“The road to hell is paved with good intentions. Take, for example, the marketing of Electronic Arts’s blockbuster new video game, Dante’s Inferno. Last year, the company set about trying to educate the public not only about the game but about a 14th-century literary classic and the very nature of human morality. What ensued was one of the most complex campaigns in video-game history, one that got EA burned for fakery and sexism, and then—thanks to a bold change of direction—lauded for intellect and creativity. It’s also a case study in surprising frugality, with a $200,000 guerrilla budget that yielded 47 million impressions of coverage. Today, AdFreak walks you through the nine circles of hell with the man who led the innovative and controversial marketing campaign for Dante’s Inferno. So, put on your asbestos gloves and get ready to descend into damnation, after the jump.” […] –David Griner, AdWeek, February 24, 2010
“Shadows of the Damned” Video Game Review
“Unrestrained. That just about sums up Shadows of the Damned. A surreal, indulgent collaboration between Killer7 director Suda51 and Resident Evil creator Shinji Mikami, Shadows of the Damned mixes the personal oeuvre of its creators without much thought for consequence. Stylish but vulgar. Inventive but mechanically routine. Contradictions lie in Shadows’ black heart. The thought of an auteur such as Suda51 embracing an attitude of punk-rock video game making is thrilling, but such exuberance needs channelling. Killer7 was focussed insanity; No More Heroes was shrouded in existential irony. Shadows of the Damned is a mariachi retelling of Dante’s Inferno with knob gags and big guns. You perhaps see the issue” […] –Tom Higgins, The Telegraph, July 05, 2011
Harlan Ellison, “I Have No Mouth…” Video Game Version
“In the 1995 computer adaptation of Harlan Ellison’s I Have No Mouth, And I Must Scream, Dante’s Divine Comedy is the book that contains a hidden mirror in the Lord’s Bedroom in Ted’s Scenario.” —Wikipedia
Dante at the Supreme Court
“From Justice Scalia’s majority opinion in today’s case involving violent video games, Brown v. Entertainment Merchants Assn.: California’s argument would fare better if there were a longstanding tradition in this country of specially restricting children’s access to depictions of violence, but there is none. Certainly the books we give children to read — or read to them when they are younger — contain no shortage of gore. . . In the Inferno, Dante and Virgil watch corrupt politicians struggle to stay submerged beneath a lake of boiling pitch, lest they be skewered by devils above the surface . . . Justice Alito accuses us of pronouncing that playing violent video games “is not different in ‘kind'” from reading violent literature. Well of course it is different in kind, but not in a way that causes the provision and viewing of violent video games, unlike the provision and reading of books, not to be expressive activity and hence not to enjoy First Amendment protection. Reading Dante is unquestionably more cultured and intellectually edifying than playing Mortal Kombat. But these cultural and intellectual differences are not constitutional ones. Crudely violent video games, tawdry TV shows, and cheap novels and magazines are no less forms of speech than The Divine Comedy, and restrictions upon them must survive strict scrutiny[.]” […] –Marc DeGirolami, Mirror of Justice, June 27, 2011
Contributed by Patrick Molloy
De Vulgari Eloquentia, the Board Game
“Italy, late Middle Ages. The fabric merchants need to write down their contracts in a language that everyone can understand and the literates are looking for an alternative to the elite of the traditional Latin language. So, the Volgare, the language spoken by the common people, taken from the dialects spoken in the various Italian regions, starts to gain relevance. During this period, Francesco D’Assisi writes his famous Canticle of the Sun and Dante writes the Divine Comedy – both written in Volgare. The players will have to do their part in the creation of this new language!
But who will provide them the proper knowledge to understand the manuscripts in the different dialects? Who will succeed to uncover the secrets of the books inside the Papal Library? Who will embrace the religious life and who will remain a merchant? Some of the players can become a famous banker, someone else can climb the church’s hierarchy to be the next Pope! But in the end, who will be the most appreciated and respected for his status and his culture?” —Z-Man Games
See also: interview with the designer, Mario Papini.
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