The Middle Ages in Modern Games: Conference Proceedings, Vol. 2 (2021)

Page 27

10: Dante in Limbo: Playing Hope and Fear Claudia Rossignoli, @ClauRossignoli, University of St Andrews The transmediation of medieval literary texts into digital games, particularly of texts that like Dante’s Comedy continue to have a lasting impact on our collective creative imagination, is often motivated by designers’ interest to capitalise on their established cultural appeal and broad popularity. In this sense, Dante’s poem is particularly attractive as it uniquely combines a visible influential presence in the creative industries (through its lively and long-established adaptive tradition) with an eminently ‘playable’ make up (retelling an immersive journey through a complex, multileveled, self-referential cosmic architecture, with a strongly linear narrative and unprecedented world-making ambitions). Most digital games that adapt or refer to the Comedy would use its first section (or cantica), the Inferno, where it is easier to find visual, narrative, structural, and sensorial elements that can satisfy general assumptions about medieval visions of the world and of the afterlife. At the same time, Inferno, more than any other cantica, is characterised by an antagonistic environment and governed by a progressive logic, based on overcoming obstacles and defeating opposition. This makes it highly compatible with the common objective-driven dynamic of play but also easily transferable to the established structures of gameplay in popular gaming genres, as demonstrated by the well-studied case of RPG Dante’s Inferno (EA, 2010). Yet far more interesting creative relationships emerge when we explore connections that are not merely adaptive or referential but rooted in the emotional dimension of our fruition of a representation, a narrative or an experience as readers and/or gamers. Limbo (Playdead, 2010) is a puzzle-solving platformer, with a uniquely atmospheric minimalist design, which at first sight has absolutely nothing mediaeval about it. Its choice of title is intriguing though as there is very little in the game or gameplay that reflects the immobility, dullness and monotony that we would normally associate with this non-place. However, from the outset, all elements of the design clearly aim to deepen the emotive state of being in a blurred and indeterminable place, intensifying the player’s sense of uncertainty, suspension, bewilderment and isolation. As the game progresses, the ghostly environment around the boy-protagonist becomes more threatening and hazardous, as dangers emerge unexpected from the dark contours of the shadowy and mostly achromatic gamescape. The eerie realistic sound increases the tension but also this game world’s disquieting immersive intensity. The boy’s explorative journey originally revisits the structure of classical katabatic narratives, which also inspire Dante’s poem, leading to a momentous but unsettling encounter (with a figure identified by some as the protagonist’s sister) that the player approaches with high expectations of enlightenment and resolution. This event however brings no closure and instead intensifies the initial sense of loss and disorientation, eliminating any remaining hope of ever finding a way out. Limbo is the first circle of Dante’s Hell (Inf. 4), a sombrely sorrowful place, filled with sights anguish and yearning, uniquely devised to house a very particular kind of souls, notably including many children, who are here ‘suspended’ and devoid of all hope, though did not commit any sin. Dante’s limbo (as Limbo’s hostile otherworld) is a place of irreparable loss and permanent dimness, perplexing and morally disorienting, immersed in the bleakness of eternal hopelessness, yet filled with innocent and naïve desire for what can never come. Dante’s medieval limbo, as its digital counterpart, explores our inability to understand the rules that govern the world we inhabit, our hope of finding the answers we look for as well as our fear of losing sight of our objectives, of following the wrong path and getting irremediably lost in an inescapable hostile wood. Of course, in the moral lucidity of Dante’s poem, limbo and its hopelessness are just a moment of a longer introspective journey that ends in the hight of the heavens, in the brightness of 21


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Articles inside

46: Hearing the Middle Ages: Playing with and Contextualising Acoustical Heritage and Historical Soundscapes Research

6min
pages 81-83

42: Trying not to Fumble in Medieval Times: Role Playing Games as a Medium of Historiography, Authenticity, and Experiencing the Past

2min
page 76

41: What It Means To Be Swadian: Encoding Ethnic Identity in Medieval Games

2min
page 74

38: The Sovereign Code: The Eurocentric Mechanics of Nationhood in Strategy Games

1min
page 70

37: Erasing the Native Middle Ages: Greedfall and the Settler Colonial Imagination

2min
page 68

35: The Middle Age as Meme: Medieval Spaces Remixed and Reimagined

3min
pages 65-66

34: Fuck the Paladin and the Horse He Rode In On

2min
page 64

40: Problematising Representation: Elsinore and its Reimagination of Hamlet

2min
pages 72-73

33: What Comes After the Apocalypse? Theories of History in Horizon Zero Dawn

2min
page 62

31: The Middle Ages in Modern Board Games: Some Thoughts on an Underestimated Medium

5min
pages 59-61

28: Analysing and Developing Videogames for Experimental History: Kingdom Simulators and the Historians

2min
page 55

29: Age of Empires II as Gamic History: A Historical Problem Space Analysis

3min
page 56

26: Strange Sickness: Running a Crowdfunding Campaign for a Historical Research-Based Game

2min
page 53

25: Iconic Bastards and Bastardised Icons: Plebby Quest’s Neomedievalist Crusades

2min
pages 50-51

24: How to Survive a Plague of Flesh-Eating Rats: An Introductory Guide to Studying Remediated Gameplay Imaginations of Medieval Folklore and Beliefs in A Plague Tale: Innocence

2min
page 49

22: It's Medievalism Jim, but not as we know it: Super-Tropes and Bastard-Tropes in Medievalist Games

6min
pages 45-48

21: Watch your paths well! – On Medievalism, Digital Games and Chivalric Virtues

2min
page 43

20: “They're Rebelling Again?” Feudal Relations and Lawmaking as an Evolving Game Mechanic

2min
page 42

19: Feudal Law and MMOs: “I'm afraid he's AFK my liege”

2min
page 41

12: Dragons and their slayers: Skyrim in Comparison to Middle High German romances and Heroic Epics

3min
pages 30-31

14: What you Leave Behind – Tracing Actions in Digital Games about the Middle Ages

4min
pages 34-35

17: Visiting the Unvisitable: Using Architectural Models in Video Games to Enhance Sense-Oriented Learning

2min
page 38

16: Medieval Japanese Warfare and Building Construction in Total War: Shogun 2

2min
page 37

9: Unicorn Symbolism in The Witcher Storyworld

2min
pages 24-25

3: Where the Goddess Dwells: Faith and Interpretation in Fire Emblem

5min
pages 17-18

10: Dante in Limbo: Playing Hope and Fear

3min
pages 27-28

2: What to Expect from the Inquisition: Historical Myth-Unmaking in Dragon Age: Inquisition

3min
pages 15-16

1: Immersion as an Intermedial Phenomenon in Medieval Literature and Modern Games

7min
pages 10-13

6: “Everyone Knows Witches are Barren”: Images of Fertility, Witchcraft and Womanhood in Medievalist Video Games

2min
page 21

7: Cross Cultural Representation in Raji through Medieval Mythology and Architecture

2min
page 22

5: The Portrayal of the Third Crusade and Crusading Ideology in Dante’s Inferno

2min
page 19
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