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Playing the Poem: a tour of Visceral's Dante's Inferno photo

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It's not exactly the easiest task, transforming any literary work into a videogame. It is especially difficult when the game is based on an epic poem or novel without something like a movie to provide assets and support. Honestly, this is reason enough to commend Electronic Arts and Visceral Games for even having the guts to create something, anything, about Dante Alighieri's epic and monstrous Inferno. Part one of the three-part Divine Comedy, the poem has stood for 700 years as the foundation of the modern understanding of the afterlife.

So we at Destructoid became a little curious. After all, how does this masterpiece of literature stand up as a hack-n'-slash videogame? We are smart people, as are many gamers, and it wouldn't be hard to put the experiences together. Videogame and poem, taken as one, sliced and diced, and understood, what would be found? And could both the game and poem benefit from each other? That's what Joseph, Conrad and I decided to find out.

Hit the jump to see what we compared through the first three Circles of Hell.

Ben PerLee on The Gates of Hell and Limbo:

For this reader, it's interesting to see how Dante's Inferno -- the game -- begins, as opposed to the poem. While the game starts with the vengeful crusader Dante literally taking down Death himself, the poem is frightening in a very different way. Instead of entering Hell through a collapsing church in hot pursuit of Beatrice, the poem opens in a dark forest, where Dante is chased by three figures of the wilderness: a lion, a leopard and a she-wolf.

These figures, and the forest surrounding them, represent an ambiguous darkness -- an evocation of the chaos of the world at large. While this sets the stage for the poem just fine, chasing Dante into the guidance of the poet Virgil, it does not make for an interesting videogame intro. At least, not currently; the DLC planned for the game will be addressing this very time frame, and we'll have to see how the game deviates from the original.

Gustave Doré, Charon herds the sinners onto his boat (1890)

It is when we exit the Dark Woods in the poem (the church in the game) that Dante's Inferno really picks up. This general area leading up to the Greek god Charon, who ferries the damned across the river Acheron, is itself is just the first of many Judeo-Christian mash-ups with Greek religion and classical theology.

What's interesting is that the game ignores many of the initial themes within this third canto. Before we reach Charon, there are cowardly people who did neither good nor bad. They are cursed on this vestibule, never to cross the Acheron and forever condemned to hang out with angels who don't know whether to side with Lucifer or to side with God. Oh, and they are chased by bees. While Virgil mentions these figures in the game, Dante is far from literally fighting off these people who will never enter Heaven or Hell, and instead these ambiguous cowards will be mostly ignored.

Finally, it is when Dante meets Charon that the game and the poem start to really diverge. A spindly old man with white hair in the poem, the Greek god Charon is transformed into a massive fusion of god and boat, forever transporting those condemned to Hell. A quick fight, an absolution of the figure of Orpheus (Persona 3 fans should pay attention), and boom, into Limbo we go.

This whole portion of the game is not even in the poem, as the poet Dante just wakes up on Charon's boat and is left in Limbo. Sure, adding what had not existed before might be an easy trick for Visceral Games for some combat, but it's jarring to compare what was once so simple and easy to something so action-packed.

Anyway, once in Limbo, the contrasting emotions between the poem and the game are strongly highlighted. In the poem, Limbo is the place where unbaptized babies spend eternity. Joining them are those unsaved who lead good lives before the coming of Christ, and are actually given a relatively good eternity. Greco-Roman writers and thinkers such as Aristotle, Plato, Homer, Ovid, Lucan, Horace, Dioscorides the taxonomist, Euclid, Ptolemy, Hippocrates, Hector, Electra, and many more stand as glorified figures, along with Islamic luminaries such as Avicenna and Saladin. They all reside here forever.

Babies are barely focused on, much less knife-wielding demons attacking the damned. Limbo stands in the poem more as a place of glorification for righteous unsaved people than anything else. Sure, it sucks to be there, but the poem is far from describing Limbo as a place of true eternal suffering.

