Death was epic.
I'm also a fond of the way that you can either punish or save the victims you slay.
Dante's Inferno has that leveling System Infamous has where you can either rank up your good meter or your bad meter play as good or play as evil.
More replayability.
Holyetheline's Avatar - Comment posted on 01/29/2010 18:28
Holyetheline
This sounds simply fantastic!
akathatoneguy's Avatar - Comment posted on 01/29/2010 21:56
akathatoneguy
It's unfortunate that so many are hating this game simply because of the ridiculous marketing or EA's involvement. Neither of those things have to do with the hardworking people on the development team who are trying (and from what I've played, succeeding at) to make a fun and entertaining game.

Also, hating QTEs is somewhat understandable, but also somewhat strange. After all, most gaming is comprised of glorified QTEs. You watch the screen for visual cues and respond by pressing a button in a timely fashion. Whether the stimulus is a Goomba running at you or a giant triangle button signal is irrelevant. It's just a flashy coat of paint. How would you, dear readers, get around trying to have massive boss battles where you use attacks not otherwise used by the character? Have yet another button combination that players must learn, only to use in one specific battle at one specific moment?

I'll keep the occasional QTE if it allows epic moments in action games, thank you very much. Also, isn't it a bit pointless to troll the comments for certain games and criticize genre-specific mechanisms that we've all come to expect in said games? That's like going into every Final Fantasy story and bitching about experience points. Great...you hate the genre or have serious problems with the accepted mechanisms in that genre (in this case, button-mashing and QTEs in action/beat-em-up games). Congratulations, now go post about something else.

/rant
rapper97's Avatar - Comment posted on 01/29/2010 22:37
rapper97
You already sort of hit on the principle difference between QTEs and regular gameplay, aka: QTEs don't employ the same systems as the rest of the game. Pressing "A" always makes Mario jump, for example, but a QTE suddenly stops the game to force players into pressing arbitrary button commands that aren't assigned to normal actions. When the failure to press these combinations results in instant death it's even more frustrating.

My personal beef with Dante's Inferno is that it's a completely transparent, by the numbers God of War ripoff. Games are better when they have some sort of passion or inspiration behind them; DI was clearly the result of a bunch of businessmen sitting around a table with checklists and focus surveys of target demographics. It's got no *soul*.

Just seeing the menu screen in the demo made me nauseous, with its half a dozen screens of trinkets and powerups and unlockable skills. Whoever designed the game just made a list of everything that's been in action games and slammed it into DI without questioning whether it should be there or even had any reason to. People buy the other games that have them, so they must want them!

I could go on and on, but I don't want to troll. Just, please - think about the stuff you buy into, guys. Companies don't deserve to be rewarded for these kinds of shameless attempts at pandering.
akathatoneguy's Avatar - Comment posted on 01/29/2010 23:49
akathatoneguy
@ rapper97-

I respect your opinion, and I can only speak for myself here, but I support plenty of games that do new things, even if they don't do them particularly well. However, I also think there's room for games that retread familiar territory, as long as they do so well.

Now, I played the demo and thought Dante's Inferno was a fun experience. Your opinion is likely different.

However, I don't get when others knock QTEs in Dante's Inferno, but not in God of War. We all know that Dante's Inferno, Bayonetta, etc. rip off God of War, but that's really beside the point. If you don't mind QTEs in God of War, you shouldn't mind them in Dante's Inferno. Just because a game had a particular mechanic earlier than another one did doesn't mean that that mechanic is somehow more tolerable in the first game than in the "copycat". That makes no sense. (I know you weren't making that argument in particular, but I'm just clarifying my point)

I agree that QTEs can be frustrating, but I stand by my original point that when stripped down, QTEs are just a natural extension of one of the main parts of gaming: responding to a visual cue by pushing the appropriate button. Again, no one seems to like QTEs, but also, no one seems to have any better ideas of pulling off epic battles like the God of War series features. I would have to say that I prefer QTEs for spectacular finishes in boss battles to some sort of cutscene that lacks player involvement, though it's not a strong preference. It's also not enough to put me off playing a game, though.
rapper97's Avatar - Comment posted on 01/30/2010 00:33
rapper97
"Again, no one seems to like QTEs, but also, no one seems to have any better ideas of pulling off epic battles like the God of War series features. I would have to say that I prefer QTEs for spectacular finishes in boss battles to some sort of cutscene that lacks player involvement, though it's not a strong preference."

Actually, a couple games come to mind.

As far as boss finishers go, NG2/NGS2 allowed the player to deliver the killing blow (with a unique animation for every boss) by simply running up to them and pressing the button for a strong attack once their health got low enough.

Bayonetta had QTEs for bosses, but it also incorporated regular gameplay elements into special boss setpieces. For example, there's a boss with a long, snakelike face connected to a giant Legion-esque monster. Once the player manages to stun the face, they can run up the neck (which presents its own challenges) to deliver massive damage to the main body.

So... yeah.
akathatoneguy's Avatar - Comment posted on 01/30/2010 12:05
akathatoneguy
The NG examples are more of a cutscene in my opinion. Plenty of games do that- you do enough damage (or the right kind of damage, and you can trigger a cutscene/animation with a gruesome finish of some sort. It's not the same as an interactive event, though. You're not actually controlling the individual actions that your character is doing. You're triggering a preset animation where you can stop pushing buttons and simply watch.

The Bayonetta example is a good one, but also counters the point that these encounters can be pulled off all the time without QTEs. After all, they use QTEs within the same game. Obviously, the devs themselves couldn't even think of good ways to incorporate the player in a more effective way for many of the moments they wanted and had to "settle" for QTEs.
Moeez's Avatar - Comment posted on 01/31/2010 08:24
Moeez
I can't wait to see all the crazy environments and details!

I know it might be hard, but I'll try to get both Holy and Unholy skill trees done, just to see the insane animations.

There's one called Martyrdom, where you stab YOURSELF with the Holy Cross! That's just awesome XD
Anna Hannah's Avatar - Comment posted on 02/15/2011 04:30
Anna Hannah
Actually, a couple games come to mind.
Best regards, Anna, CEO of xsan iscsi and i tunes
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