Hades Review – To Hell And Back, Again And Again

The first time I beat the final boss in Hades, I felt an enormous sense of relief. I’d been fighting to see this ending for hours (months, technically, if you count my time in early access), and in roguelikes, it feels better than usual to see an ending. But while I was definitely a little too proud of putting together a set of abilities and perks that shredded the boss after they wrecked me just a few tries ago, that wasn’t why I felt tears welling up. I’d gotten so caught up in the story of my character, Zagreus, and the heroes, villains, and gods that had helped him here that I was elated to have finally gotten him to the end of his journey. What sets Hades apart isn’t just that it’s a great roguelike with the kind of repeatable depth that makes it engrossing to play for hours, but also how it uses its structure to tell an ongoing story about family, secrets, and resolution.

That Hades’ narrative is so entwined with its combat is nothing new for the developers at Supergiant Games, who’ve established themselves as masters of putting your actions in sync with the stories they tell. In a roguelike such as Hades, it means playing as Zagreus, a god of rebirth. Tired of living under his father Hades’ thumb and seeking answers about where he comes from, he sets out to escape to the world of the living, battling various undead monsters, living creatures, and mythological figures on his way out.

Hades captured on Nintendo Switch
Hades captured on Nintendo Switch

Your godliness justifies the endless runs through the depths of the underworld, since dying and coming back to life is par for the course in Greek myth. One of the best parts of Hades, in fact, is returning to the House of Hades time and again after you die. It’s not just a pit stop on the way to the next run–it’s the centerpiece Hades hinges on. There, figures such as Achilles, Hypnos, and Nyx console you after your deaths, praise you for making progress, and confide in you about one another. You chat with them, undertake side quests, and exchange gifts to deepen your relationships. Eventually, they become vital allies on your quest, even if they’re not in the thick of combat with you.

These interactions, as much as the precise combat, are the reason I kept coming back to Hades; while I was skeptical about how the roguelike structure would meld with Supergiant Games’ focus on characters and stories, they’ve written and voiced reams of dialogue and lore, and almost all of it is delivered with vigor and is intriguing enough to pore over between your treks through hell.

When you finally decide to take another stab at escaping, runs are broken up into a few different worlds, each made up of several randomly ordered chambers. Hades’ combat builds on Bastion’s tight, isometric fights and infuses them with the endlessly repeatable appeal of random buffs, modifiers, random enemy layouts, currencies, and progression that slowly turn the seemingly impossible task of reaching the surface into something manageable.

Combat is quick and reactive, letting you chain attacks into dashes, dashes into special moves, and so on as you learn how to whittle enemy shields, avoid traps, and work over bosses. Each of the six weapons you can equip pushes you to play differently, and weapon-specific modifiers nudge you towards using different parts of your toolset; you might be comfortable poking enemies from afar with the Varatha spear, for example, but with a boon from Daedalus that triples the damage of your dash attack, you’re going to want to close the distance and juke constantly. That, and how buffs interact in myriad surprising and effective ways, means I’m still not tired of making these runs, dozens of hours later. In more crowded fights, the Switch’s smaller screen makes text and combat readability an issue, as these chambers are large enough to lose details (and runs). Other than that, though, combat is an outstanding mix of random variables and consistent action.

And even as you’re contemplating whether you want your spear to deal bonus critical damage or imbue your dash with a deflecting shield, tantalizing narrative threads seep through. Most buffs, called boons, are tied to individual gods; if you want that deflect, you’re going to have to ask Athena for it, while Artemis is in charge of critical damage. These short exchanges give each god a distinct personality and reflect your actions and progress; you also occasionally catch clues about a potential side quest or plot thread that ties into the larger narrative. I liked Athena, Artemis, and Dionysus not just because their boons were consistently useful, but because I took to Athena’s austere will, Artemis’ prickly reclusiveness, and Dionysus’ laid-back flirtiness.

