Not even the term "roguelite" feels appropriate anymore. I'd say Hades is closer to a roguelite-lite, because now the meta-progression is the main event and the actual randomized dungeon crawl more of an afterthought. In hindsight, I'm surprised it's taken Supergiant, who historically develop games for the sole purpose of padding out a seemingly pre-written script, this long to make this game, since they're now given infinitely more nooks and crannies to cram situational dialog into. Critiquing it as a roguelike wouldn't be fair; it's not even trying to deliver a fulfilling, high skill-ceiling experience that hinges on the player's ability to take advantage of good luck and creatively adapt to overcome misfortune. It's addicting, yes, but for all the wrong reasons- instead of embracing the arcade philosophy of only giving players enough motivation to break through to the next level on their own, it buries its gameplay shortcomings under a mountain of extrinsic reward. It's specifically designed to be too hard with no upgrades and too easy with upgrades, in an effort to dripfeed the player story details in a way that appears natural. Though, it seems like this approach requires a substantial amount of willful ignorance to actually be effective. For me, at least, finally beating Hades (the guy) felt like less of a monumental accomplishment and more of an item on a checklist that I'd crossed off before being carted away to the next stop on the assembly line, which nullifies any potential benefit of the roguelike structure. That's not to say the concept is broken at its core, and it's hard to deny the appeal of the dynamic hubworld and the overall level of contextualization given to a traditionally abstract genre. I can certainly imagine falling in love with this game if it really did feel like all the dialog corresponded 1:1 with your actions, but I'm skeptical that this accurately describes every fan of Hades. Not to pluck my own lyre, but NPCs consistently felt behind the times for me, still praising me for reaching Elysium after I'd already escaped the Underworld several times, for instance. And it's not like the writing is exactly stellar- Zagreus's near constant quipping tells me that Supergiant's not fully confident in a tone that's more comedic than their previous games. But then again, this is all stuff that, in my eyes, would only serve to elevate an already good game and not to excuse combat that's fundamentally a slog. I don't think I have a single compliment for Hades's action gameplay, but despite runs that always feel the exact same, upgrades that are all roundabout stat modifiers with no room for personality, and non-boss enemies that never pose a threat, what's most offensive to me is that Supergiant hasn't at all evolved since Bastion. It's the same weightless, uninspired, utterly boring mashfest that it's been for the past decade, entirely inexcusable. Or maybe my heart only has enough room for one randomized trek through the realm of the undead.

Reviewed on Jan 18, 2023


4 Comments


1 year ago

Supergiant's mid-at-best games invariably getting deluged with praise has always felt like some kind of games industry op to me.

1 year ago

Yeah, I've always assumed their main demographic is the "I beat one game every three years and always cry at the end of it" crowd. I think I at least respect them to some degree, considering they're consistently experimental with how they approach their narratives (though I'd be lying if I said I even remember what happens in Bastion or Transistor) but I'm not sure I'd be able to tolerate actually playing another one of their games. Especially since this one's getting a sequel that's almost certainly gonna be the exact same thing but still get unanimous praise.

1 year ago

Never played Rogue Legacy so I can't fully comment, but I'd imagine that its meta-progression is at the very least trying (and failing) to enhance the core gameplay in some way, whereas Hades treats its combat like a timewaster that you have to get through before you can get back to the real stuff. It's this absolute lack of reverence for what's traditionally the biggest part (if not the entirety) of the genre that makes it feel like an even bigger regression in my eyes.

1 year ago

Rogue Legacy is very explicitly designed to have meta progress as your only reasonable path to victory - that's basically the elevator pitch for it. I will forever resent it for having "Rogue" in its name and therefore being directly responsible for hijacking the meaning of "roguelike" in popular discourse.