1/2/2024 0 Comments Zagreus hades dialogue![]() ![]() On Zagreus’ side are the rest of the Olympian gods, who had a falling out with Hades some time ago and are more than happy to help his estranged son in his quest by granting him a selection of godly powers during each escape attempt, and a few minor Underworld gods and shades who Zagreus has complicated - but not completely antagonistic - relationships with. You play Zagreus, firstborn son of Hades, god of the Underworld, and Zagreus and his father do not get along, to the point where Zagreus has taken it upon himself to try and break out of the Underworld to the surface. ![]() Hades chucks you directly into the middle of a set of strained relationships in one of the most dysfunctional families in history: the classical Greek pantheon of gods. Hades is Supergiant firing on all cylinders, turning in the superb music and artwork that has become their hallmark, marrying it with gameplay that incorporates all the best elements of their previous work, and leaving very little bloat to mar what is an almost perfectly-formed game. The 1.0 version of Hades is an incredibly polished piece of work as a result, with one or two systems that end up having weird side-effects but nothing that actively works against the rest of the game. This is down to some very intelligent decisions made by Supergiant, first and foremost of which was to do Early Access right they’ve constantly engaged with player feedback, which has served to roll back some of the more boneheaded design decisions that might otherwise have blossomed into exactly the kind of irritations which blighted their previous games 1, and they’ve also kept within scope and on schedule, resisting the temptation to waste months endlessly tinkering or to keep cramming more and more into the game than they really should do. Each game has had something to like about it - several things to like about it, in fact - but there’s always been something else holding it back. ![]() Pyre fixed that problem by adding a whole cast of voiced characters, but even though I played it all the way to the end I never fully understood its take on Magical Fantasy Basketball, which felt considerably less polished than the more conventional combat systems found in the prior two titles. Transistor was Supergiant’s worst excesses working against them, with a repeated reliance on a single world-weary narrator to constantly tell me what was happening in the game which quickly became overbearing and ensured I gave short shrift to the rest of it. Bastion’s problem was that it had the makings of a deep combat system married to a linear, one-shot game that offered next to no incentive for repeat runs. Also consistent, though, are the flaws in structure or design that have ensured each previous attempt has been no more than the sum of its parts. To be fair their games have always had a lot going for them their art and music are consistently some of the best in the industry, and even as far back as Bastion there’s always been something interesting to be found at the core of the gameplay. The impossible finally happened: Supergiant Games have made something that I unambiguously like. ![]()
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