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Games of 2020: Hades

In a year we could not escape, a game about escaping.

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Like so many others this year, I spent chunks of it trying to break my way out of hell. Supergiant’s Hades is the easiest game metaphor for 2020.

I have been no stranger to roguelikes over the years, so the run-die-learn-upgrade cycle of Hades fits like a glove. Struggling to cut a path through the four levels of the Underworld, that familiar sting of learning through failure was intoxicating.

Supergiant — previously of Bastion — continues to excel at every dimension of game design. Gorgeous graphics, another spectacular Darren Korb soundtrack, balanced mechanics, smooth gameplay. This high quality is almost a base level expectation of Supergiant now, so let me praise what came as a surprise:

First, a downright intimidating amount of voice acting. A run-based game should invite repetition, but through my 40+ escape attempts I haven’t heard a single bit of repeated dialog.

Second, I am appreciative of their commitment to scalable and managable difficulty. I was at risk of bouncing off the game entirely after 20 failed runs, so I opted to enable GOD MODE. The game didn’t shame me, didn’t disable my ability to earn progression, and didn’t even make me invincible – just gave me a little bit of an extra boost for each failure. The lack of judgment kept me going, and now I find myself grinding “heat”, a configurable difficulty system to keep later runs entertaining.

Last, I am genuinely impressed they found a way to wrap the run-centric nature of the game into the story itself, allowing for a unique narrative and a clever game loop to develop.

It’s as refined a game as you’ll find in 2020. If only that were enough to top my list this year. But it was a tough year.

Hades is available on PC and Switch. I clocked about 30 hours in the PC version.

Categories
Played

Games of 2020: Index

In a year we could not escape, a game about escaping.

In a year where facts were in question, a game about truth.

In a year where live music fell silent, a game that kept the beat going.

In a year of unrest, a game about documenting it.

In a year without travel, a game about the road.

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Puzzled Over

The Primary Vivid American Newspaper

The world of immersive theatre is now a broad church indeed. It’s a word Barrett consistently resists using. “We’ve never been one to try to define,” he says. “I think if you can define it, then it’s less exciting for an audience. I’m driven by trying to ask questions of form, and trying to pre-empt things, or explore nooks and crannies that have yet to have a torchlight shone into them. Immersive is such a buzzword – but there’s a new word coming.” And for Barrett, where this new language will come from is through more cross-discipline exploration, in particular the fusing of immersive work with game mechanics. The seeds of this were sown years ago when Sleep No More was listed as the game of the year in an American newspaper round-up. “They reviewed the show as if it were a video game,” Barrett remembers. “And it was a real penny-drop moment. And so we tried to deconstruct the mechanics of games and understand them and really see what could be taken to evolve the form. Audiences are craving autonomy and agency.”

Anna James interviewing Punchdrunk’s Felix Barrett for The Stage

Previously: All Things Pass. Only Vision Persists.