Gustave Doré, Virtuous pagans in Limbo (1890)

Which is why the representation in the game is so strange. In it, Limbo features nasty demon babies with knives for arms, and while the level is aesthetically, well, neutral, it's also fairly bare. Joseph found this particularly jarring in his play-through, but for a game that's so reliant on a poem that is a veritable who's who of classical history and mythology, and thirteenth-century Italian society, the game's version of Limbo is a bare place indeed.

Even the throne room, where all these amazing figures should rest, is just empty. Sure, you're supposed to be killing stuff, but this seems like a weird thing to gloss over. Considering that Visceral Games had little to work with concerning Limbo, I understand. But I feel that something's lost here.

Minos

Bartolomeo Pinelli, Minos judges the damned (1824)

Conrad Zimmerman on Lust:

Limbo may be the First Circle, but Lust is where Hell really begins. Awaiting those whose sins are greater than an ignorance of the one true God is the mythical King Minos, judge of the damned. His role is to determine the sins of each person and cast them into the appropriate circle for their eternal punishment.

Once again, there is an absence of raw material for the designers of the game to work with, giving them considerable freedom for Minos' look. Dante's physical description of Minos is minimal; the King's only distinct feature is his winding tail. When the damned approach Minos, they confess their sins to him and he wraps them within his tail a number of times equal to the circle of Hell where their torment awaits. 

Having that freedom -- and no doubt desiring another boss battle -- Visceral portrays Minos as a massive blind man with a serpent-like lower body having two large tails where legs would be on a human. A tail is still used to lift the dead to judgment, but no confessions are made. Instead, Minos smells the sin in their blood, a much more efficient method than the one Alighieri wrote of. Upon determining their fate, he flings the dead onto a spiked wheel, which sends them down into the abyss.

Minos

Dante's interaction with Minos differs vastly between the two mediums. The poem sees Minos addressing Dante, warning him of what awaits below. Virgil waves off the guardian by pointing out that Dante's quest is ordered by a higher power, and the poets proceed. While Minos is certainly an important fixture in Hell, relatively little time is spent with him.

Visceral's version of Minos judges Dante instead, and it is here that we are given some idea of the depth of sin of which this Dante is guilty. The blind judge declares that he smells "a traitor, a glutton, a murderer" in him. In saying this, Minos foreshadows Dante's journey by placing him among the most reviled of Hell's residents, the betrayers in the Ninth Circle. 

Lust

Priamo della Quercia, Punishment of the Lustful; Paolo and Francesca (1444-1452)

Beyond Minos lies Lust, the Second Circle, home of those who allowed carnal desires to overtake them. Alighieri described this circle as being enveloped in an "infernal hurricane." Those whose fate it is to spend eternity here are whipped and flung by vicious winds, a torment symbolizing the manner in which their emotions carried them through life. 

Dante sees many historical and mythical figures in those winds, including Cleopatra, Achilles, and Paris. He also speaks with Francesca da Rimini, an Italian lord's daughter who was murdered by her deformed husband from an arranged marriage after she had an affair with his brother. Talking to Dante, Francesca claims that it was the tale of Lancelot and Guinevere that seduced the woman and her lover.

All of the above do find their way into Visceral's version of Lust. Francesca lies at the entrance, weeping while she relates her story as one of the game's many shades, as does Queen Semiramis of Assyria. And for the majority of the time Dante spends in Lust, he is surrounded by a massive, twisting wind carrying the bodies of the damned. The only difference is that he's inside a tower -- very clearly a vein-covered phallus -- which is being climbed King Kong-style by a fifty-foot-tall Cleopatra who has mouths for nipples.

The obvious sexual imagery doesn't stop there. Snakes play a considerable role in the design and are a central part of two puzzles in climbing the tower. But if that's too subtle for you, the point is driven home by the penis columns used as decoration. Even the wailing screams of the dead twisting in the wind sound a little like the vocal track of The World's Biggest Gangbang. The design is so over-the-top that it cannot be taken seriously and seems to only exist to see how many dicks Visceral could get in there. 

Lust

Visceral does make one attempt to broach the topic with a bit more dignity, though. On the approach and egress from the tower, a path is lined with pairs of crumbling statues looking at each other with a longing gaze. Looking more closely, you can see that these were not originally pairs, but single pieces broken at the arms -- and that some of them still have the hands of their lover attached to them.

