CCC: 7. After seeing great-looking games such as the new Call of Duty, Assassin's Creed II, and even Uncharted 2, gamers have become very demanding when it comes to graphics. Will this game shine in that regard? What kind of graphics power (graphics engine, frame rate, resolution, etc.) are we facing? Will there be any subtle differences between the Xbox 360 and the PlayStation 3 versions?
At Visceral Games, we are becoming known for our visuals, and Dante's inferno will be no exception. The game is graphically stunning, and always runs at a consistent 60 frames-per-second. The frame rate, especially for an action game with a fast-paced combat system, was extremely important to us, and we worked very hard to always maintain 60fps.
And no, there should not be any noticeable differences between the Xbox360 and the Playstation 3 versions.
CCC: 8. One of Visceral Games' previous titles, Dead Space, was a fun, creepy, and very satisfying limb-fest. Did you go the same route with Dante's Inferno, or did you just end up going for blood-baths and pure, fast-paced action?
JK: The two games complement each other well, in my opinion, and they are definitely different genres. Dante's Inferno is an authored-camera cinematic action/adventure, running at 60fps, fast-paced, where Hell is really the star of the show.
CCC: 9. Will the game include various levels of difficulty? In a scale from 1 to 10, how tough is the normal difficulty mode?
JK: The game has four difficulty settings: Classic, Zealot, Hellish, and Infernal. Classic is a casual mode, Zealot is definitely challenging, and Hellish will give the hard-core a run for their money. And Infernal is for the clinically insane, the true fighting-game aficionados.
CCC: 10. The trailers show some bad-ass monsters and boss fights. Where did you get the inspiration for the diverse, savage creatures included in the game? Have you found any of them in classic illustrations of the Divine Comedy?
WB: There are, indeed, some awesome bosses and monsters to be found in the game! While The Divine Comedy was always in the back of my mind, it served only as a reminder of the time period during which Dante wrote. I attempted to retain a feel that might be described as monstrously Boschian. In other words, I was attempting to maintain a level of imagination consistent with the kind of frightening images a person from that period might comprehend.
CCC: 11. Did any of your previous projects (Hellboy, Harry Potter, Blade II, Avatar, etc.) inspire you or affect the creative concepts of this game in any way?
WB: None of my previous work, including my own Hell work, informed the Dante's Inferno game. That's not how I work. I tackle every project I do as unique and unto itself. In this case, I recognized the needs of the game's designers and understood that they were interested in new material that would be both exciting and original to the game. I think we have all succeeded in that direction and created something that will take a gamer's breath away.
CCC: 12. It's obvious you're best known for your enthralling depictions of hell, so it seems like a perfect match, but how did you become involved with Dante's Inferno in the first place? Have you worked on any other video games we might know about?
WB: It is a match made, dare I say, in Hell! I have done a bit of game design work but nothing on as extensive a level as this - this was a treat. I was contacted by Ash Huang, the game's Art Director. He did know of my many years' work in creating my own Hell cycle of paintings and books. And the familiarity that I have with the canon of Hell-related texts and artwork from centuries past did play an unconscious role in the layering of character and level design. But, again, we were all looking to create something original, highly creative, and compelling. I know we succeeded.
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