How Dante’s Inferno Forced Christian America To Repent Its Sins

In the 2008 sci-fi horror game, Dead Space, blue collar engineer Isaac Clarke is guided through an abandoned space ship by the voice of his girlfriend, Nicole. But as circumstances grow more dire aboard doomed mining vessel Ishimura, and further quasi-demonic alien atrocities are uncovered by the player, one question emerges: how could anyone survive this? What Isaac discovers and the possibility of Nicole being alive grow more dissonant until the titular Chapter 12, where the truth is uncovered.
Throughout the game, Isaac has been manipulated by Marker 3A—a man-made replica of an alien artifact. Nicole actually committed suicide shortly after the Necromorph outbreak, and Isaac witnessed it at the end of a video log seen at the start of the game. Manipulated by grief, psychosis, and electromagnetic frequencies generated by the Marker, Isaac has further enabled the Necromorph outbreak and must reckon with their actions through two follow-ups as his mind slips further into insanity.
Eagle-eyed players, though, could follow earlier breadcrumbs left by the first letter of each of the game’s in-game chapters. They spell out, “NICOLE IS DEAD.”
Though Visceral’s 2010 follow-up, the little-praised action-platformer Dante’s Inferno, does not feature such a deliberate trick with its chapter names, it does offer players a similar metatextual thrill through its save system. If a player makes use of each save slot, they can document Dante’s descent into sin. Then, when a late-game series of trials eats up most of those slots, they’re forced to save over the previous rings of the Inferno. They are invited to “erase” sins Dante is complicit in, but are not able to strike out his most grievous wrongdoing: violence.
Dante is a Crusader lost in a forest of sin. He’s called into action by Lucifer, who snatches away the spirit of his beloved Beatrice and drags her to the cold bowels of Hell. She’s to be the Devil’s new bride. Enraged, Dante follows the demon down into his domain and proceeds to do battle with its denizens. With damned pagan poet Virgil as his guide, the warrior must shoulder the weight of all human sin if he hopes to liberate his beloved from Lucifer’s icy grasp.
In Visceral’s take on the first act of The Divine Comedy—an interpretation versus outright adaptation—players use mechanics liberally drawn from other action-platformers of the day to descend into Hell. The combat most resembles Sony Santa Monica’s God of War series, the third of which was released a little over a month after Dante’s Inferno on March 16, 2010. These similarities include a bladed whip-like weapon, practically identical platforming mechanics, and QTE prompts that flash as big, bright button prompts above enemy heads. Critical consensus of the time doomed the game’s reputation as a “God of War clone,” for lack of a better term. With Sony’s series hitting the PS3 for the first time just under a month later, PlayStation players simply played that, while Inferno floundered among the 360’s core demographics of first-person shooter and sports game fans.
This is why reductive takes on mechanical similarities between titles (“it’s just X with Y in it”) can be a poisonous line of thought when left unchecked. It’s “X is the new Y” by any other name, and can ultimately spell disaster for works of art that hold merit in the zeitgeist. Novelty does not define excellence. If one is going to interrogate Dante’s Inferno for its similarities to God of War, then they must, too, take Dead Space to task for all of the notes cribbed from Resident Evil 4. But to do that, one would overlook the liberal similarities between Dead Space 2 and Capcom’s direction for the Resident Evil remakes. Ultimately, art is both recursive and discursive by its very nature—that goes forwards and backwards in the pantheon. To overlook certain examples of it that are drawn from others is to dull one’s own sense of expressive curiosity.
But I digress. Where Dante’s Inferno differentiates most from God of War is in its “Holy” and “Unholy” upgrade system. As players progress, they are given the chance to absolve or damn certain damned souls in the underworld. These include such contentious figures as Pontius Pilate, Electra, and Nimrod. In addition to the player’s moment to moment choices in combat, these decisions contribute to two different meters, which correspond to the two upgrade trees. For my most recent playthrough, I absolved every soul and sunk the majority of my upgrade points into “Holy” damage, which made it feel like a significantly different game than I remember playing at launch.
Holy attacks in Dante’s Inferno take the form of a long-range projectile with crowd control capacity. Dante thrusts his crucifix, and from it fires three white-hot crosses that tear demons to shreds. Each upgrade brings stronger and faster crosses, alongside a parallel set of other Holy skills to upgrade. My favorite among these is Sacred Judgment, which is among the most useful abilities in the game overall. Dante unleashes a surge of divine energy that stuns and pulls in crowds of enemies. It’s an early skill, but one that only grows more useful as the game piles enemies on the player.
Which brings me to the other mechanical differentiation between Inferno and War. Of the two, Visceral’s is the harder game, often to a frustrating fault. Players are pelted with foes at inopportune times, and on first playthrough, the checkpointing can make this feel especially unfair in certain monster closets. Swinging on Dante’s scythe to scale lava-slicked walls, too, is often a punishing experience that can only really be figured out by trial and error. As if a tacit admission of this, repeated deaths on lower difficulties lead to the gradual restoration of the player’s health bar. Tackling the game on harder difficulty levels is recommended for those familiar with the various ways the game is designed to screw them over, of which there are many. That said, the inclusion of New Game+ makes for excellent practice.