Wicca is a modern pagan, witchcraft religion

Wicca is a diverse religion with no central authority or figure defining it.

Wicca often involves the ritual practice of magic, though it is not always necessary

Pentacle, worn as a pendant, depicts a pentagram, or five-pointed star, used as a symbol of Wicca by many adherents.

Beliefs in Wicca range from hard polytheism to even monotheism.

Wicca is typically duotheistic, worshipping a god and goddess traditionally viewed as a mother goddess and horned god.

The term Wicca first achieved widespread acceptance when referring to the religion in the 1960s and 70s

Application of the word Wicca has given rise to "a great deal of disagreement and infighting".

The Goddess and the God may be regarded as the Divine Feminine and the Divine Masculine

The God and Goddess are generally seen as lovers and equals, the Divine Couple who together co-create the cosmos.

Traditionally the God is viewed as a Horned God, associated with nature, wilderness, sexuality, hunting and the life cycle

The Horned God is given various names according to the tradition, and these include Cernunnos, Pan, Atho and Karnayna.

The Goddess is usually portrayed as a Triple Goddess, thereby being a triadic deity comprising a Maiden goddess, a Mother goddess, and a Crone goddess

Some Wiccans, particularly from the 1970s onwards, have viewed the Goddess as the more important of the two deities, who is pre-eminent in that she contains and conceives all. In this respect, the God is viewed as the spark of life and inspiration within her, simultaneously her lover and her child.

Showing posts with label inferno. Show all posts
Showing posts with label inferno. Show all posts

Tuesday, February 2, 2010

Kratos In Hell Dante Inferno Review

Kratos In Hell Dante Inferno Review
Just because a product lacks originality, or even if it's nearly a direct copy of another, that doesn't automatically mean that it's quality is diminished. After playing Visceral Games' DANTE'S INFERNO, I have found this assertion to hold true. Despite the fact that the game does have a few major flaws of its own, DANTE'S INFERNO is very enjoyable, with a fine combat system and skill progression, and truly impressive world design. Where it falls short is not in its unoriginality, but in what appears to be a late-game rush job that the developers would be silly to believe no one would notice.

The similarities can't be denied. While January's DARKSIDERS was an exercise in Frankensteining together gameplay elements lifted from other franchises, including many from God of War, DANTE'S INFERNO is so similar to Kratos' games that it's nearly a re-skinning of Santa Monica Studio's work. It becomes difficult to say that Visceral is actually responsible for creating this game, because if I had no prior knowledge of the developer while playing, I would, without a second thought, assume it to have been made by the God of War team. I feel like David Jaffe, Cory Barlog, and company may deserve some royalty checks.

With these not-so-keen observations out of the way, it is not hard to praise DANTE'S INFERNO for refined and tangible combat that gives players a variety of differing ways to dispatch demon spawn and monstrous boss characters. Dante wields a scythe and a magical cross as his two primary weapons, these representing the diametrically opposed forces of Inferno and Paradiso, and also learns magic spells along the way that consume mana when cast during combat. What makes the combat effective is the way that Dante's techniques differ from one another and become more or less useful depending on the situation and opposition. The breadth of options also makes for far more interesting gameplay than something like BAYONETTA, where many of the basic, pawing combos feel identical to one another. Each strike in DANTE'S INFENO, like the God of War games, has a heavy "feel" to it, and the sense of contact is intensely satisfying. The way enemies are thrown at Dante, however, is not perfect, with curious combinations making battles lack the sense of dramatic pacing that can be found more broadly over the course of the game.

A light "good and evil" system is incorporated into the game, and determines which skills Dante will learn as players progress through Hell. From a raw gameplay perspective, this game's pick-and-choose approach works better than a more severe morality system where the two sides operate like scales on a balance. Here, regardless of decisions, the player earns rewards equally and concurrently on both the light and dark sides of the coin. Unlike some other systems, this means that radicalism needn't be practiced in order to build Dante into a more formidable warrior, and players can play how they wish and make decisions as they like. The problem with the system, though, is that the choices amount only to either absolving or punishing enemies and NPCs for their sins, and have very little bearing on the game's overall plot.

DANTE'S INFERNO does an excellent job of using finely-crafted representations of the circles of Hell as an invigorating and interesting interstitial fluid through which players will enjoy travelling between combat sequences. The attention to detail in these thoughtfully designed environments, which are viewed through a semi-static, yet always well oriented and dramatic camera, once again remind us why this development studio calls itself "Visceral." In the second circle, Lust, Dante battles naked demonettes who make sexually provocative gestures, touch themselves, and sprout tentacles from between their legs to capture him as he climbs a phallic tower to confront the area's boss characters. The third circle, Gluttony, is essentially a long digestive tract, featuring intestinal worms and fat, putrid enemies covered in mouths, including ones that replace their hands. These images will undoubtedly leave an impression on gamers, even though the actual narrative feels somewhat underdeveloped and doesn't reach its full potential.

The majority of the game's setting rivals the aforementioned examples in aesthetic quality, but its creative and immersive design takes an extreme nosedive as players near the end of the journey. The final circles of Inferno are characterized by repeated arena battles in a series of nearly identical rooms, each with specific requirements and limitations. It makes absolutely no sense why this would be so, especially at the end of the game. This design leads one to believe DANTE'S INFERNO wasn't ready when EA and Visceral needed it to be (possibly for a head-start on GOD OF WAR III, due next month), so the developers spit these sub-par bits out, slapped on an end-boss, and rushed the game out the door. It's quite unfortunate to have experienced this, after the care that went into the design of everything in the first seven or so of the nine circles.

Finishing DANTE'S INFERNO is like playing two games. The tight, polished, interesting, and enjoyable God of War clone switches suddenly into a boring, forgettable, hack-and-slash game with no inspiration or variety, and the change can certainly leave a bad taste in the player's mouth at the end. Still, the value of the earlier stages and the core gameplay mechanics shouldn't be ignored, because those aspects are excellent. Fans of the genre should absolutely experience DANTE'S INFERNO, but overall, the recently released DARKSIDERS delivers a better, more complete package, and the upcoming GOD OF WAR III sports a very promising pedigree that is also worth considering" = "UA-891678-1";
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Credit: practicing-wicca.blogspot.com