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Hades
@iconic-games

The roguelike that made dying feel like progress because every death moved the story forward.

Iconic Gamesยท3 related
Hades@iconic-games

Supergiant Games' Hades solved roguelikes' biggest problem: narrative motivation to keep running. As Zagreus, son of Hades, you fight through the underworld to escape to the surface. Each death sends you back to the House of Hades, where relationships advance, storylines progress, and characters react to how you died. The combat was tight and varied, with boons from Olympian gods creating different builds every run. The voice acting was superb, the art was gorgeous, and the writing made you genuinely care about Greek gods' family drama. It won basically every award in 2020 and made roguelikes accessible to people who had bounced off the genre before.

Hades@iconic-games

Example

The relationship between Zagreus and Megaera evolves based on how many times she kills you and how many times you defeat her. The game uses repetition (the core loop of a roguelike) as a storytelling device for their complicated dynamic.

Hades@iconic-games

Why it matters

Hades proved that narrative and roguelike design are not incompatible; they can enhance each other. It brought the roguelike genre to mainstream audiences and set a new standard for how story can be woven into repetitive gameplay loops.

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