<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Action Rpg - vo.rs</title><link>https://vo.rs/tags/action-rpg/</link><description>Latest from the Action Rpg desk at vo.rs.</description><generator>Hugo -- gohugo.io</generator><language>en</language><copyright>This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.</copyright><lastBuildDate>Tue, 09 Dec 2025 09:00:00 +0000</lastBuildDate><atom:link href="https://vo.rs/tags/action-rpg/" rel="self" type="application/rss+xml"/><item><title>Hades: The Roguelike That Solved Narrative Repetition</title><link>https://vo.rs/respawn/hades-the-roguelike-that-solved-narrative-repetition/</link><description>&lt;![CDATA[<p>Roguelikes have always had a story problem, and it is a structural one. The genre
runs on repetition — you die, you start again, the numbers reshuffle — and
narrative runs on progression. Put the two in the same box and the story becomes
something the player skips. Every roguelike before 2020 solved this by having
almost no story, or by putting it in item descriptions and letting the community
assemble it on a wiki.</p><p><em>Hades</em> solved it by making the repetition the subject.</p><p>Supergiant Games put it into early access on the Epic Games Store in December
2018, moved it to Steam a year later, and shipped 1.0 on 17 September 2020 for PC
and Switch, with PlayStation and Xbox versions following in August 2021. It won a
BAFTA for Best Game and, in 2021, the Hugo Award in a one-off Best Video Game
category — the first game to get one, voted on by a science-fiction readership
that does not hand those out for combat feel. Five years and a sequel later, the
thing it worked out about narrative repetition is still the most important design
idea of its generation, and it is still barely copied, because copying it is
enormously expensive.</p><h2 id="death-is-a-commute">Death is a commute</h2><p>Zagreus is the son of Hades. He is trying to leave the Underworld. When he dies,
he goes into the River Styx and surfaces in a pool in the House of Hades, which
is his father&rsquo;s office, and his father looks up from his paperwork and says
something about it.</p><p>That is the entire trick, and everything else follows from it. Once dying returns
you to a<em>place</em> where people live, the run structure stops being a loop and
becomes a commute. You leave home, you fail, you come home, and everyone at home
has an opinion about your failure. Achilles is by the door. Nyx is in the hall.
Cerberus wants attention. Dusa is dusting the chandelier and worrying. Hypnos —
who is asleep at the reception desk and reads out your cause of death like a
receptionist reading a delivery note — is the joke that makes the whole thing
work, because he turns each death into an event the fiction acknowledges.</p><p>Compare<em>Rogue Legacy</em> (Cellar Door Games, 2013), the closest ancestor, which
made death diegetic first: your heir inherits the estate and the traits, and the
castle persists. That is the right idea, executed as a frame.<em>Hades</em> runs the
idea through the writing, and the writing is the part nobody wants to pay for.</p><h2 id="the-dialogue-queue-is-the-actual-engine">The dialogue queue is the actual engine</h2><p>Here is the machinery, and it is worth understanding because it is the whole
answer.</p><p>Creative director Greg Kasavin wrote north of twenty thousand lines of dialogue
for<em>Hades</em>, all of it voiced, most of it by a small cast with Logan Cunningham
carrying an implausible share of it. Plenty of RPGs have more words than that, so
the volume is only half of it. The innovation is the priority system underneath.</p><p>Every character has a large pool of possible lines, each tagged with conditions:
what boons you carried, who you last spoke to, which boss killed you, how many
runs you have made, what you gave whom, what you have already been told. When you
walk up to Achilles, the game queues the most contextually specific line that has
not yet fired, and burns it. Say the
wrong thing at the wrong time and the game notices; die to your father twice in a
row and he has a fresh remark about it.</p><p>The player-facing consequence is that<em>Hades</em> almost never repeats itself for the
first forty or fifty runs, and by the time it starts to, you are deep enough that
the story has moved. The illusion is that the House is reacting to you. The
reality is a very large deck being dealt in an intelligent order, and it holds
because Supergiant did the unglamorous work of writing enough cards.</p><p>That is why nobody has copied it. The mechanic is cheap. The content pipeline
feeding it is not.</p><h2 id="the-run-itself">The run itself</h2><p>None of this would matter if the combat were poor, and it is excellent for a
reason that has nothing to do with the writing: the boon system creates a build,
and the build is a conversation with chance.</p><p>Six weapons, each with aspects that alter them substantially. Boons from the
Olympians — Zeus chains lightning, Poseidon knocks back, Aphrodite weakens,
Ares does damage over time, Artemis crits, Dionysus poisons — and boons that
combine into Duo effects when the right two gods have already blessed you. The
Mirror of Night spends darkness on permanent upgrades. Keepsakes weight the pool
towards a god you want. Chthonic keys, nectar, ambrosia, the Fated List of Minor
Prophecies: every currency you bring home buys something.</p><p>The design pressure this creates is genuinely good. You cannot plan a build. You
can only lean — take Artemis&rsquo;s keepsake, hope she shows up, adapt when she