Hades captured on Nintendo Switch
Hades captured on Nintendo Switch
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These conversations are more than narrative icing; you can give the gods gifts and build your relationships with them, too. Occasionally, you’ll run into rooms where you can score two boons, but only after choosing one god and facing the wrath of the one you scorned as you fight off another round of enemies. Or, if you happen to end up with both that deflective dash and some critical damage, like I did, Athena and Artemis might have a quick chat with each other, then offer you a Duo boon that grants bonus critical damage to projectiles you deflect. As you progress through hell, you’ll start seeing those boons used against you, which itself says something; for as much as the gods pay lip service to want to meet them on Olympus when offering boons, your journey to escape torment is little more than a spectacle to them, a game to watch and manipulate from the sidelines.

Does that thread lead anywhere? It’s hard to say because Hades unfurls so many other threads like this that tie its characters, your actions, and the world together into one cohesive, powerful whole that takes time to unravel. Eventually, you meet characters that sprinkle interesting bonuses into your runs while simultaneously launching new side stories back in the House of Hades, and even bosses change over the course of multiple runs. Supergiant has managed to turn the roguelike, a genre not usually known for riveting plots, into a compelling vehicle for storytelling.

Supergiant has managed to turn the roguelike, a genre not usually known for riveting plots, into a compelling vehicle for storytelling.

The random nature of the genre does mean the kind of climactic moments that define traditional stories are hard to come by, but I loved that. Rather than face an imposing boss, learning about a new twist of fate, and then moving on to the next act, you have hundreds of conversations with your family, roommates, and enemies about whatever comes to mind. This is where Hades’ bid to tell its story differently pays off, as playing it eventually feels like living in a crowded home for months, one where arcs happen, but nothing truly “ends.” It’s the kind of story that makes small moments more significant. After being chided by Hades with a dismissive “Back again?” having failed to kill a boss, then listening to everyone around simply wring their hands about the lord of the dead, I understood why Zagreus would want to leave the shadow of his overbearing, distant father. That convergence between player and character motivation is a powerful feeling, and it’s what Supergiant delivers so brilliantly.

That long-tail approach to worldbuilding may not work for everyone; before I played Hades, I didn’t see myself as someone who’d continue to play a roguelike after beating it. But I wanted to keep learning more about these characters and this underworld enough to keep coming back. That, along with a robust postgame that alters every weapon and boss, lets you make the game even harder for more rewards, and offers even more reasons to play an already entrancing mix of RPG and action combat, has absolutely hooked me. When I’m not playing Hades, I’m thinking about how cool it’d be to build the Exagryph machine gun with lighting boons combo that got me that first victorious run, but also throw some critical damage on top of that.

I’m also thinking about how much I still have left to learn about Hades, both the character and the game, even dozens of hours in. Like in the Greek myths Hades takes inspiration from, endings aren’t tidy, and they’re almost never final. They’re protracted, often unsatisfying, and are hard to find real closure in, and the fact that Hades understands this is its greatest strength. I’m sure there’s a point where, after running through hell enough times, I’ll have seen all Hades has to offer, both in its clever and endless fights and its many alluring characters, intimate moments, and rewarding quests. The story does end. But what matters so much more are all the moments between the start and end of a story, and the people who help us see those climactic moments but also stick with us between them. They’re the reason we keep trying, and the reason we keep coming back.

Ubisoft’s Battle Royale Game, Hyper Scape, Offers Double XP This Weekend

Hyper Scape, the new battle royale game from Ubisoft, is offering a double XP promotion this weekend. Now through Sunday September 20, players on all platforms will be doubly rewarded with experience, so it’s a good time to check out the game or return to it.

Ubisoft also confirmed that the newly revealed Turbo Mode, which speeds up matches by making all loot max level and increasing the speed of health regeneration, will be available throughout the double XP weekend and beyond. The limited-time mode will be available until Tuesday, September 22.

Developer Ubisoft Montreal has been steadily supporting the PS4, Xbox One, and PC game with extra content and new events, and you can check out the mid-season roadmap here to find out what will be available through the start of October.

GameSpot’s Hyper Scape review scored the game a 6/10.

“Hyper Scape is an okay battle royale game,” reviewer Jordan Ramee said. “The game has solid weapons and hero-like Hack abilities, but you’re at the mercy of being lucky enough to get what you need to have a higher chance of winning.”

