Sunday, September 27, 2009

TGS 2009: Hands-on: Dante's Inferno (PSP)

While the PS3/360 game is largely criticized for being exactly like God of War, we could only wish the same held true for the PSP version of Dante's Inferno. Developed by A2M, the PSP version falls short of every benchmark set by Ready at Dawn's critically acclaimed Chains of Olympus. While few developers have been able to wring such incredible power out of Sony's handheld, it's immediately clear that A2M's efforts fall flat. Whereas Chains of Olympus featured volumetric fog and dynamic lighting, Dante's Inferno looks dull and lifeless.

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)

JoystiqTGS 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.

Sunday, September 27, 2009

TGS 2009: Hands-on: Dante's Inferno (PSP)

While the PS3/360 game is largely criticized for being exactly like God of War, we could only wish the same held true for the PSP version of Dante's Inferno. Developed by A2M, the PSP version falls short of every benchmark set by Ready at Dawn's critically acclaimed Chains of Olympus. While few developers have been able to wring such incredible power out of Sony's handheld, it's immediately clear that A2M's efforts fall flat. Whereas Chains of Olympus featured volumetric fog and dynamic lighting, Dante's Inferno looks dull and lifeless.

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)

JoystiqTGS 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.