doesn&rsquo;t. It is the same tension I wrote about in<a href="/respawn/balatro-the-poker-roguelike-that-ate-a-year/">Balatro: The Poker Roguelike That Ate a Year</a>:
the run gives you a hand and the skill is recognising what hand you have been
given rather than the one you wanted.<em>Hades</em> is more forgiving than<a href="/respawn/dead-cells-the-roguevania-blueprint/">Dead Cells</a> about this, because
the meta-progression means a bad run still pays, and that forgiveness is
deliberate — the design wants you to get home so the House can talk to you.</p><p>The accessibility work belongs in the same argument. God Mode grants 20% damage
resistance and adds 2% every time you die, so a player who keeps failing keeps
getting stronger until the story unlocks. Supergiant understood that the story
was the reward and refused to gate it behind execution. The Pact of Punishment
runs the other way for players who want the difficulty back, in increments they
choose.</p><h2 id="what-it-owes">What it owes</h2><p>The Amiga I got in 1987 had a port of<em>Rogue</em> on it — Epyx published one in 1986
— and the thing about<em>Rogue</em> is that it had no story at all and did not need
one, because the dungeon generated the anecdote. You told the story afterwards, in
a corridor at school. That is the genre&rsquo;s founding compromise: the game supplies
systems and the player supplies meaning.</p><p>Every roguelike since has honoured that compromise.<em>Spelunky</em> (2008),<em>The
Binding of Isaac</em> (2011),<em>FTL</em> (2012) — all of them make you the author. What
Supergiant did was ask whether a roguelike could supply the meaning itself
without losing the generative anecdote, and the answer turned out to be yes, at a
cost most studios cannot bear. Supergiant had also solved half of it already: the
reactive narrator in<em>Bastion</em> (2011) was the same technology in an earlier and
cruder form, a system watching what you did and commenting on it.<em>Hades</em> is that
prototype, nine years of iteration later, pointed at the exact structural problem
it was built to solve.</p><h2 id="the-verdict">The verdict</h2><p><em>Hades</em> is the rare game where the literary ambition and the mechanical design
are the same object. Take the writing out and you have a very good isometric
action roguelike with a strong art direction from Jen Zee and one of Darren
Korb&rsquo;s best scores. Take the combat out and you have a soap opera about a
dysfunctional family of gods. Together they produce something neither half could:
a story that gets<em>better</em> the more you fail at the game, which no other medium
can do at all.</p><p>Its limits are honest ones. The Underworld&rsquo;s four biomes are fixed in order —
Tartarus, Asphodel, Elysium, the Temple of Styx — so the variation lives in the
boons and the room layouts, and after enough runs the geography is a hallway you
walk fast. The bosses are few, and Theseus and Asterius carry more than their
share. The moment-to-moment combat lacks the mechanical strangeness of the best
of its peers.</p><p>It is on everything — PC, PlayStation, Xbox, Switch — it runs on a toaster, and
it is a complete game that never asked for a season pass.<em>Hades II</em> followed the
same early-access route and only widens the argument: Supergiant found a design
position nobody else can afford, and they are still the only ones standing on it.</p><p>What to play next:<a href="/respawn/dead-cells-the-roguevania-blueprint/">Dead Cells: The Roguevania Blueprint</a>
for the harsher, more mechanically dense version of the same loop, and<a href="/respawn/risk-of-rain-2-the-difficulty-curve-as-a-clock/">Risk of Rain 2: The Difficulty Curve as a Clock</a>
for a roguelike that solves pacing with time pressure instead of dialogue.</p><h2 id="spoilers-below">Spoilers below</h2><p>The ending is the part people argue about, and the argument is a good one.</p><p>Zagreus escapes, reaches the surface, finds Persephone, and then dissolves —
because he cannot survive outside the Underworld, and the game makes you do this
repeatedly. Ten times, in fact, before the story concludes. Supergiant took the
one thing a roguelike player wants (the winning run) and made it a chore you must
grind, which sounds like a design failure and is instead the sharpest joke in the
game: reaching Persephone is the beginning of the story, and the reunion has to
be earned through the same repetition everything else was.</p><p>The epilogue lands the thesis. Persephone comes home, the family is assembled,
and the whole thing closes on a family reconciling — Hades and Zagreus finally
speaking plainly, Nyx&rsquo;s role revealed, Demeter thawing. It is a domestic ending
to a myth about escape, and the reason it works is that you have spent sixty
hours in that hallway hearing these people slowly change their minds about each
other, one death at a time.</p><p>Hypnos, who has been reading out your causes of death for the entire game with
no idea what is going on, gets the last laugh. Correctly.</p>
]]></description><pubDate>Tue, 09 Dec 2025 09:00:00 +0000</pubDate></item><item><title>Nier: Automata — The Game That Needs All Its Endings</title><link>https://vo.rs/respawn/nier-automata-the-game-that-needs-all-its-endings/</link><description>&lt;![CDATA[<p>There is a moment, somewhere around twelve hours into<em>Nier: Automata</em>, where the credits
roll, the game thanks you, and then it hands you a fresh save slot and expects you to start
again. Most games treat that screen as the exit. This one treats it as a chapter break.
