<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Hades - vo.rs</title><link>https://vo.rs/tags/hades/</link><description>Latest from the Hades 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/hades/" 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>
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