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The Road To Hell: The Creative Direction of Dante's Inferno
 
 
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  The Road To Hell: The Creative Direction of Dante's Inferno
by Christian Nutt [Business/Marketing, Design, Production, Interview]
19 comments Share on Twitter Share on Facebook RSS
 
 
February 5, 2010 Article Start Previous Page 2 of 4 Next
 

When you were working on the adaptation, and working on the way that you would have to change the story, did you look at any other adaptations of classic literature? What about other adaptations in game media? Did anything help provide a guideline for the way of your thinking?

JK: Well, we are always looking at stuff. I didn't specifically try to do that, no. I mean, our take on it was definitely original, and it developed here on the team, and we ran with it.



I think, in retrospect, I've always found it interesting that Bram Stoker's Dracula, which Francis Ford Coppola made in [1992] was actually reasonably faithful to that book, and yet he also felt compelled to introduce this crusade narrative, where Dracula had this medieval past, where he's fighting in the Crusades, and the love of his life dies, and that sets in motion these events.

And that was not part of Bram Stoker's novel, and, you know, that's one example that brings to mind how the Crusades have permeated culture... it's a modern idea that people continue to be interested in.

But we obviously looked at everything that's been done with Dante over the centuries, from illustrations and paintings, to sculpture.

There's a really fun sort-of animated puppet movie, almost, that was done a few years back, that updates it with Dante and Virgil starting out in a very urban environment, and descending down into a subway, and there's politicians boiling in hot tubs, and that's a very clever piece that's a little more tongue-in-cheek.

There's been a pretty broad sweep of stuff. There's a novel entitled Inferno; it was written in the '70s, it's by Larry Niven, it's a science fiction novel. He reimagines it as this fascist state, which is fairly literal to, again, the structure, and Virgil is replaced with Benito Mussolini, and Larry Niven basically casts himself as this guy who dies and goes to Hell, and tries to get out. So there's been a lot done on it, and it's definitely a fascinating and rich source material.

When it comes to talking about the Crusades being evocative and popular source material, did you have to do any research on the Crusades? And what did you think about what you discovered, as you were working on the project?

JK: Well I was compelled by this one particular historical event in the Third Crusade, or the King's Crusade, which was a failed attempt to reclaim Jerusalem. And Richard the Lionheart takes the city of Acre, and from there attempts to take Jerusalem but is ultimately repelled.

And in that summer, in the city of Acre, the Christian Crusaders took a bunch of prisoners -- about 3,000 prisoners -- and were holding them, and Richard was trying to negotiate a deal for their release, and ended up just ordering their slaughter. And so, one morning, they just trotted out these 3,000 people and slaughtered them on the spot. Whereas Saladin, when he captured Jerusalem earlier, had spared the prisoners that he had taken, and so it just created, obviously, a really bad dynamic.

And, to me, that was a really interesting historical moment, and as we look for a way to craft the path of our Dante, and sort-of reimagine him as this guy who has gone through a lot of really morally questionable activities, that felt like kind-of a really powerful hotbed of bad choices, and was thematically appropriate. [We] made him part of that event.

And then he comes home to Italy, to find that Beatrice has been murdered, and as he goes into Hell, he basically has to relive that past and face the things that he's done, and the sins that he's committed.

We spent a little bit of time looking into that little slice of history -- and it doesn't coincide exactly with Dante writing The Divine Comedy, which is a little bit later -- you know, Dante's born in the 13th century, and the stuff I'm describing is 12th century, but, you know, it's in that medieval period. And so we played with the timeline a little bit, and it provides kind-of the right backstory for our guy.

How much did gameplay and genre considerations drive the evolution of the story for you?

JK: Well, I mean... a lot. Again, it's an action game, and it's a game in which you do a lot of combat, and that combat is the heart of the game; that's what it is, first and foremost, and that's why it's entertaining, is that the combat feels so good.

And so, we absolutely had to craft a narrative around a very aggressive protagonist with supernatural weapons, and the ability to break into Hell and fight through the nine circles. So, knowing that that's what video games are, and that's what video games are going to be, we definitely had to craft a narrative around that.

And, you know, there are origin stories about how he gets his scythe from Death, and how that plays out. We wanted the acquisition of weapons and the unholy abilities and so forth to really make sense in the story. So, yeah, that was a big consideration, for sure.

 
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Comments

Giuseppe Crugliano
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We pitched this game to EA into 2004. Said was not a good idea. Disappointing.

Joshua Sterns
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A good Q&A session, but where are the really tough questions. For example.



How is Dante's going to measure up to an already established franchise like God of War? Personally Dante's appears to be a Christian version of God of War.



What is the next focus for Visceral? Are they working on more Dead Space, a Dante sequel, neither, both?



The Metacritic score is currently at 74 for Xbox and 78 for PS3. Was this average score expected, or are critics being overly harsh for a new IP?



