- Publisher: Electronic Arts
- Release Date: Feb 9, 2010
- Also On: Xbox 360
Summary:
Dante's Inferno tells an adapted story that focuses on delivering a blockbuster 3rd person action game experience while bringing Alighieri's depiction of Hell to the medium. Players assume the role of Dante, who descends into Hell after returning home to find his beloved Beatrice murdered, with Lucifer seducing her soul into the underworld. Dante sets out on a rescue mission to save Beatrice, but he soon realizes he is also in Hell to face his own demons and ultimately to redeem himself. Players take Dante through nine unique circles of Hell as mapped out and described by Alighieri: limbo, lust, gluttony, greed, anger, heresy, violence, fraud and treachery. Each circle showcases its own distinct look, with demons, monsters, damned and geography that are crafted straight from the poem's vivid descriptions. To take down the demons of Hell, Dante is outfitted with two primary weapons: the Scythe he takes from Death and the Holy Cross given to him by Beatrice, which has spiritual powers that will help Dante collect souls and spells from the creatures he defeats on his journey. The game also features a deep upgrade system so gamers can customize their abilities to their specific gameplay style, something they'll need as Dante comes face to face with Hell's fiercest beasts and bosses. If successful, Dante will be able to tame certain beasts, exacting their will and turning Hell’s punishments back on itself. [Electronic Arts]
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| Rating: | M |
|---|---|
| Official Site: | http://www.dantesinferno.com/ |
| Developer: | Visceral Games |
| Genre(s): | Action, Action Adventure, Beat-'Em-Up, Beat-'Em-Up, Linear, 2D, 3D |
| ESRB Descriptors: | Blood and Gore Intense Violence Nudity Sexual Content |
| Number of Online Players: | No Online Multiplayer |
| Cast | Credit |
|---|---|
| Robert Foster | Gameplay Engineering |
| Tom Desmarais | Additional Engineering |
| Andy Wright | Gameplay Engineering |
| Paul Gorman | Audio Director |
| Chris McGee | Level Designers |
| Hugh Sider | Gameplay Engineering |
| Cedric Bermond | Graphics Engineering Lead |
| Bill Fowler | Core Engineering |
| Laurent Benes | Senior Graphics Engineers |
| Erik Holden | Technical Art Director |
| Nils Holden | Environment Artists |
| Jem Geylani | Lighters |
| Meagan Carabetta | Lightning Direction |
| Tom Wilson | Gameplay Engineering |
| Yukiko Arikawa | UI Art Director |
| Michael Cheng | Lead Level Designer |
| Sean Marr | Environment Artists |
| Justin Lambros | Senior Producer |
| Edmund Leo | Environment Artists |
| Scott Swearingen | Level Designers |
| Dean Grandquist | Technical Director |
| Simon Everett | Core Engineering Lead |
| Gil Valadez | Environment Outsource Lead Art |
| Jeff Kuipers | Visual Effects Director |
| John Estes | Additional Story |
| John Estes | Additional Story By |
| Paul Metcalfe | Animation Director |
| Brent A. Thale | Core Engineering |
| Ai-Fen Lo | Lighters |
| Eugenia Leu | Gameplay Engineering |
| Rachel Mina | Lightning Leads |
| Mike Brinker | Additional Design |
| Amin Ebadi | Producers |
| Inna Cherneykina | Lighters |
| Ernesto Guaman | Environment Artists |
| Lisette Titre | Character Artist |
| Clayton Vaught | Additional Engineering |
| Seth Hall | Visual Effects Artists |
| Michael Carroll | Additional Dialogue By |
| Michael Noonan | Gameplay Engineering |
| Will Rokos | Written By |
| Michael Hurst | Level Designers |
| Stephen Barry | Senior Director Of Product Development |
| Stephen Desilets | Additional Story |
| Stephen Desilets | Lead Designer |
| Stephen Desilets | Lead Designer |
| Ash Huang | Art Director |
| Brad McKee | Lead Engineer |
| Zach Mumbach | Additional Dialogue |
| Zach Mumbach | Producers |
| Zach Mumbach | Producers |
| Mark Cassetta | Additional Text |
| Mark Cassetta | Additional Text By |
| Matthew Fite | Additional Text |
| Matthew Fite | Additional Text By |
| Jhanzeb Hasan | Additional Text |
| Jhanzeb Hasan | Additional Text By |
| Rich Briggs | Producers |
| Wes Culver | Producers |
| Tracy Espeleta | Producers |
| Clarence Co | Gameplay Engineering Lead |
| David Kuo | Core Engineering |
| Paul Schlegel | Core Engineering |
| Jay Wells | Core Engineering |
| Walter Huang | Gameplay Engineering |
| Peter Iliev | Gameplay Engineering |
| Ben Guihaire | Senior Graphics Engineers |
| Benjamin Gregorski | Graphics Engineers |
| Panchapagesan Krishnamurthy | Graphics Engineers |
| Josh Brockman | Additional Engineering |
| Dan Hamel | Additional Engineering |
| Vishua Ranjan | Additional Engineering |
| Sergey Levine | Additional Engineering |
| Vincent Napoli | Lead Combat Designer |
| Josh Swisshelm | Combat Design |
| Steve Szakal | Camera Design |
| Michael Brinker | Level Designers |
| Greg Reisdorf | Level Designers |
| Kai Zheng | Level Designers |
| Josh Katz | Additional Design |
| Richard Larin | Environment Lead Art |
| Younmin Ko | Environment Artists |
| Edwin Molina | Environment Artists |
| Gil John Rodriquez | Environment Artists |
| Castro Vocal | Environment Artists |
| Matt Christmann | Lightning Leads |
| Vince Fang | Character Lead |
| Sandy Lin | Visual Effects Lead |
| David Mosher | Visual Effects Artists |
| Aaron Roosevelt | Visual Effects Artists |
| Christiana Yen | Visual Effects Artists |
| Jehanzeb Hasan | Additional Text |
| Jehanzeb Hasan | Addtional Text |
| John Swisshelm | Combat Design |
| Jonathan Knight | Executive Producer |
| Jonathan Knight | Written By |
| Jonathan Knight | Written By |
| Jonathan Knight | Written By |
| Michael Noonan | Gameplay Engineering |
| Seth Hall | Visual Effects Artists |
| Will Rokos | Written |
| Will Rokos | Written By |
| Michael Carroll | Additional Dialogue |
| Michael Carroll | Additional Dialogue By |
| Michael Hurst | Level Designers |
| Steve Barry | Senior Development Director |
| Dave Arnold-Fernandez | Development Director |
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