The console versions of Dante's Inferno do a remarkable job of copying Kratos' moves, button for button. The PSP game also does a copycat job: everything, from the standard strike, to the spin move, to the dodge, is mapped exactly according to the blueprint laid out by Sony. However, a good game requires more than just copying another game's controls. Dante's Inferno misses the flourishes that made Ready at Dawn's game so successful: visual flourishes, subtle pauses when striking, dynamic camera movement, and easily accessible finishing moves.
There was one moment of genuine awe: an animated cutscene plays abruptly as the player walks towards his destination. This animated clip was stunning, offering a short burst of colorful gore and violence in an otherwise monochromatic world.
The console versions of Dante's Inferno may be unabashedly copying a tired and true formula, but they manage to sneak in a few original twists (nipples that spawn enemies, for example). However, we can't say the same for the PSP game. Perhaps that Michael Keaton movie "Multiplicity" reminds us of a valuable lesson: a copy of a copy just won't have the same charm as the original.