Somebody probably tried to wedge a dick in there.

Joseph Leray on Gluttony:

In an essay titled “Tradition and the Individual Talent,” T.S. Eliot wrote that “Dante’s is a visual imagination.” Not that I’m in any position to disagree with Eliot about Dante’s poetics -- Eliot obviously spent a great deal of time thinking about the Florentine poet, given that parts of the Inferno pop up in The Waste Land and The Love Song of J. Alfred Prufrock -- but the third circle of the Dantean hell, Gluttony, offers very little in the way of atmospheric details. Dante finds himself “in the round of rain / eternal, cursed, cold, and falling heavy, / unchanging beat, unchanging quality. / Thick hail and dirty water mixed with snow / come down in torrents through the murky air, / and the earth is stinking from this soaking rain.”

And that’s pretty much it, given that, at this point, Dante and Virgil are distracted by Cerberus, the three-headed hound and the classical guardian of Hades -- portrayed by the first Harry Potter movie as an enormous pitbull, and by Visceral Games as something that looks like it would’ve been better suited for Lust. (No, seriously: Cerberus looks like a giant penis with teeth.) Virgil outsmarts the hound by feeding him some mud; satisfied with his meal, and in keeping with the circle’s theme, Cerberus lets the Poetic Duo pass. In the game, there’s a vestige of Virgil’s approach: Dante lets himself get eaten and blasts his way out with his cross.

Gustave Doré, Dante and Virgil among the gluttons (1890)

But I digress. The art that has so long defined our visual representation of the Inferno -- Gustave Doré’s woodcuts, for example, or the paintings of William Blake and Salvador Dali’s -- is hardly more useful; most artists instead focused, like Dante did, on Cerberus. Visceral was more or less on its own when it came to the visual design for Gluttony and, a few drops of rain aside, they took a rather thematic approach to its depiction -- mouths and other bodily imagery dominate.

The walls of Visceral's round of Gluttony are a sick, fleshy pink color, and the damned souls are mired not in rain, but in a putrid, yellow bile, literally weighed down by their obsession with food. The walls are lined with pockets of pus exploding from what appear to be sphincters, and the bridges connecting the level’s different rooms look like purple, calloused tongues.

The corporeal visual metaphor is extended to the new type of enemy that Gluttony introduces -- blind, “Bob has bitch tits”-inspired creatures with (get this) mouths where their hands should be. The Gluttons, slow and lumbering, usually attack by projectile-vomiting at Dante. You might think that maneuvering Dante behind them would be a good way to steer clear of the barf attack, until they bend over and try to shit on you.

   Alessandro Vellutello, Overview of Verberus and gluttons (1544)

The Gluttons, as disgusting as they are, probably represent the apex of the level for most players, but the second section of Gluttony is so interesting -- academically and from a level design perspective -- that it bears exploration.

After fighting his way through some boilerplate action sequences, Dante finds himself in front of a glossy portal that transports him out of Gluttony and into something that, I presume, represents his psyche. It's no longer fleshy or gross -- it looks more like a ruined temple. Here, Satan explains to Dante that this is “his” Hell: players come to learn that Dante has some connection, direct or indirect, to each sin punished in the Inferno. After another fight, there is a puzzle based on a series of mirrors and the Droste effect, which, I guess, is designed to reflect the sudden dash of introspection that Visceral brings into play.

This section of Gluttony isn’t only interesting because it completely breaks any sort of momentum the level had or because it introduces an introspective quality to a game that had been hitherto exclusively concerned with stabbing demons in the face with a scythe; it’s interesting because the only time that the actual level design changes is when the player gets to peek into Dante’s head. That’s not to say that Dante’s past transgressions and personal foibles aren’t explored further (with varying degrees of success) throughout the game; it’s just usually done through cut scenes.

Normally, I might complain that using a portal to transport Dante to a section of Hell totally unrelated to Gluttony might seem arbitrary and too “game-y,” but the bar for suspension of disbelief is raised pretty high when the rest of the level consists of tiny assholes on the walls trying to blow pus at Dante as he walks by.