Now Playing: Essential Tips To Hit The Hyper Scape | The Pod

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Fitness Boxing 2 Announced For Switch

There were some huge announcements during the recent Nintendo Direct Mini, including a new Monster Hunter game and a Switch release of Ori and the Will of the Wisps. One that might have flown under the radar was the announcement of Fitness Boxing 2: Rhythm and Exercise, a sequel to the system’s first dedicated fitness game.

Fitness Boxing 2 will yet again task you with performing boxing moves in time with music. The game will now let you turn off certain boxing moves that you don’t want to perform, and features new tracks and instructors. There are 66 courses and 23 songs to choose from.

Otherwise, it looks very similar to the first game, but hopefully there will be improvements to motion tracking. Save data carries over, so if Fitness Boxing is part of your fitness routine, you can continue tracking your progress.

The game also touts a two-player mode and an alarm function. You can watch the trailer below.

It’ll be interesting to see if Fitness Boxing 2 can hold up against the fitness juggernaut that is Ring Fit Adventure when it releases on December 4, exclusively on Switch. Since the game requires the use of Joy Cons, it’ll be a bit harder to play on a Switch Lite.

Another fitness game, Jump Rope Challenge, is currently available on Switch for free. Hurry, though–it’s only available until September 30.

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Microsoft Doesn’t Want To “Build Walls” Around Xbox

Microsoft’s next-generation strategy is not focused around any one console, or even a console at all. While Microsoft is releasing two next-generation systems in November–the Xbox Series X and the Xbox Series S–the company has bolder plans to reach potentially billions of players through its cloud streaming service, xCloud.

Xbox boss Phil Spencer has now spoken more about Microsoft’s approach and how the company does not want to “build walls around Xbox.”

“Microsoft is in the gaming business for the long run, we want to be a platform where hundreds of millions or billions of players can find somewhere to play,” Spencer told Fast Company. “Building walls around Xbox, so the only way you can continue the experience you love is to buy a new console this fall–for us, it doesn’t seem in line with the values we have as a team.”

Spencer has previously spoken about trying to reach 2 billion gamers, and that is not possible through consoles alone for various reasons. With xCloud, however, every person with a smartphone is a potential Xbox customer, and this could be a big deal.

xCloud only just released this week, so it’s early days. Not only that, but xCloud does not work properly on iPhone due to Apple’s policies, so it’s limited in its reach right now. For more on xCloud, check out GameSpot editor Phil Hornshaw’s report about what it’s like to play Halo: Reach on the toilet.

The Xbox Series X ($500 USD) and S ($300 USD) consoles will become available for pre-order on September 22, ahead of their release in November. For more, check out GameSpot’s Xbox Series X/S pre-order guide.

Now Playing: Xbox Series X And Series S Prototype Impressions

Life Is Strange 2 Episode 1 Is Now Free On All Platforms

Life is Strange 2 debuted back in 2018, and if you’ve held off on diving in until now, you can check out a full fifth of the game for free now. Episode 1 of Life is Strange 2 is now completely free to download on Steam, PS4, and Xbox One, letting you check the game out and earn Trophies and Achievements at no cost.

In episode 1, brothers Sean and Daniel Diaz are forced to go on the run following a family tragedy. The series deals with some very heavy themes and asks the player to make choices that will impact the narrative.

A demo was previously made available, but this is better.

The first episode debuted September 26, 2018, almost two years ago. It received a 9/10 in GameSpot’s review, with critic Jess McDonell calling it “a triumphant first chapter, featuring a narrative that fearlessly reflects the lives of two Latino brothers living in our politically-charged climate.”

Before you play the first episode of Life is Strange 2 for free, you should check out another free standalone Life is Strange experience–The Awesome Adventures of Captain Spirit, which is available on the same platforms. It’s a prequel to the events of Life is Strange 2.

Developer Dontnod recently released Tell Me Why, another episode adventure series. Their next game is Twin Mirror, which releases on December 1. If there’s a third game in the Life is Strange series, it will feature an all-new story.