I also heard from Kotaku that the DLC has Co-op and a challenge editor. Both these features are rare in action hack/slash games. What motivated the studio to conquer these challenges, and why not include them with the base game? Were they slipped in last minute? Is this just a marketing device to make DI stand out?---buying the game brand new gets you a DLC code.

E Zachary Knight
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Reading this interview reminds me of the first two frames of this comic:



http://www.gamespy.com/articles/997/997241p1.html



In summary : "A game idea is born. Guns are added to it."

Ted Brown
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I found these questions to be direct and insightful, especially given the... complexities of the game at hand.

Shay Pierce
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Developers: "We want to make a game where you fight demons in Hell using Death's scythe." Publisher: "We want this game to be attached to a recognizable Intellectual Property so it will sell more copies. Are there any IPs we wouldn't have to pay for?"



Result? Dante's Inferno.



Love the title of the article by the way.

Matt Riley
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I really wish this interview had pushed Jonathan Knight more. When a movie adopts a famous work, there are always the hardcore fans that are dismayed by the end product, but we generally can understand the rationale. Peter Jackson, for example, obviously cared about conveying Tolkein's message: "by being faithful to his themes, his characters and the things he clearly cared about, I can at least feel I’m honouring his wonderful imagination in the best way I know how." The Lord of the Rings trilogy brought Tolkien to a much larger audience.



What was the rationale with Dante's Inferno? JK admitted to only presenting the surface layers, modifying the main characters and story line, and not even reading the poem until recently. Why make *this*? If he wasn't a fan of the source materially originally, why couldn't he make a hack and slash game around his own IP?



I really hoped this interview would give us a reason to doubt Shay's comments, but they seem like the most plausible explanation.



I realize this is distorting the intention, but I found Merriam Webster's definition of visceral particularly ironic:

2. not intellectual

3. dealing with crude or elemental emotions

Dave Smith
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i wouldnt have a problem with taking liberties with the source if they didnt make Dante into the most generic, immature God of War clone imaginable. the whole thing sounds like a bad joke you would hear about making video games. im suprised it doesn't have a name like "Dante's Mega XXX-Treme Hellfest!!!" or something. i dont expect them to keep him a poet, but at least dont go the lowest common denominator route.



He is flat wrong in saying this is what video games have to be.

Jason Johnson
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@ Dave. Read as: this is what video games have to be when your publisher has lost around 75% of its market value within the span of about a year.



Still its a shame they couldn't build a brawler without dragging an important work of literature into it. It's not like the name carries any weight with gamers, unless they are going for the Devil May Cry reference.



Also, not sure if the title is an intentional double entendre.

Matthew Bonnitt
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I just watched a video of the game and I have to say that it looks like a decent hack n’ slash game in the vein of, yes, Devil May Cry or God of War. I think the game could be really fun.



Like others, though, I have a problem with Visceral’s use of IP. I believe the game would have really worked much better if the game had been marketed as “inspired by Dante’s Inferno” rather than “this IS Dante’s Inferno.” I don’t think there would be such a bad taste in my mouth as Visceral skimmed the most superficial components from a beautiful, complex staple of Western literature. If they had gone the “inspired” route, I would have thought, “Yeah, I can see some connections to the poem.”

Matthew Bonnitt
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Some comments on Knight's quotations:



“And so, we absolutely had to craft a narrative around a very aggressive protagonist with supernatural weapons, and the ability to break into Hell and fight through the nine circles. So, knowing that that's what video games are, and that's what video games are going to be, we definitely had to craft a narrative around that.”



Is that really what video games are and are going to be? That’s a crying shame. I thought the industry was trying to move beyond that (mis)conception, trying to show the world that video games could partake in important cultural dialogues and be just as meaningful and relevant as movies or books.



“The Divine Comedy is a three part piece that's 14,000 lines, and... there's a lot going on there, and I think the game is clearly taking the top couple of layers of that, but it does not go deep into the more theological, or philosophical, or what-have-you elements of the poem.”



This goes back to my marketing comment: if Visceral is just going to take the top layers (the most superficial layers), why try so hard to tie the game to the poem? Why not simply say the game is inspired by the poem? At least this way Visceral would get some points for taking creative license (as things are, creative license actually hurts the product, in my opinion).



“It might be. I think that the list is probably not as long as people might think, you know. I think what works Dante's Inferno, and I think what works about some of these big works of literature that I can imagine as video games, is when they really do more than just tell a story, but they spin a whole world. They create an alternate reality that feels really believable.”



Must a work of literature create an alternate reality for that text to be adaptable for a video game? I don’t think so. In a Gamasutra article, Mona Ibrahim makes up a game about the Russian Revolution as an illustration for her article (link: http://tiny.cc/hp98d). The first person to post commented on how let down he was that she wasn’t taking about a real game. I completely agree, and the first thing that popped into my head was that Boris Pasternak’s Doctor Zhivago would make a great game based on the Russian Revolution. Pasternak didn't create an alternate reality; he just detailed how things were – with some artistic license. The list of books that can be made into games is actually probably quite extensive as long as one is open to different forms of gameplay.