What Gluttony lacks in details from the poem or any real sense that people are being tortured there, it makes up for in shock value and the first look at the scope of Visceral’s fiction. Dante’s Inferno isn’t likely to be remembered as an intellectual juggernaut, but Visceral at least toyed with the idea of having Gluttony’s puzzle section reflect and refract Dante’s psychological trauma. While the mirror puzzle has only a tenuous link to this notion of Dante’s personalized Inferno, it is precisely the kind of stuff that I wish Visceral had done throughout the rest of the game. In short, Gluttony is the first time that Visceral made me think that their version of the Inferno might be interesting in its own right (if only because I missed some clever foreshadowing in Limbo and Lust).

[There you have it. Expect our retrospective on the next three Circles of Hell -- Greed, Anger, and Heresy -- soon.]








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33 comments | showing # 1 to 33
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Technophile's Avatar - Comment posted on 03/05/2010 16:12
Technophile
I look forward to reading the other parts of this article, as I loved the game purely for the comparisons you guys are discussing here.
Revariance's Avatar - Comment posted on 03/05/2010 16:12
Revariance
Hm. Indeed. Shallow and pedantic.
mistic's Avatar - Comment posted on 03/05/2010 16:20
mistic
wow amazing article guys, nice job!

I really enjoyed Dante's Inferno ( and still do as I'm going through it a second time ) it's really worth it I think, even if it's not always perfectly identical to the original...
AC9Breaker's Avatar - Comment posted on 03/05/2010 16:20
AC9Breaker
I really enjoyed the game and frankly never really gave a damn about the poem until I beat this game. I have however enjoyed the work of Gustave Dore just never enough to look into the poem.
Occams electric toothbrush's Avatar - Comment posted on 03/05/2010 16:23
Occams electric toothbrush
When I read "shallow and pedantic" I started repeating it in my head and added a techno beat.

Yeah, it's Friday.

Neat article. Agree that the game had a lot of near hits and more than a few misses. I still enjoyed it though for what it was rather than disliking it for what it could have been which I could see people doing.
Steel Squirrel's Avatar - Comment posted on 03/05/2010 16:24
Steel Squirrel
"Somebody probably tried to wedge a dick in there."

Lulz. That was a good one.
Deny Everything's Avatar - Comment posted on 03/05/2010 16:26
Deny Everything
lol. curious, did you go over 300 with the same fine-toothed comb?
Zulkyr's Avatar - Comment posted on 03/05/2010 16:30
Zulkyr
haha. It's funny how by saying "Joseph, Conrad and I"... I just immediately remembered Joseph Conrad's Heart of Darkness. Which, despite the title, has absolutely nothing to do with hellish depictions of afterlife. Or video games. AT ALL.
Corak's Avatar - Comment posted on 03/05/2010 16:42
Corak
Good read, looking forward to the others.
youngskeletor's Avatar - Comment posted on 03/05/2010 16:43
youngskeletor
i would have loved if they would have put all the fainting in the game. hilarious. imagine dragging some co-op AI around and having to listen to him scream like a bitch every ten minutes... it's not like they didn't change the message completely anyhow.

they turned beatrice into a typical hollywood "girl needs a man's help".

she's supposed to be helping him.
Skulduggery's Avatar - Comment posted on 03/05/2010 16:44
Skulduggery
You guys have done a great job with this, as some one who's read and played the peom and game I bow to you writing abilities.
jazzpanda's Avatar - Comment posted on 03/05/2010 16:49
jazzpanda
great article!
GearsOfAve's Avatar - Comment posted on 03/05/2010 17:10
GearsOfAve
This was a great read.

Truly amazing game, just the way it was put together and how it was able to hook me in. I give Visceral a round of applause.
Roager's Avatar - Comment posted on 03/05/2010 17:41
Roager
I'm basically trying to ignore the comparisons, really. I think I'd be happier thinking that Dante's Inferno is unrelated to Dante's Inferno.