PlatinumGames and Square Enix shipped it in Japan on 23 February 2017 and in the West a
fortnight later, and the thing that made it a word-of-mouth monster was the same thing that
should have killed it: it asks for your time twice, then a third time, then once more.</p><p>Asking a stranger to play your game four times is an enormous imposition. I take that
seriously. A 40-hour commitment is 40 hours of somebody&rsquo;s actual life, and the medium is
full of designers who spend it like it&rsquo;s free. Director Yoko Taro has been running this trick
since<em>Drakengard</em> in 2003 and the first<em>Nier</em> in 2010, and both times the structure was
the part people forgave rather than the part they praised.<em>Automata</em> is where it finally
works, and the reason it works is mechanical rather than literary.</p><h2 id="the-chip-system-is-the-argument">The chip system is the argument</h2><p>Start with the thing nobody puts on the box. 2B&rsquo;s abilities live on plug-in chips slotted
into a storage grid with a fixed capacity. You spend that capacity on the things you&rsquo;d
expect: auto-heal, ranged attack buffs, drop-rate boosts, melee damage. You also spend it on
your HUD. The health bar is a chip. The minimap is a chip. Damage numbers, the XP display,
the enemy targeting overlay — all chips, all occupying slots, all removable.</p><p>Pull them out and you get more room for combat upgrades. You also lose the ability to see how
close you are to dying. The game turns interface into an economy, and the exchange rate is
brutal and honest: legibility costs power. I have never seen the trade stated so plainly.
Every game has a HUD budget — art directors argue about it, players mod it away — and<em>Automata</em> is the only one I can think of that put the argument in your hands and made you
pay for the answer.</p><p>It goes one step further. One of those chips runs the operating system. Remove it and 2B
dies on the spot, and the game files the death as one of its endings rather than a bug. That
is a joke with a design thesis inside it. The interface is diegetic; the android is running
software; the software includes the bit that draws your health bar. Once you understand that,
the ending structure stops looking like an art-house imposition and starts looking like the
same idea at a larger scale.</p><h2 id="why-the-second-pass-earns-its-keep">Why the second pass earns its keep</h2><p>The pitch is that you play Route A as 2B, then Route B covers the same events as 9S. If that
were a straight replay with a new hat, the game would deserve every complaint it gets. It
isn&rsquo;t a replay. 9S is a scanner model, and his combat kit is built around hacking, which
drops you into a twin-stick shooter played inside the enemy&rsquo;s head. Same fights, different
verbs. The bullet-hell overlay that runs on top of the third-person action — machines firing
lattices of white spheres while you&rsquo;re mid-combo — is Platinum showing off, and it&rsquo;s also the
connective tissue that lets the game slide between genres without a loading screen.</p><p>More to the point, 9S can read the machines. Route B gives you access to information 2B
didn&rsquo;t have, so the same scene plays with a different amount of knowledge in your head. That
is the whole engine. The repetition isn&rsquo;t padding because your<em>comprehension</em> is the
variable being upgraded, and comprehension is the only stat in this game that can&rsquo;t be
farmed.</p><p>Route C is new content outright, and by the time you reach it the game has stopped explaining
its structure and started using it. The endings past the fifth are largely jokes — walk away
from a mission, eat the wrong fish, quit at the wrong prompt — and they exist to teach you
that the ending list is a systems menu rather than a narrative achievement board.</p><h2 id="where-it-fights-itself">Where it fights itself</h2><p>I&rsquo;m not going to pretend the seams aren&rsquo;t visible. The open world between set-pieces is thin,
the city ruins and the desert and the amusement park are connected by a lot of running, and
the sidequests range from genuinely wounding to fetch-quest filler that Platinum clearly
built to a schedule. The PC port shipped in March 2017 in a state that took a fan patch —
FAR, by Kaldaien — to make presentable, and Square Enix only patched the resolution and
window handling years later, in July 2021. That&rsquo;s four years of the definitive version of an
acclaimed game being a community project. Worth remembering when a publisher tells you the
platform matters.</p><p>The combat, too, is Platinum on cruise control. It&rsquo;s fluid, it&rsquo;s readable, it has the dodge-
cancel rhythm you&rsquo;d expect from the<em>Bayonetta</em> lineage, and it has nothing like the depth of<em>Bayonetta</em>. Difficulty on Normal will not test you; the auto-chips will literally play the
fights for you if you let them, which is a design statement in itself and also an admission
that the fighting is a delivery mechanism. Play it on Hard, where one hit is catastrophic and