Now Playing: Life Is Strange 2 – Launch Trailer

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Spelunky 2 Review – Shoot For The Moon

In Spelunky 2, the turkey’s fate is in your hands.

You could hop on the bird’s back, making use of its double jump and Yoshi-like glide to flap your way through your run. For a solid payout, you could return it and the other birds scattered throughout a stage to the turkey farmer who oversees their pen. You could whip it unconscious, throw a bomb next to its body, and eat the resulting Thanksgiving platter for one heart–or you could do that last one in the farmer’s line of sight, prompting him to take up arms against you, “you monster.”

This is the mode that Spelunky 2 constantly operates in. There are always risk-reward choices to make, and death is nearly instantaneous if you choose poorly. Like its acclaimed predecessor, Spelunky 2 is the rare platformer that demands to be played as much like a tactics game as it does like a Mario game. As you learn (or relearn) how to survive, success requires a willingness to think three moves ahead. Some tiles are booby-trapped to shoot arrows as you leap through their line of sight. Some vases summon a relentless ghost when smashed. Some pottery hides snakes and tarantulas. Some spiders hang from the cavern ceilings, hoping you pass by unaware. You really shouldn’t even move from your initial spawn point without pausing for a moment to pore over every treacherous inch of the screen. That is, unless you spawn near a bat, which will swoop down at you–hope you’re quick with your whip.

This time around, you are Ana, the daughter of the first game’s cave-faring protagonist. You’ve arrived on the moon in search of your parents, who have disappeared while exploring its very un-moon-like caverns. As you head into the mines, Spelunky 2 resembles the opening level of the first game–at least at first. You have a whip, you have some bombs, and you have a rappelling rope you can toss into the ceiling to climb to otherwise inaccessible heights. And the creatures you encounter, like bats, snakes, and spiders, will be familiar, too. And it’s all set against a clay brown backdrop which suggests the interior of a surprisingly well-lit cavern.

But from there, the game quickly bushwacks its way into unfamiliar territory. There are robots that turn into bombs when you stomp a button on their heads; mechanical ladybugs that spray fire from their outstretched wings; relentless cavemen with boomerangs. Each level–which, per Spelunky tradition, is remixed each time you play via procedural generation–houses new enemies and new environmental hazards to learn to navigate. After the first biome, you’re presented with a choice–jungle or robot volcano?–and with either comes a whole host of new rules to learn. All of this is rendered in the same expressive cartoon style as its predecessor. It’s slightly crisper and clearer this time around, but it’s a tribute to the timelessness of Spelunky’s art style that Spelunky 2 isn’t more of a noticeable step up.

The controls match the art’s precision. Developer Mossmouth has added some quality-of-life tweaks–you now run by default and need to hold a button to slow down, instead of the other way around–but mostly, the team didn’t mess with a good thing. The highest praise I can heap on Spelunky 2 is that, in a game where you need to land jumps on tiny spits of land, leap above spike pits, and skirt pools of lava, I never felt like my death was the game’s fault. Some things take some getting used to, sure. But once you have the hang of things, Spelunky 2 offers near-perfect platforming.

It doesn’t feel as buoyant as some of its genre contemporaries. Instead, Spelunky 2 feels grounded. Your jump won’t take you very high, and your puny whip necessitates getting close to enemies. The game’s many traps, unpredictable procedurally generated world, and punishing fall damage mean that the longer you spend airborne, the less likely you are to make it back to the ground in one piece. Spelunky 2’s ever-present sense of danger encourages you to make careful, calculated decisions. But if you take the time to analyze the screen before choosing your next move, getting there is usually easy. I often thought deeply about where to go, but that was the hardest part.

