The console versions of Dante's Inferno do a remarkable job of copying Kratos' moves, button for button. The PSP game also does a copycat job: everything, from the standard strike, to the spin move, to the dodge, is mapped exactly according to the blueprint laid out by Sony. However, a good game requires more than just copying another game's controls. Dante's Inferno misses the flourishes that made Ready at Dawn's game so successful: visual flourishes, subtle pauses when striking, dynamic camera movement, and easily accessible finishing moves.
Continue reading TGS 2009: Hands-on: Dante's Inferno (PSP)
TGS 2009: Hands-on: Dante's Inferno (PSP) originally appeared on Joystiq on Thu, 24 Sep 2009 10:59:00 EST. Please see our terms for use of feeds.