21 Mar 2015

Air Jordan 2s the first part has a classic style

According to Steve Desilets, lead designer for Dante Inferno, an Electronic Arts survey found that 83 percent of people have heard about the first part of Dante Alighieri Divine Comedy. It a recognizable work in the Western canon, yet strangely enough, I willing to bet that fewer people have actually read it.

People learn about the nine circles of hell and the hero epic journey through cultural osmosis. It like knowing about David and Goliath without actually reading the Bible passages. For me, I had a passing knowledge of the Dante Inferno. I generally know what it about, but I have never read the text itself. I never delved into the nitty gritty of the text, but now, I have the chance with EA Redwood Shore latest project.

we have to change a couple of verbs because watch and listen aren exciting to play, said Desilets. maim, torture those are basically your verbs, but the setting is loyal as we can actually be to the poem. level I played puts Dante on the Charon boat on his way to the underworld. But in this case, the team imagines Charon as being the actual ship. Dante ride the ferryman back and battles demons and other creatures in the first part of the level.

As many suspected from the trailer, Dante Inferno has that God of War/Devil May Cry feel. Dante has a scythe that he stole off Death and he can use it to hit foes with light and hard attacks. He can grab them with a right trigger button or use his cross, which acts as a ranged weapon.

But one of the features that separates Dante Inferno from its peers is the idea of controlling tameable creatures. In the adventure, the protagonist will come across enormous monsters that he can essentially ride like a mech and use to kill other enemies. It gives players an immense feeling of power but it also acts as a way to create a deeper moves list. Riding on one minotaurlike creature, I had to force it to scale some crumbling pillars.

Once on top, I had to run across another falling apart bridge and leap, using my ever so versatile scythe as a grappling hook. (Yes, the thing actually transforms into different tools.) The event, like finishing moves in the game, are done via quicktime events though Desilets says the team is trying to come up with another way of conveying those cinematic moves as gameplay. Yes, in between, slaying demons and wrecking havoc through hell, you can pause to read from one of the classics of Western literature.

It a pretty surreal feeling actually playing the game. There are over the top moments that probably wasn in the poem. For example, using a tameable, Dante has to rip off Charon massive head and throw it through a gate in hell. Our hero will Air Jordan 2s eventually come across that same head later and it push it away to solve a puzzle. I sure Charon didn go through that same beating in the poem.

But artistic license aside, there are also moments in the game that are cringe inducingly literal. For example, you actually run across unbaptized babies, which are mentioned in the Air Jordan DMP text. EA Redwood Shores imagines them as zergling creatures that have blades for feet and Dante will have to kill them as they skitter, spiderlike, across the floor.

But what the team gets right is envisioning hell as a place. During parts of Limbo, you be crawling down walls of writhing bodies. Elsewhere, you see a raging wind rushing through the foreground. Visually, the world itself is constantly in motion.

thing we find lacking in the genre is that the world seems dead, said Desilets. world is like these open warehouses Air Jordan 11s with just you and your combatants. The art team is working hard to bringing hell to life. addition, Desilets says the architecture and themes will change as players go through the nine circles. Looking at Limbo, the first part has a classic style, he said, but as Dante goes deeper, the other circles will become more psychedelic. I actually interested in finding out what kind of nightmare scenarios EA Redwood Shores can come up with.

As for the upgrade system, the team plans on making it robust. Players will be able to make Dante more powerful and mold him to match their play styles. That could mean a more ranged character or a more melee oriented one. But depending on how players upgrade their characters with soul points, I assuming those changes have an impact on Dante health and mana.

Another interesting element are shades, which present Dante with a Bioshock moment. When he comes across these people who fell through the afterlife cracks, he can either punish or absolve them. Punishing shades guarantees a set amount of soul points. But absolving a shade leads into a gambling minigame that could increase that amount.

Lastly, the overall level design is linear. They be sub bosses and bosses. The leader at the end of limbo was King Minos, who looks like a blind snake. His role, according to the text, is to judge people and discover their sins and send them to the appropriate place in hell.

The boss fight is a standard one, you expect from the genre. Minos is enormous and he be throwing his fists at you and you have to dodge and grapple around with the help from you scythe. Eventually though, he goes down with a couple of whacks and a quicktime event or two.

Dante Inferno is schedule to be released next year.

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