Current version:PlayStation Portable
Dante's Inferno

Dante's Inferno

Dante's Inferno is a PSP action game released in 2010 developed by Visceral Games. It centers on aiming, shooting, and weapon use, movement and immediate actions, and enemy and hazard responses, with controls and information arranged around the directional pad, single analog nub, shoulder and face buttons, with a camera or another accessory only where required.

AI score · out of 10
7.1 / 10
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About this game

Dante's Inferno is a PSP action game centered on aiming, shooting, and weapon use, movement and immediate actions, and enemy and hazard responses. Stages build pressure through routes, enemy patterns, and changing objectives, with progress divided into stages, tasks, matches, or growth milestones that make immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on length, sales, or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hits, camera behavior, and readable hazards determine whether feedback remains dependable, while the portable widescreen, UMD streaming, compressed audio, and handheld-scale interface need to preserve targets, text, and action readability. The genre-specific limitation is that camera behavior, collision rules, input mapping, and repeated ground after failure can raise the entry barrier. Platform conditions also include single-nub camera control, UMD loading and noise, Memory Stick saves, battery life, regional language, ad hoc requirements, and retired online services affect present-day use. This description covers only this platform release and does not import features or conveniences from remasters, emulators, or other console editions.

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PlayStation Portable

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.1 / 10PlayStation Portable

Hell's theatrical imagery and evolving combat make an energetic adventure, although repetition and awkward visibility weaken its later stages.

Hell's theatrical imagery and evolving combat make an energetic adventure, although repetition and awkward visibility weaken its later stages. Scythe combinations, ranged cross attacks and two upgrade paths shape combat. Unlocking abilities broadens combat and creates meaningful growth choices, but committed animations limit precise reactions in crowded encounters. Early changes encourage progress, while later restrictive trials repeat similar encounters and weaken the sense of developing challenges. Creature designs and choral music establish striking oppression, though repeated enemies and scenery make the spectacle less consistently distinctive. The combined dodge input takes practice during combat, although clear feedback and documented smooth operation keep the portable action workable. Players seeking theatrical mythological action who can accept a linear and increasingly repetitive campaign.

Strengths

  • Scythe combinations, ranged cross attacks and two upgrade paths shape combat.
  • Creature designs and choral music establish striking oppression, though repeated enemies and scenery make the spectacle less consistently distinctive.

Weaknesses

  • Later trials repeat familiar demands, and fixed cameras can obscure mechanisms.

Who it is for: Players seeking theatrical mythological action who can accept a linear and increasingly repetitive campaign.

Play notes: The offline campaign remains assessed; EA lists online service closure on 2023-12-08, so connected additional content is excluded.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Early changes encourage progress, while later restrictive trials repeat similar encounters and weaken the sense of developing challenges.

Reviewed6.3 / 10Not provided
Dimension

Unlocking abilities broadens combat and creates meaningful growth choices, but committed animations limit precise reactions in crowded encounters.

Reviewed7.1 / 10Not provided
Dimension

Creature designs and choral music establish striking oppression, though repeated enemies and scenery make the spectacle less consistently distinctive.

Reviewed7.9 / 10Not provided
Dimension

The combined dodge input takes practice during combat, although clear feedback and documented smooth operation keep the portable action workable.

Reviewed7.2 / 10Not provided

Review sources

Not provided

Core information

Developer
Visceral
Release date
2010
Platforms
PlayStation Portable
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
Third PersonHorrorReal-time Combat3D GraphicsPlatformingSolo-friendlyShootingDodgeReplayableLinear LevelsFast-pacedMain Story Under 10 Hours
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Single playerMultiplayer
Perspectives
Third person

Release editions

Sources

Not provided