the HUD chips suddenly feel like life support you can&rsquo;t afford to unplug.</p><h2 id="the-ancestor">The ancestor</h2><p>Everyone reaches for<em>Chrono Trigger</em> and New Game+ here, and the shape is right — multiple
endings, a replay that recontextualises — but the real ancestor is closer to the adventure
games that built a full run around a single missing fact. The structure that<em>Automata</em>
actually inherits is the one where the game withholds a perspective rather than a key, and
you can&rsquo;t buy your way past it.</p><p>For the modern version of the same idea, look at<a href="/respawn/inscryption-the-card-game-that-keeps-breaking-its-own-frame/">Inscryption</a>,
which does its frame-breaking in a single sitting and pays for the compression with a
weaker back half. Or<a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">Hades</a>,
which solved narrative repetition by making the story respond to the loop instead of sitting
behind it — the cleanest answer anyone has given to this problem, and a useful contrast,
because Supergiant made repetition voluntary and Yoko Taro made it compulsory. And if you
want the piece that took<em>Automata</em>&rsquo;s melancholy and its multi-ending structure somewhere
tighter and considerably nastier, that&rsquo;s<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis</a>.</p><h2 id="the-verdict-argued">The verdict, argued</h2><p><em>Nier: Automata</em> is a game with mediocre traversal, decent combat, an ugly launch on PC and
a script that lurches between undergraduate philosophy and genuine grief, sometimes in the
same conversation. It is also the most structurally intelligent big-budget game of its
decade, because it found a way to make the player&rsquo;s time investment into the medium of the
work rather than the price of it. The chip grid is the thesis in miniature: everything you
see costs something, and the game will let you sell your own eyes for damage.</p><p>The four-route ask is real and it&rsquo;s the honest thing to warn people about. Route A alone is a
competent Platinum action game with a strange tone. Stopping there is the equivalent of
reading the first act and filing a review. If you don&rsquo;t have the hours, that&rsquo;s a legitimate
reason to skip it entirely; the game does not have a short version and pretending otherwise
does nobody any favours. If you do have the hours, it repays them at a rate almost nothing
else manages.</p><p>It&rsquo;s on PS4, Xbox One, PC and Switch, and the Switch version —<em>The End of YoRHa Edition</em>,
October 2022 — is the one that finally treats the structure as a feature to be supported
rather than an obstacle. Play it on Hard. Strip the HUD when you&rsquo;re feeling brave. Put it
back when you aren&rsquo;t.</p><p><strong>Play next:</strong><a href="/respawn/hades-the-roguelike-that-solved-narrative-repetition/">Hades</a> for
the friendly version of the same problem, or<a href="/respawn/signalis-the-survival-horror-that-reads-like-a-poem/">Signalis</a> for the version
with worse dreams.</p><h2 id="spoilers-below">Spoilers below</h2><p>The reason the structure earns its reputation is Ending E, and Ending E only works because of
everything above.</p><p>After the fourth route resolves — after A2 and 9S have had their argument with a sword — the
credits roll for the last time, and the game turns them into a shoot-&rsquo;em-up. You fly a small
ship at the names of the people who made it, and the names shoot back. It is unwinnable. The
difficulty scales past any reasonable input, you die, you retry, you die, and the game asks
whether you&rsquo;d like help.</p><p>Say yes and rescue messages appear: real sentences written by real players who finished
before you, floating in the bullet field as encouragement. They join your formation. They
take hits for you. Dozens of them, wrapped around your ship like a shell, and every one of
them is somebody who beat this sequence and then agreed to a bargain the game explains only
at the end — to leave a message and offer help, you delete your save file. All of it. The
chips, the routes, the hours.</p><p>The prompt is unambiguous about what it&rsquo;s taking. And the game has spent four routes teaching
you that data is what an android<em>is</em> — that 2B and 9S are backed up, restored, replaced, and
that the horror of YoRHa is precisely the persistence of the file. Then it asks you to give
yours away so a stranger you&rsquo;ll never meet can get through a credits sequence.</p><p>I know exactly what it is. It&rsquo;s a magic trick with a permanence lever, engineered for maximum
effect, and the emotional physics are shameless. It also works, and it works because it&rsquo;s
mechanical. Nobody tells you sacrifice is meaningful. The game charges you for it, in the one
currency it has spent forty hours teaching you to value, and takes the payment without
ceremony.</p><p>That&rsquo;s the whole desk&rsquo;s argument in one screen: the mechanic makes you feel it, and the
mechanic is the only thing that could have.</p>
]]></description><pubDate>Tue, 23 Apr 2024 09:00:00 +0000</pubDate></item></channel></rss>