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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 3 of 4 Next
 

Going back to when you were originally coming up with the idea, was it inspired by Dante's Inferno, or did you always have this concept of altering the story, and changing the protagonist, at the very genesis of the project?

JK: Well, at the very genesis, it was definitely Dante's Inferno, and his vision of Hell. And I think the idea of reimagining him as a fallen Crusader was our way of addressing the issue that the poem, while providing us a roadmap in so many ways, doesn't have a strong motivated action hero. And so that was our response to that; that was really the way to bridge the gap between the poem and the video game.



I definitely get the sense that maintaining the stuff with Beatrice... It's a gap we're starting to bridge with games, I think -- having that sort-of romance motivation, character motivation. How did you blend that successfully with this hardcore action game, and keep that tone appropriate? Was that a challenge?

JK: That was the part that worked really well for me. I think everything is a challenge about making the game, but having that clear romantic goal in mind is the backbone of it.

And so, there were a few necessary components -- knowing that Beatrice was a real person, that Dante was a real person, that their biographical story is actually written and interesting -- that gave us a lot of confidence that that was a universal story.

I see him as a guy who is deeply violent, and troubled, and is led down a bad path; but ultimately you've got this one, like a lot of stories we've seen over the years, he does have good in him, and he really does care for this person. He's come back from the wars hoping to forget his past, and forget about everything else, and be with the woman that he loves, and start over, and live a normal life.

And she represents the only source of light for him, and so when he comes home, and finds that she's been brutally murdered, and then her soul is denied going up to Heaven and is pulled into Hell, it sets him off. And he wants to make things right, and I think that provides a strong motivation.

And when you're playing a game, you want to know how that's all going to work out. You know, is he going to save her? What's he going to learn about his past? Why is all this happening? Who killed her? Why is she dead? And the story starts to unfold.

Working with source material that's actually medieval is incredibly rare for games, but also, contemporary sensibilities are quite different. Obviously, that's what led to a lot of the change. Was there anything about the story that you felt couldn't work in this market, or couldn't work in this medium?

JK: Well the poem is incredibly sophisticated. 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. Ultimately the game is this gateway into Dante's vision of Hell, but it's not meant to replace a reading of the poem, obviously, which is much more sophisticated.

We were pretty deliberate about saying, hey, his description -- the adventure moments that are in the poem about how they descended down this cliff, and they crossed this river, and they encountered this monster, and they talked to the judge of the dead, and all of those kind of moments are what focused on delivering.

A lot of the secondary characters that he stops and talks to -- whether it be historical characters like Emperor Frederic II, or a mythological character, or these Florentines that are mentioned in the poem -- we wanted those to be in the game, but where they might go on and on for three paragraphs about their life story in the poem, they get like a line or two in the game so just get a brief sense of the sins they committed.

Whereas you might mention a hundred of them in the game, we did fewer of them, because ultimately there's only so much talking that you can handle in a game. It's about the action, and the combat, and so forth. It was heavily abridged, and I think that gave us the opportunity to pick and choose the stuff that was more appropriate for the game.

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.

Do you see a game, or a potential for a game -- not necessarily in this franchise, but a potential for games to explore some of the stuff you guys couldn't tackle? You know, through a different genre, or different storytelling techniques?

JK: Well, that's a big question. I think that there are certain genres -- like the role playing genre -- where there's like more dialogue, and there's more, I think, appetite from gamers for a lot more narrative.

Thematically, I think we're starting to see these stories be more compelling, more emotionally resonant. I think we're getting to the place where the production values, where people are caring about the characters more and more, and the performances of these digital characters are becoming just more and more realistic; and I absolutely think that's going to continue, and that as those production values increase, the sophistication of the stories and the themes is going to continue to grow, 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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