Hades Coming Next Week on PlayStation! We hope you have a great time exploring the Greek mythical Underworld and discovering all of its many surprises starting on August 13th. Today it is almost four years since we first started thinking about this game, so I would like to tell you about some unique circumstances that led to our small team developing what became our biggest hit – the game. which has already received over 50 Game of the Year awards from titles such as IGN, Eurogamer and many others. Suffice it to say that we could never have imagined all this when we first started!
We first started talking about the Hades project in late summer 2017, just a few weeks after the launch of our third game, Pyre. Our studio recently celebrated its 10th anniversary and we were in a wistful mood remembering the different games we made. From Bastion to Transistor and Pyre, we jumped from one original setting and playstyle to another. However, the main goal of each project was to create a richly atmospheric, fully realized world in which you could immerse yourself. In practice, this meant discarding our best ideas from our last project and starting from scratch. In the end, we didn’t want our latest games to feel too similar to their predecessors, and we wanted each world to stand on its own. But on our way to Hades, the thought of putting aside all our best ideas from the past again seemed unnecessarily limiting. Could we build on our best ideas and experiences instead of starting over?
So one of the founding ideas for Hades was to make it sort of the “greatest hit” that we were able to accomplish and enjoyed doing in our previous games at the time. Here are some of Hades’ main ideas:
“Narrative outcast.” We were interested in making a game in a cheat format, that is, a replay oriented game where every time you die and start over, you get a new experience due to procedurally generated encounters and other interesting elements of randomness. Even though it is a popular genre with many outstanding titles, we felt we could bring something to it by placing more emphasis on storytelling and storytelling than the genre is usually known for. This approach will not only strengthen our strengths as a team, but hopefully help open up the thrill of cheating to more players.
Our first adaptation (not a completely original setting). We had the opportunity to create our own unique worlds for each of our games. After three titles, we got a good idea of what the experience was like. But what we’ve never done before is adapt the existing world or setting in our own style. We chose the world of Greek myths both because I and the other team members had a lifelong fascination with it and because we felt it was very well suited to the rogue genre. We also felt that we had a particular perspective on Greek myth that we did not see particularly pronounced in modern adaptations, thanks to our focus on the Olympians as a large, dysfunctional family and our focus on the underworld and its own little world. -famous gods.
Instant, responsive action. We wanted almost anyone to be able to pick up Hades and start having fun in a matter of seconds. In a way, this was a callback to our design approach in our first game, Bastion, where we wanted players to be able to jump straight to it and then discover its uniqueness. We also wanted Hades players to be able to play for minutes or hours, whatever they wanted.
Depth from interconnected systems and amazing permutations. Here we wanted to develop one of our favorite aspects of our second game, Transistor, which has a deep and complex combat system in which you can create your own set of abilities by combining the properties of other abilities in different ways. We felt that this approach would be the key to Hades’ longevity as a rogue game. You will receive many different abilities from different Olympian gods, and they will interact in many amazing and interesting ways.
A character driven storyline with no end state. Our narrative structure is based on ideas and lessons learned from Pyre, a game whose story always moves forward, whether you succeed or fail. We wanted to create the feeling of a big, continuous story in which failure was only part of the experience, rather than a constant source of frustration and interruption. You decide how much you want to interact with the story and characters in Hades, and you will find that the characters are always responsive to your latest achievements.
With these ideas in mind, we took the first steps towards creating the biggest and most successful game we’ve ever made. Whether Hades on PlayStation is your first experience with one of our studio’s games, or you have stayed with us for a long time, we really appreciate your interest and support and would like to know what you think – so let us know! We are @SupergiantGames on Twitter. Be careful and good luck getting out of hell!