7 reviews liked by Trezz


Hades

2020

I don’t know who this game is for.

Roguelikes are unique in how well they fit the disparate ways casual and hardcore players engage with games. Runs can be enjoyed in short, non-committed sessions, or repetitively for hundreds of hours. Deep mechanics combined with high variability through randomness provides quick novelty for newcomers, and experts are challenged to adapt and get creative with the situation they’re given. However, in an attempt to streamline itself, Hades changed the formula in ways that make it less appealing to both sets of players. The amount of variety has been reduced dramatically from standard roguelikes, with the progression of areas being constant, the cast of enemies being small, and the synergies between boons being much tamer than in something like Synthetik or The Binding of Isaac. Even its meta-progression confounds both groups, requiring a heavy time investment to get to the point where gameplay can evolve beyond its most basic version. The weapons are an especially good example of this, since fully upgrading a new weapon’s unique bonus requires fifteen of a resource primarily gained by successful completion of a run. The most unique forms of each weapon are also locked behind upgrade investments in different weapons, along with dialog triggers the game never cares to communicate, meaning most players won’t be able to use them all until the fifty hour mark at best.

Fifty hours of investment doesn’t seem too bad in the context of a roguelike, but the aforementioned lack of variety in the boons makes it a drag. Each god has a theme for their boons, like Poseidon’s causing knockback and Ares’ spawning whirling blades, with very few surprises. Active effects also can’t stack, and simply fill in a slot to change your attack, dash, magic cast, et cetera. You’re not allowed to create a build where your magic is buffed with all the active effects you could find to hilarious results, the only option is to pick which god's predictable modifier should fill which slot. With only ten gods who can give boons, the ability to reroll, and knowledge of which god will be in each upcoming room, filling up on the active effects you want is fairly trivial. The passives can provide a nice boost, but provide comparatively small advantages that usually don’t change how you approach combat. After coming to grips with the game and getting a few completions, playthroughs are less of an interesting experience on their own and more of a formality to unlock other content. The most indicative example is the game’s difficulty-modifying Heat system, where completion rewards are earned for each unique level of Heat. In other words, you don’t get a ton of rewards for completing a run with the maximum amount of modifiers, you only get the same as if you had completed a run with just one change. This hurts the hardcore demographic the most, who are punished for immediately trying to challenge themselves. It’s a waste of time compared to completing a run at rank 1, then 2, then 3, and actually getting rewarded in a way that will eventually make playthroughs more fun.

The elephant in the room I have yet to mention is Hades’ story, which is the part that received the most consistent praise. However, it’s subject to the same problems that the gameplay suffers. Completing a single run is hardly the end of the story, and the credits only roll after ten victories, which is already expecting a time investment of around twenty hours. However, the epilogue, where the central conflict of the story is actually resolved, takes about ninety hours to reach. Players need to rank up affinities with the gods and collect a seemingly arbitrary list of dialog lines reliant on other unspecified criteria to unlock it, and I wouldn’t blame people who didn’t even realize the game has an epilogue at all. Who does a structure like this really reward? For casual players who just want to see how the story ends, they have to play the time equivalent of about ten standard single-player campaigns, when only about 30% of people bother to finish most games at all. The length is so gratuitous that the only players who get to experience the complete story are the ones who never needed that aspect to motivate them in the first place. I have to give Supergiant Games credit for voicing so many character lines and writing so much dialog for these characters, but when the majority of it is inconsequential commentary on your gear, boons, or current status instead of the actual narrative progression that players want, it can’t help but feel like so much wasted effort.

So to bring us back to the start, who is this game for? For casual players, the amount of time investment to see the complete story and get the full gameplay variety is way too high. For hardcores, the action is too strategically stagnant and the higher difficulties too unrewarding to compete with other roguelikes. The best I can guess is that it appeals to people in the middle, who enjoy the story details as they come, but not enough to where they want to actually complete the game, or enjoy the action enough to play for a while, but not much longer than the credits. This seems to be backed up by the achievement statistics, where only one in five people get the ten wins required for the credits, and only one in twenty will see the epilogue. It’s not that Hades is necessarily poorly made, but the shallowness and high time investment means that the vast majority of people will just get bored and quit before the game has shown everything it has to offer. I would have much preferred it to either be about a third of its current length, or to just be restructured as a linear action game with weapon switching and selectable buffs, like the studio’s previous game Bastion. Either approach would have made the shallowness less of a problem, and actually give the story-motivated players the conclusion they deserve. Obviously though, in spite of a (hopefully) reasonable argument, saying this game doesn’t appeal much to anyone is a laughable thing to state, given its universally positive reception. So, while I have to give up on knowing who this game is for, I can be certain it isn't me.

This game is so tedious and boring it's insane. Every area is the same 4 enemy's and the difficulty in this game is just to spam more enemy's. I’ve fought the same mini boss 5 times with just the 4 other enemy’s next to it. Gameplay aside the puzzles and map exploration are boring and take no effort as well. The weapons are almost the same at the end they do almost the exact same dps/s. At the end the only thing going for it are the visuals, although they are not incredible either.

probably not worth 5 stars but every single time raiden did a cool stunt my 14 year old self went "hooooly shiiiit that's so cool"

I can recognize that this is amazing. Not as good as the base game because of the visual clues with no journal to log it and less story based. The main problem with this DLC is that you can't leave it for a week. You will forget the important clues and need to redo the entire story because you don’t know where the clue was hidden. The log system was great in the main game but not so great in the DLC because you don't have your space craft around and the information in the logs are lacking.

The most innovative game out there. Every other game I play now I always think: if it would be a bit like Outer wilds it would have been better. Every game element is done to near perfection and it is the most unique experience I have come across. The mysterious world will keep you hooked for hours on end.

I was so sad when the servers where offline : (

I couldnt save at that time so my longenst play time was 12 hours long