00:11Hi everyone, I'm Emanuele, narrative and creative director of The Alighieri Circle Dante's Bloodline.
00:18I know, it's a big name, and today we want to talk about what this game actually is and why
00:25we ended up making it.
00:34So, we ask ourselves, what if we told a story inspired by the Divine Comedy, but not in the usual
00:42way?
00:43Because when most people think about Dante or Dante's Inferno, they often imagine something very specific. Monsters, demons, action.
00:55And I mean, while reading the Divine Comedy, I didn't see an action story. I saw a person going through
01:03an inner journey.
01:04Especially in the Inferno, everything feels deeply personal. Not just a fantasy world, but a reflection of who Dante is.
01:13So, that became our core idea. The Inferno is internal.
01:26Once we understood that, the question stopped being how do we make this work and become what is this trying
01:34to be?
01:34Sorry, I'm so Italian. For a long time, the project existed in a strange state. It wasn't really alive yet,
01:43but it also refused to disappear.
01:46And eventually, everything changed. Because we realized that if we treated it like a traditional horror game, it simply stopped
01:56working.
01:57When I wrote the story, I didn't want to create an hero or a warrior. We just want a normal
02:06person, someone with a family, emotion, and something unresolved, something important.
02:33I think that's made the experience feel intimate, fragile, almost uncomfortable.
02:42Like someone exposing a part of themselves. So, what would happen if you had to face your own Inferno?
02:53Would you survive? And more important, if you did, what would remain of you?
03:01Those questions become the thematic heart of the project. And honestly, at that point, we understood that this wasn't going
03:11to be a safe game to make.
03:14Some of your predecessors strayed from the path. They paid the price.
03:24Ciao! I am Gaia, the game director of One One Games. Developing this game has been an intense and really
03:31rewarding journey.
03:32As game director, the main goal was to create an unfiltered connection between the player and the story.
03:39We intentionally choose a minimalist approach to the gameplay, allowing the mechanics to step back so the narrative could truly
03:47take center stage.
03:49Since this is a narrative experience, we poured our heart into the narrative and the atmosphere.
03:55We are absolutely thrilled with the final result. The story is evocative, intimate, and carries a very emotional depth.
04:04The world believes Dante's Divine Comedy just to be a work of poetic genius. They are wrong.
04:15I will be honest. Working with a figure like Dante is intimidating for the whole team.
04:23Not only because he's one of the greatest writers, but because he told his own story.
04:29And here we decided what kind of horror we have to tell.
04:35Not the fear of dying, but the fear of being seen.
04:41Because sometimes the scariest thing is someone or something that understands you completely.
04:52I think just at some point everyone missed their inferno. We just decided to make a game about it.
05:05What makes us most proud is how the team came together to bring this vision to life.
05:11We embraced a very dynamic workflow which allowed us for some bold creative initiatives from our art and design team.
05:20These unique touches adds to the game a super distinct character that I find truly special.
05:26It has been a collaborative effort and seeing the final product today makes me feel very, very proud.
05:33We can't wait for the players to immerse themselves in the world we built.
05:45To make a tape of the player shape of the world we built.
05:47To make a scene and flック of Amen....
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