
Those of you who have read The Divine Comedy will know how aptly the medieval epic's structure should map to the components of an action game. You've got grim, vivid descriptions of the nine levels of Hell which will probably translate nicely into nine discrete action stages. Every level has plenty of gnarly monsters laid right out for you to base your enemy designs on. Even some of Hell's more notable residents like King Minos are being turned into readymade bosses. And heck, you don't get much more "last boss" than the devil himself. As unlikely as a Dante's Inferno game sounded initially, you can't really blame EA for plying this material into game form; it seems like someone else inevitably would have, otherwise.
Of course, some concessions have to be made. After all, in the original story you've got Dante and his fellow Virgil walking through Hell, and then exiting Hell, and...that's about all. In EA's version, Dante isn't a poet but a hardened hero returning from the Crusades to find his love Beatrice slain and her soul kidnapped by Lucifer. After vanquishing Death himself and taking his rude-looking gigantic scythe, Dante descends into Hell to pursue his woman. Or at least, his woman's ghost. Literary purists might find all of this a little silly, but it's easy to see why these sorts of changes are being made, within the context of the genre EA is going for here.
Gameplay-wise, this will be extremely familiar territory to veterans of Devil May Cry, Ninja Gaiden, and (especially) God of War. Dante can wield his scythe with light and heavy attacks that chain into really flashy combos that end up spinning in circles, launching enemies into the air, pounding the ground to knock all enemies down, and so forth. There's a grab move. You can bust open health and mana dispensers. When you kill enemies, glowing experience orbs come out of them and get sucked into your character. Quick Time Events and button-mashing show you all kinds of gory, stylish cutscenes and such. It looks like topless women will abound. You've definitely seen this sort of thing before; the question is whether EA can show it to you better.
There were a few noteworthy moments in the extremely short playable demo. While riding on the back of Charon, the boatman who ferries Dante across the river Acheron, I got to fight and then take control of a giant and then stomp all over a bunch of lesser enemies, before launching into a QTE in which the beast ripped Charon's head right off and hurled it into the distance. Later on, I rolled into a room full of demonic infants running at me with miniature scythes for hands. The game seems to have plenty of grisly imagery and a dark, gothic tone even at this early stage.

EA is pouring an impressive list of talents into the Inferno. Creative director, exec producer, and co-writer Jonathan Knight has a Master's degree in theater and displays a palpable appreciation for the source material in talking about the game. The game's other writer--who EA isn't naming just yet--has been nominated for an Oscar. Wayne Barlowe, longtime Guillermo del Toro collaborator and Hellboy artist, is contributing to the visual design. And of course, since the game is coming out of Redwood Shores, it will feature the talents of many of the developers who made Dead Space such a fine action experience last year.
Actually, Dead Space is the best comparison I can think of here in justifying Dante's Inferno's blatant display of its inspirations. EARS' last game is another one that was frequently accused of being a shameless copycat during its promotional cycle ("Resident Evil in space" was a phrase I heard often). But if the Dante's team follows the same formula--skillfully distilling a genre's best ideas into an eminently playable and entertaining experience--this game could certainly follow in Dead Space's footsteps as a truly great member of the modern action genre.