(I understand that Visceral makes certain types of games, which is completely fine. I'm dealing with this statement as a generalization for the industry as a whole, since that is what it seems Knight is saying).

Ismael Escandon
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The issue is all the people saying its a GoW clone or DMC clone everythings a clone of a clone that you can't disagree with even GoW the big thing is : The lil thing that happens when your going to kill something oh you press O thingy : that's how much of an impression GoW did great story yes great gameplay yes still a clone of old gameplay ? Absolutely. I will agree on the fact that they murdered a great poem but hey lets give them a shot the kids are newbs let them figure out stuff.



My point is yes its going to happen where people say "Oh, its more of the same plus GoW is way better" stop living in the past lets give new games a chance I remember the time GoW came out "Man DMC clone so hard game is going to fail" Xplay said 5/5 : gamer said " OMG dude game is so winsauce best game ever". its just easy to agree with others.



Personaly I'm interested and once It comes out and I beat it. I'll say why the hell I didn't or did like it. For now observe and see where the director is taking this game : Game heaven or Game Hell aka "Trashbin".

Leonardo Ferreira
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"Let's cast him as this fallen Crusader who has this morally questionable background."



And then people even ask why is it so hard to make videogames to be taken seriously.

Steve Mallory
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While the poem is filled with imagery that has defined many definitions of Hell since it was written, the poem features very little conflict beyond allegorical internal conflicts about the nature of man and his attempts to bypass sin. Not much in the literal document exists to hang a dramatic story upon - clearly some of this would need to be manufactured.



That isn't to say that you can't create a compelling story using the description of Hell as outlined by Dante. a middling movie but excellent book, "What Dreams May Come", used much of Dante's imagery to describe Hell, and more importantly, provided a much more grounded and emotional reason why a moral, good man would willingly go to Hell. In fact, in my opinion, using that novel as a starting point would much more closely follow the romantic notions of Dante's poem while also providing the dramatic context needed to ground the game in the realities of the poem.



This is what I am curious about, though, is what was their game narrative premise? It looks like "Redemption through the trials of Hell saves True Love", and I think that is the problem. Dante wrote the poem about a long lost love, his true love Beatrice. Perhaps a more compelling premise to the game narrative might have been: "Nothing can stop true love, not even Hell." Dante doesn't need redeeming, he shouldn't be conflicted, dark or brooding. That is such a modern-concept and is misplaced given the context of the material.

Roberto Dillon
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turning Dante into a "fallen crusader with a questionable background" is beyond ridiculous.... On the other hand, having a "fallen crusader with a questionable background" going to hell to rescue his beloved while being led by Dante (who will then play Virgil's role and help/mentor the player in his bloody quest) would have been less offensive to the original material while still delivering the same game in the end. IMHO.

Bill Tordonero
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"And, you know, it's very medieval. Like, there's some stuff in there about certain sins that are punished, or certain religious figures. There were things that we stayed away from because it wouldn't serve the game to go deep into that stuff. "



You mean The Prophet Muhammad is not the final boss??? :P

Steve Mallory
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@Bill:



I think its a case of Dante sprinkling a great many references to politicians, prominent figures, etc. that were his contemporaries, or recent contemporaries, that mean very little to those outside of the Literati who spend a great deal of time analyzing the poem.

King in Yellow
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What did you expect from EA? Literary Genius?

Carlos Mijares
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I played the demo, which I found entertaining enough, and while it's understandable that it must share many traits of the beat e'm up genre, it felt too much like God of War, moment to moment. From the female narrator, to the art style, to the camera system, background environments, combat, etc. The question becomes, "If I want an experience so closely similar to God of War, why not just wait for GoWIII and then see which one is worth my time?"





@ Joshua Sterns



"The Metacritic score is currently at 74 for Xbox and 78 for PS3. Was this average score expected, or are critics being overly harsh for a new IP?"



They're probably not being unfairly harsh. Just over a month ago the new IP Bayonetta was introduced. The game shares the same genre as Dante's Inferno (i.e. you'd play both games for the same reason, to beat tons of enemies epically), yet it has a Metacritic of about 90 (still too low).

Scott Foulk
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I do not think that this depiction of Dante's Inferno is debasing Dante's literary masterpiece. In fact, I question it as a literary masterpiece to begin with. Dante is basically making himself the protagonist in his own poem. He places the bad people, aka those he doesn't like politically or personally, from Popes to clergymen, into Hell. He places the rest into Purgatory or Heaven, especially Beatrice, who is practically a goddess in the Paradiso. So I don't know why it is labeled as a masterpiece. It appears to be very much a self-indulgent work of poetry - Dante is the victim, and Beatrice is the deity. Albeit, it is very lengthy, and very old. So maybe that's the reason it is a masterpiece.

Just like a vase, only after 2000 years.


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