E3 Analysis: Dante's Inferno Doesn't Need To Be Literature
June 4, 2009 8:00 AM | Simon Carless
[At E3, our own Leigh Alexander looks at Visceral Games' Dante's Inferno to argue that perhaps it doesn't need to take its source material -- the seminal, epic poem -- as seriously as some have suggested it ought.]
Audiences often urge game developers to create more sophisticated, artful experiences, and one avenue to this may be to take inspiration from literature. But when creating games -- especially action games -- how faithful to often austere source material should games be?
As soon as details first began emerging on Electronic Arts' Dante's Inferno, earnest, artful and chin-stroking audiences were unhappy that Alighieri's revolutionary epic poem took so many liberties with the source material.
It's not hard to see why. Where the Divine Comedy's Dante is a suicidal soul-searcher on a journey of discovery about self and sin, Inferno's is a former Crusader armed with a giant scythe that looks like it's made out of a monster's spine.
They've made of the hero a real video game character, complete with "dark past", added a vaguely risque subplot about rescuing Beatrice from the devil's seduction, and pegged on a cheerfully insouciant "Go To Hell" tagline.
As a religious allegory, the original work had -- and continues to have -- significant cultural and spiritual impact, and yet here's a revoltingly gory boss kill involving putting a monster's tongue into a spiked gear (developer Visceral Games aptly chose its new name).
None of this is in the Divine Comedy, of course. Surely Visceral could have done more with one of humanity's greatest pieces of literature than make a God of War clone, right?
Judging by its E3 demo, overt mechanical similarities to God of War probably give the game more to worry about in the court of public opinion than whether or not it's faithful to the source material.
Gleefully gruesome and literally hellish, the game seems to use the poem's backbone and references to enrich an action game, rather than use the game as an attempt to emulate an epic poem in video game form.
The very same literature buffs who despaired the lack of fidelity in Dante's Inferno can still get a kick out of recognizable symbology and references in the game -- whether that's hacking up repulsive, spewing "Gluttony minions" by the River Styx, or the imagination of Chiron's boat as a living entity with a head to be twisted off at the neck. There are unbaptized babies running around with weapons.
"The real inspiration is the setting, the characters and the script," senior producer Justin Lambros tells Gamasutra. He says the team was interested in visualizing an "actual geography of hell," and the visuals on screen often go with the voice-over from the actual Divine Comedy narrating each scene.
The Divine Comedy, after all, is largely a poem about two guys walking and talking -- not exactly the core gameplay of an action game. In that way, the liberties the team took were intended to create a stronger video game, a more reasonable priority for, well, a video game, than focusing on a strong epic poem adaptation.
As for the batty storyline, Lambros says the team intended to go "over the top" -- and maybe it should. It's an action title set in Hell. Why not have fun with it?
That's certainly not to assert that games should never treat literary sources with gravity. Audiences would like a game that uses the medium's potential to correspond with other cultural sources, and that's an excellent goal. Dante's Inferno is not that game -- it would rather be an action title.
And that's okay. It still becomes an interesting argument for the merit of taking inspiration, rather than being imitative.
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4 Comments
The problem I have with this project is that it doesn't really take inspiration from the Divine Comedy, it just takes the name to gain notoriety that I suspect it would otherwise lack.
I don't really mind that the game isn't a faithful adaptation of the poem (I have no idea how you'd do that), but I do resent what I think is a pretty cynical attempt at manipulation. By all accounts, this game takes the vast majority of its inspiration from "God of War", not literature, and what's not borrowed from that franchise comes from hackneyed videogame conventions about Hell. It seems like I've seen a lot of this before in games like "Doom" and "Painkiller", where I think Hell was done better.
That's why the developers' self-effacing "the real inspiration was the setting" line doesn't wash. The real inspiration was that a highly derivative project, covering some very old ground, needed a hook. So they gambled that using a name from the Western canon would get people talking about what appears to be a rather unremarkable project.
Rob Zacny | June 4, 2009 9:52 AM
I don't necessarily think people would have minded so much if they had have been more honest that the game isn't particularly like the poem. If they'd represented it as an action game that just so happens to borrow concepts liberally from Dante's Inferno, they'd probably have been praised. Instead, they tried to go the other way, as an adaptation of Dante's Inferno that just so happens to be an action game. This has been a less successful approach.
EA really should have taken a close look at how 2K marketed Bioshock. They marketed it as a shooter, that just so happens to have an art deco aesthetic and something of an Objectivist criticism. Start with the familiar, and have the unique aspects be visible after closer inspection. Most gamers are incredibly risk-averse, except for the most engaged who instead want something radically new. Structuring the marketing in the way 2K did hits both audiences with what they want.
Merus | June 4, 2009 11:09 AM
I've been teaching The Inferno in my games and literature class for several years now. When I heard about this project, I had extremely low hopes that it would be little more than a God of War rehash, and I've yet to hear or see anything that has changed my preconceptions. What you've described here sounds about like what I've been expecting.
I wanted to make a point on the characterization of Dante as a "suicidal soul-searcher," which is problematic at best. The Inferno section of Dante's epic is a lavish litany of revenge and settling scores with his enemies. Dante was in exile when he wrote The Commedia, and in The Inferno section, he largely created his own game structure in epic verse to have his way with his political enemies in Florence and Rome.
The real enemies and obstacles for Dante, then, weren't fantastic creatures with magical items who challenged him to a duel on each successive level; the beasts and beings he encountered offered warnings, wisdom and guidance, and portraying them as antagonists is where this videogame for me deviates too far from its namesake. For this project to be more accurate to is source material, developers would have to give us anti-papist imagery so graphic and severe that Dan Brown's silly novels would truly pale in comparison.
Electronic Arts would no more have us butcher up Pope Boniface VIII with whatever gruesome melee weapon our player-character has handy than miss their annual Madden ship date.
Trevor | June 4, 2009 12:47 PM
There's a Japanese short story from the eighties in which a young Japanese man moves to Italy for a while, where his brother lives, and pretty much spends all his time playing a video game version of Dante's Inferno.
Bryce | June 4, 2009 2:55 PM