Wait, shit.
Shadowiii's Avatar - Comment posted on 03/05/2010 18:03
Shadowiii
While Dante's version was a slow and gentle prodding for the irony, the game is a blunt strike to the head. Part of what made the Inferno book so clever is that it WASN'T all blunt; you had to think and realize exactly how the situations were influenced by the sin. Visceral just went "oh, fat people barf and crap a lot, let's put that in!"
Also, the Lust stage is completely ridiculous. It seems more like a shrine TO Lust instead of something condemning it. It is important to remember in the poem that it is implied that God made hell, so he wouldn't make a huge penis tower. If anything, you'd think all the damned's reproductive organs would have been completely removed as punishment.
Yeah, it's a decent game, but Lust and Gluttony really went too far in my humble opinion. I'm very willing to take the game with a grain of salt (especially considering the Inferno is one of my favorite works of literature, ever), but Visceral's interpretation is just completely...irreverent of the source material.
Dok Industrial's Avatar - Comment posted on 03/05/2010 18:48
Dok Industrial
@Zulkyr

I'm glad I'm not the only one who appreciated that slice of literary coincidence...
silvain's Avatar - Comment posted on 03/05/2010 20:18
silvain
Hrm... Poem - subtle, mature, political satire

the game - blunt, immature power fantasy.

Ah, now I see the connection. Can we stop giving credit for the team's "guts" given that the end result has no value compared to the poem.

Guts would have been innovating in gameplay to respect the poem, not recasting the inferno as streets of rage.
Guernica's Avatar - Comment posted on 03/05/2010 20:23
Guernica
"The design is so over-the-top that it cannot be taken seriously and seems to only exist to see how many dicks Visceral could get in there. "

I completely and utterly disagree with this comment. I don't know if he's trying to be funny and get some laughs out of readers or not but I highly disagree that this level design focuses solely on dicks and that it's "over the top".

Well, yes it absolutely is over the top. As it should be, and as are all of the level designs in Dante's Inferno. It is continuous and unified in the sense that each level has the same amount of the "extreme factor". I never had a problem with the absolute extremes found in the imagery. Instead, I think it's absolutely repulsive and quite literally awesome in every sense of the word. It was just what I was expecting and just what I was hoping in a game like this, focusing on the issue of sins and wrongness.

As far as the dicks thing went, I really hope this is just a jab to get some laughs. I didn't even notice them as much as I did the very strikingly obvious vaginal references. When the "Lust Monsters" (I dont know their name) first appear they appear to rise up in front of a very obvious vaginal opening. The walls are made to look grotesque and fleshy because Lust is just that - a sin of the flesh. Nothing over the top. Simply emphasizing the obvious grotesque wrongness in the sin itself.

Now I understand that this is a comparative between the original Inferno and the game however, if some liberties weren't taken with the level design, chances are we would have a pretty bland game on our hands. I mean look at some of these engravings. The emphasis lies much more so on the sinful rather than the landscape. And I can imagine it would be awfully tough to design an entire enjoyable game level based around a few lines in a poem from the 1300's.
BileSoup's Avatar - Comment posted on 03/05/2010 20:31
BileSoup
I'm really digging the accompanying artwork you chose, good job sir!
AC9Breaker's Avatar - Comment posted on 03/05/2010 21:09
AC9Breaker
You know I never noticed all the Phallic references in the Lust stage until reading this article. Guess I was just too frazzled by demons trying to stab me with their clits, and babies popping out of titties. I'd also like to point out however I didn't notice how much of a man the Devil was until my 6th or 8th time continuing on him. (I was playing on hard and went full path of the cross)
Guernica's Avatar - Comment posted on 03/05/2010 21:19
Guernica
I almost lost my shit when I saw Lucifer's dick.
Gilthalas's Avatar - Comment posted on 03/05/2010 21:49
Gilthalas
I've had to read Dante's Inferno a lot of times over the years and I'm quite familiar with it. However, when I played through Dante's Inferno, I just completely blanked out the fact that it was in any way related to the original text.

