If Dave Angeldevil was the wisecracking, unflappable superpowered hulk he's supposed to be, he wouldn't waste his time scouring rooms full of barrels for switches to push so that a small glass panel on the other side of the room would slide open. There are ways to prevent players from escaping a carefully-arranged linear path without totally shattering in-game credibility - forcefields and heavy-duty security doors for instance things that at least look resistant to firearms - but Infernal's still moping around in the primordial slime on that front. With graphical technology at the height it is (Infernal actually looks pretty good, whilst also feeling kind of cheap), creating a world where incredibly heavy explosives cannot affect everyday scenery is increasingly ridiculous. The answer? Why, trudging around similar-looking corridors looking for keycards and buttons, of course. Which only makes it all the more surprising that Dave spends the next few hours being obstructed by wooden doors and flimsy chain barriers that his new ultra-destructo-power can't even dent. It's actually pretty cool - the game seems to be demonstrating that it's over-the-top, it's got decent physics and Dave's (alright, alright - 'Ryan Lennox', but the other name suits him better) a proper badass, living up to his status as a fallen angel now working for the forces of darkness (or at least some guy with a spooky voice).
Back at the start of Infernal, Dave Angeldevil, or whatever the hell its straight-out-of-some-dismal-crap-on-Sky-One-around-11pm hero is called, is given a demonic power that can demolish metal doors and brick walls.