Review – Danielle’s Inferno

From Sande Chen via Gamasutra

The quirky vision of hell’s circles portrayed in Danielle’s Inferno is not as gruesome as the Ten Courts of Hell, which (students beware!) vividly prescribed eternal evisceration for exam cheaters and plagiarists.  Rather, aided by no-nonsense spirit animal Pudding, the player descends into the 9 circles of hell of Limbo, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud, and Treachery, featuring demon waiters with Poors Light, the Lucifer-approved beer of Hell, and upwardly mobile demon workers ho-humming through BDSM whipping, gluttonous force-feeding, metamorphosing sinners into shit, your basic flaming pyres, and the like. The player must solve a puzzle and get through fart and elimination jokes to get to the next level.

It’s a point-and-click adventure, but I would call Danielle’s Inferno point-and-click adventure lite, because so much of it is text instead of AWSD action.  It’s the next step after a visual novel and seems geared to players who are taking the leap from linear to non-linear media.  For instance, the limbo level gently guides the player through a hidden object clickfest to introduce the basics of what players need to do in further levels, but to the more savvy player, this is rather tiresome, especially when the interface with its inventory and Combine Items functionality clearly indicates that the platform has a lot more potential than a hidden object game.  There is mostly branching narrative that goes to the same outcome no matter the choice, but new conversations open up based on player actions and the branching does lead to additional dialog.  The key to Danielle’s Inferno is exploration and that’s really where the game shines.

For the full review, see Gamasutra.