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“The Lost” Video Game, IGN

September 15, 2006 By Professor Arielle Saiber

the-lost-video-game-ign “The Lost is the story of Amanda Wright — a waitress that has struck a deal with the devil to bring her daughter back from the dead. During her journey through hell, Amanda is granted the ability to transform into three unique characters with differing abilities, and is forced to fight through the nine circles of hell inspired by Dante’s Inferno. Along the way, players can earn more than 50 different kinds of weapons, 24 diverse skills, and various other power-ups to help them. Unfortunately, legal troubles with the original publisher Crave Entertainment permanently ended the game’s chances at shipping to retail. Tragically, The Lost had already been completed when the decision to shelve it was made.”     —IGN

Categories: Consumer Goods
Tagged with: 2006, Games, Technology, The Devil, Video Games

“Afterlife” Video Game, Lucas Arts, 1996

September 15, 2006 By Professor Arielle Saiber

afterlife-video-game-lucas-arts-1996 “As a semi-omnipotent being, you are responsible for laying out a functional heaven and hell to reward or punish the denizens of a strange planet. Afterlife represents one of the most unusual videogame concepts to ever make it to store shelves. As a semi-omnipotent being (I know that’s a bit of an oxymoron, but this game’s full of things like that), you are responsible for laying out a functional heaven and hell to reward or punish the denizens of a strange planet. To do so, you must keep an eye on the most common sins and virtues of your people (who look a lot like the monsters from Critters), the balance of temporary to permanent souls in each of your buildings, and more mundane tasks like the building of roads and training facilities. For each soul you process you are rewarded with pennies from heaven, which may in turn be used to purchase more edifices and services.” [. . .]    –Trent C. Ward, GameSpot, July 12, 1996

Contributed by Ted Reinert (Bowdoin, ’05)

Categories: Consumer Goods
Tagged with: 1996, Games, Technology, Video Games

Neocommedia: Inferno, Purgatory, Paradise (2002)

September 15, 2006 By Professor Arielle Saiber

neocommedia    neocommedia-2

“An immersive adaptation of Dante’s Divine Comedy exploring the modern deity of Information.”    —iKatun

“iKatun’s Paradise is based on Dante’s Paradise from the Divine Comedy, however, this Paradise is not about perfect morality but about perfect information. iKatun’s Paradise alludes to instant availability and perfect knowledge; a single data point of infinite density; the faultless model of information to which all media systems aspire; the space where entropy does not exist.”    —iKatun

Categories: Visual Art & Architecture
Tagged with: 2002, Boston, Inferno, Installation Art, Massachusetts, Paradise, Purgatory, Technology

“Dante’s Inferno” by Alan Sherwood (2002)

September 15, 2006 By Professor Arielle Saiber

dantes-inferno-alan-sherwood-2002

Created with EA Designs

Categories: Image Mosaic, Visual Art & Architecture
Tagged with: 2002, Digital Arts, England, Inferno, Lincolnshire, Technology, United Kingdom

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How to Cite

Coggeshall, Elizabeth, and Arielle Saiber, eds. Dante Today: Citings and Sightings of Dante's Works in Contemporary Culture. Website. Access date.

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