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.
-
Reunion Is A Great Post-Car Crash Game By Wallace Truesdale October 20, 2025 | 12:00pm
-
How Games Turn Us into Nature Photographers By Farouk Kannout October 20, 2025 | 11:00am
-
Silent Hill f Returns the Series To What It Always Should Have Been: An Anthology By Elijah Gonzalez October 17, 2025 | 2:00pm
-
Super Mario Galaxy 1+2 Is A New Template For HD Remasters By Madeline Blondeau October 17, 2025 | 12:00pm
-
Shorter Games with Worse Graphics Really Would Be Better For Everyone, Actually By Grace Benfell October 17, 2025 | 10:45am
-
Taylor Swift’s The Life of a Showgirl Songs as Video Games By Willa Rowe October 16, 2025 | 2:47pm
-
Whether 8-Bit, 16-Bit, or Battle Royale, It's Always Super Mario Bros. By Marc Normandin October 15, 2025 | 3:15pm
-
Lumines Arise's Hypnotic Block Dropping Is So Good That It Transcends Genre By Elijah Gonzalez October 15, 2025 | 1:00pm
-
I’ve Turned on Battlefield 6’s Senseless Destruction By Moises Taveras October 14, 2025 | 3:30pm
-
Ghost of Yotei Reminded Me of the Magic of the PS5 DualSense Controller By Maddy Myers October 14, 2025 | 12:15pm
-
Steam’s Wishlist Function Is Missing One Crucial Feature By Toussaint Egan October 13, 2025 | 3:30pm
-
The Future of Kid-Friendly Online Spaces By Bee Wertheimer October 13, 2025 | 2:30pm
-
In the End, Hades II Played Us All By Diego Nicolás Argüello October 10, 2025 | 2:00pm
-
Hades II's Ill-Defined, Unserious World Undermines the Depth and Power of Mythology By Grace Benfell October 9, 2025 | 1:00pm
-
2XKO’s $100 Arcane Skins Are the Latest Bummer for Fighting Game Fans By Elijah Gonzalez October 8, 2025 | 3:00pm
-
Nintendo's Baseball History: Why Ken Griffey Jr. and the Seattle Mariners Should Be Honorary Smash Bros. By Marc Normandin October 8, 2025 | 1:00pm
-
Don’t Stop, Girlypop! Channels Old School Shooter Fun Alongside Y2K ‘Tude By Elijah Gonzalez October 8, 2025 | 9:14am
-
Ghost of Yōtei and Assassin's Creed Shadows Have Refreshingly Different Heroines By Maddy Myers October 7, 2025 | 12:15pm
-
Yakuza Kiwami 3 and the Case Against Game Remakes By Moises Taveras October 7, 2025 | 11:00am
-
and Roger and Little Nightmares Understand Feeling Small Is More Than Just Being Small By Wallace Truesdale October 6, 2025 | 1:00pm
-
Daimon Blades Is A First Person Slasher Drenched In Blood And Cryptic Mysticism By Elijah Gonzalez October 6, 2025 | 12:00pm
-
The Erotic and Grotesque Roots of Silent Hill f By Madeline Blondeau October 3, 2025 | 3:10pm
-
Time and the Rush of the Tokyo Game Show By Diego Nicolás Argüello October 3, 2025 | 1:49pm
-
Upcoming Horror Game From Spec Ops: The Line Director, Sleep Awake, Is Sensory Overload By Elijah Gonzalez October 3, 2025 | 10:30am
-
Is It Accurate to Call Silent Hill f a "Soulslike"? By Grace Benfell October 2, 2025 | 2:45pm
-
Fire Emblem Shadows and Finding the Fun in “Bad” Games By Elijah Gonzalez October 2, 2025 | 1:22pm
-
30 Years Ago the Genesis Hit the Road with the Sega Nomad By Marc Normandin October 1, 2025 | 1:44pm
-
Blippo+ Stands Against the Enshittification of TV By Moises Taveras September 30, 2025 | 12:00pm
-
Our Love-Hate Relationship with Silksong's Compass By Maddy Myers September 30, 2025 | 10:15am
-
This Week Was Maps Week By Garrett Martin September 29, 2025 | 5:15pm
-
Unlearning Productivity with Baby Steps By Bee Wertheimer September 29, 2025 | 1:30pm
-
Ananta Wants to Be Marvel’s Spider-Man, And Just About Any Other Game Too By Diego Nicolás Argüello September 29, 2025 | 11:30am
-
We Haven’t Properly Mourned the Death of RPG Overworlds By Elijah Gonzalez September 26, 2025 | 3:45pm
-
No Map, No Problem - Hell Is Us Trusts Players To Discover Its Wartorn World By Madeline Blondeau September 26, 2025 | 1:15pm
-
Keep Driving Understands That Maps Can Be More Than Functional Accessories By Wallace Truesdale September 26, 2025 | 10:50am
-
Games Criticism Isn't Dead, But That Doesn't Mean It Can't Get Worse By Grace Benfell September 25, 2025 | 12:30pm
-
Upcoming Mobile Game Monster Hunter Outlanders Looks Suprisingly Faithful, but Its Biggest Test Is Yet To Come By Elijah Gonzalez September 24, 2025 | 10:30pm
-
30 Years Later, Command & Conquer's Excellent Level Design Still Sets It Apart By Marc Normandin September 24, 2025 | 3:00pm
-
Skate Can’t Be Punk, It Never Was By Moises Taveras September 23, 2025 | 1:50pm
-
I Love 1000xRESIST’s Terrible Map By Willa Rowe September 23, 2025 | 11:20am