Hades, developed by Supergiant Games, is a refreshing take on the roguelike (or, roguelite) genre. Originally released in 2018, Hades has won several Game of the Year awards in 2020. That’s no accident — the game is absolutely excellent. For several reasons, Hades embodies what a good roguelite should be. More importantly, Hades represents what a good game should be.
Hades is a roguelite game. While the definition of roguelite is nebulous at best, it generally means a procedurally generated dungeon-crawler, often with some kind of permadeath mechanic. Hades certainly meets those criteria, but where it shines is in its execution of randomized mechanics.
Proper random
Often enough in roguelite games, if you get a bad draw for what dungeon the game produces, you’ll get a sub-optimal playthrough. I can’t count the number of times I’ve had to kill myself to reset a roguelite because I didn’t get good enough drops to defeat a certain boss or floor. Randomization often does the player a disservice if it isn’t executed properly. When too much is random, a playthrough is too luck-based. When too little is random, a game can feel too linear or overtuned.
Where Hades differs is that every build, and subsequently every run, is viable. If you take your time to read what each God or Goddess’s boon does, it becomes easier to create a build with synergy and viability. While the boons are still random, they can be manipulated to your benefit. The player is given a choice after completing each floor where they want to go, which boon they want to take, or even if they’d prefer to skip a boon entirely to collect money or resources.
The first two bosses are random, as well as all the mini-bosses. While you may vaguely know what to expect through subsequent runs, you still are forced to adapt to what the game throws at you. Your build has to work, and it’s largely up to you to see that that happen.
Think outside the box, dammit
Hades actively encourages experimentation. Players are pushed (and in the beginning, forced) to try every weapon in the game. Each weapon hosts its own strengths and weaknesses, and it’s up to the player to decide how they want to use it. The only thing the game really forces on you is the first boon of your run, but that doesn’t necessarily dictate what sort of build you’ll end up with by the time you hit the final boss.
For example, if you’re using the sword, you may want to go for a close-range dash build. Maybe you’ll go for a Poseidon push build. If you have the guns, maybe you’ll go for a cast build so you can take pot-shots from afar while your Dionysus hangover poison wears enemies away.
These mechanics keep the game fresh every single playthrough, which is saying a lot for a game that, on the surface, looks repetitive.
Everything else
In general, what makes Hades a good game is its extreme attention to detail. Each time you die and return to the lobby of Hades, you can expect to see something new. NPCs have unique dialogue options. The store has new items. You can forge relationships and friendships with people you’ve rescued or killed from the rings of Hades. You can find all sorts of little easter eggs and treats around the lobby. You can customize the lobby.
There is a very real, very enjoyable sense of progression that further keeps the game fresh and fun. Not only can you see Zagreus becoming stronger, you can see the impact you’ve made on the world just by playing the game. Speaking of which, the lore is wonderful and very well thought out.
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On top of all that, the soundtrack is absolutely superb. The voice-acting is wonderful. The art-style is superb and varied. Supergiant Games went over every aspect of this game with care and love, and it shows. The final product is a rewarding experience that gives just as much back to you as you put into it.
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