Great read though. You made a lot of points that I'd not really considered and I'm looking forward to the next article.
AHoodedFigure's Avatar - Comment posted on 03/06/2010 05:22
AHoodedFigure
Wait, they REALLY do that for Limbo? Limbo was one of the few parts where I felt that at least some justice was, that the virtuous who lived before Christ's time got some respite and reward for the good they'd done.

As far as Hell itself I wouldn't mind them screwing around as much as they wanted, but this is irritating to me. That right there shows contempt for the material and specifically its sentiment.

Unbaptized children, especially, are merely denied seeing the face of god, but are otherwise taken care of. Here they're treated as creepy monsters...

I guess I want to know if this game has some sort of subjective level to it, like Dante's own corruption means he sees things this way, or is it trying to be totally objective in its depiction? Or do they just not care, and whatever is grossest and most profane goes?

At least Wayne D. Barlowe got to do a lot of work on it. I'm glad for that.
psycho terror2's Avatar - Comment posted on 03/07/2010 09:24
psycho terror2
@ silvain

agreed. if this had been a film adaptation it would have been ripped to shreds, yet as a videogame the misinterpretation and misrepresentation of the source material is practically ignored or justified as necessary for the purposes of creating an interesting game.

what really makes that absurd is the fact that the gameplay feels so secondary to the plot and setting, meaning that overall they are both compromised.
Usedtabe's Avatar - Comment posted on 03/07/2010 11:54
Usedtabe
@Psycho Terror2 :Because a film could have stayed more strict to the source and still have been interesting, due to the lack of interactivity in that medium. Not that the game couldn't have been less liberal with the changes it made. But either way, comparing what could have been criticized if this were a film is absurd.
xenoslave42's Avatar - Comment posted on 03/07/2010 16:03
xenoslave42
Why is no one this critical of how 'accurate' the God of War series is? Seems a bit silly to dissect one and not the other. Just sayin'......
Joseph Leray's Avatar - Comment posted on 03/07/2010 16:13
Joseph Leray
@xenoslave42 -- Because mythology is, by nature, malleable. Regional differences make most claims to "authentic" narratives pretty shaky. Dante wrote the Divine Comedy in the 14th century -- it has a very focused authorial intent, something lacking in the stories that God of War plays on.

Another weakness in the God of War:Greek myth analogy is that Greek myths are really violent and gruesome already. They really lend themselves to videogame recreation pretty easily. The Divine Comedy, on the other hand, is introspective and philosophical. Turning it into a violent, player-driven action game is, quite frankly, a more interesting endeavor.
Joseph Leray's Avatar - Comment posted on 03/07/2010 16:16
Joseph Leray
@xenoslave -- not to mention that David Jaffe and SCEA don't make any claims toward authenticity. Kratos is a totally new, totally original character with a brand new story. Visceral, however, have it perfectly clear that this is supposed to be a re-creation of Dante's Inferno -- Dante is a character that comes with some baggage and certain expectations.

I think Visceral's adaptation really invites this kind of close comparison. It'd be intellectually lazy not to check the game against the poem.

And, to be honest, I don't think we've really been that critical.
psycho terror2's Avatar - Comment posted on 03/07/2010 17:41
psycho terror2
@ Usedtabe

the film comparison is secondary to the idea that poetic license has been taken overboard to facilitate fairly weak and unoriginal gameplay, therefore undermining the very reason for the deviation from the source material.

if you think hacking through hundreds of demons was the most relevant way to have tackled the issue of adding interactivity, i would say you had a limited perspective on gaming in general.

i guess essentially i would say that either visceral simply chose the wrong source material, or they missed out on a chance to make something truly original. i hate to drag out ICO since it's such an obvious example, but games can tell a story, and take you on an interactive journey without being shoehorned into some generic game format.
Joseph Leray's Avatar - Comment posted on 03/07/2010 18:08
Joseph Leray
@psycho terror -- I think you definitely have a point, and I think it explains why so much of the criticism/discussion about DI (including this post) is focused on the level design, visual design, atmosphere, etc. Creating vibrant, interesting worlds is something that videogame devs are good at, and it's easily the strongest part of DI, vis a vis the source material.

The combat is good, don't get me wrong, but you're right that it detracts/distracts from what Visceral were trying to achieve.
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