
About this episode
Chris Osborne and guest Adam Williamson discuss the video game adaptation of Dante's Inferno, exploring its design and artistic choices.
Read transcript They say the road to Hell is paved with good intentions, but in this case, it’s paved with quick‑time events and awkward platforming. Step back into 2010, when grim determination, button mashing, and a suspicious amount of artistic license gave us Dante’s Inferno on the PS3 and Xbox 360, the game adaptation no one asked for but we secretly loved anyway. Joining Chris this time is Adam Williamson. You know, that guy who’s somehow managed to pop up in both past and future episodes of Play Comics. It’s like he’s got his own metaphysical time loop going, except with fewer torturous souls and more witty banter. So grab your favorite medieval poetry anthology (or just pretend you’ve read it. No judgment), crank up the over‑the‑top orchestral soundtrack, and prepare to descend through nine circles of beautifully rendered weirdness. Let’s find out how a centuries‑old Italian masterpiece got a glow‑up full of demons, guilt, and surprisingly good level design. Learn such things as: How many sins can you commit before hitting a loading screen? What might Dante have thought of boss battles? Was someone just really into God of War? It’s the God part wasn’t it? And so much…
People in this episode
Host: Chris Osborne
Guest: Adam Williamson
Topics covered
- video game adaptation
- Dante's Inferno
- game design
- platforming
- artistic license
- medieval poetry
Keywords
- Dante's Inferno
- video game
- PS3
- Xbox 360
- game design
- platforming
- artistic license
- medieval poetry
Mentioned in this episode
Products: PS3, Xbox 360
Books & works: Dante's Inferno, The Gimmick #1, The Job #1
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