Spelunky 2 captured on PS4
Spelunky 2 captured on PS4
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However, that doesn’t mean you won’t still die a lot. Mastering Spelunky 2 is a little like penning the Great American Novel; you might have the vocabulary, but that doesn’t mean you can put the words together well. Spelunky 2 offers a brief tutorial to get you in the swing of jumping, climbing and bomb-throwing. Those rock-solid basics are your sole lifeline as you begin your adventure. Conversely, learning each new enemy and trap is a baptism by fire. It can feel overwhelming at first. Wait, that thing can kill me? Oh, those blocks shoot spikes? Why does the invincible ghost keep showing up a minute into my run? Over time, though, as you gain your bearings, this feeling almost entirely dissipates. For each seemingly arbitrary death the game doles out, there is a lesson about a set-in-stone rule waiting to be learned. There are some exceptions–I was still occasionally frustrated by the Naked Mole Rat, which moves erratically through dirt tiles, and more than once I was insta-killed by a bear trap that was barely visible in some tall grass. But, on the whole, Spelunky 2 does a stellar job of displaying all the information you need to know at all times, once you know how to read it.

Spelunky 2 doesn’t mess with the original’s formula too much, but the changes it does make keep that formula fresh. New biomes, like the world filled with robots and lava, come with new challenges for experienced adventurers. As each world begins, you will be unsure which tiles you can stand on and how new enemies will behave. It’s extremely satisfying to master a space that once killed you instantaneously. You don’t unlock new weapons or level up; instead, as the cliche goes, knowledge is power. Thankfully, as you’re learning a new world, you can contribute to one helpful NPC’s quest to dig shortcut tunnels to the later stages, allowing you to leapfrog over the early game to the spots that are giving you trouble.

Spelunky 2 doesn’t mess with the original’s formula too much, but the changes it does make keep that formula fresh.

Mechanically, the most significant addition, as attested to by the turkey anecdote above, is the inclusion of mounts. These double-jumping creatures make it significantly easier to breeze through levels. They move quickly, and some can attack from a distance, offering a nice change of pace on the runs when you find one. But they’re also easy to accidentally kill (and, in the turkey’s case, there is incentive to purposely kill them for health). I was always extremely grateful to find a Rock Dog, a pink fire-breathing goat creature that can be spotted and tamed in the wild or purchased at a store. And I was likewise sad to see them go when hit by an arrow or burned up in lava. A major positive of their addition is that they can tank that damage for you, effectively granting another hit point and, in some cases, a second life.

Spelunky’s additional modes have returned. I had a good time messing around against bots in the frantic competitive fun of Arena. But the modes I see myself returning to are Online co-op and the Daily Challenge. At the moment, my Online experience has been consistently hampered by pretty significant lag. It’s a shame because rushing through Spelunky 2 with strangers is a terrific, zany time and a great way to experience the later levels before you’re skilled enough to reach them on your own. Mossmouth has already pushed out several updates since launch, so hopefully the lag improves over time. Meanwhile, Daily Challenges, which offer you one shot each day to complete a successful run of the game, continue to offer exciting tension. This challenge may entice me to keep returning to this game long after I finally claim victory in Adventure mode.

Spelunky 2 captured on PS4
Spelunky 2 captured on PS4

In fact, the most damning thing I have to say about Spelunky 2 is that it mostly feels like more Spelunky. The new mechanics, like mounts, and the new stage themes feel right at home. To me, Spelunky 2 seems familiar. Obviously, that isn’t a bad thing. The first Spelunky is a fantastic game, and Spelunky 2 improves on its formula. Making the best version of Spelunky possible is a worthy goal, but Spelunky 2 suffers a little from the lack of ambition beyond that. Despite the great time I’m having with this game, my excitement is tempered slightly by the nagging feeling that this is mostly just a better take on the original design, rather than an ambitious, entirely new thing.

At least, that seems to be the case right now. The original Spelunky’s proc-gen depths hid secrets that took time for its avid community to discover, so it’s possible that Spelunky 2 has secrets of its own that I have yet to find, and they could push the game in a different direction from its predecessor. Spelunky 2 is a successful evolution of what made the original Spelunky work; the tight controls, impressive use of procedural generation, expressive art style, and interesting stage themes are better than ever here. But the more notable changes in how we play and talk about this game will likely happen in the coming months as players discover the heart of the game in the deep, dark depths we aren’t yet even aware exist.

NHL 21 Shows Off Its New Gameplay Improvements

EA Sports has posted an in-depth gameplay video for NHL 21 that covers a number of the key features and improvements coming to this year’s professional ice hockey game.

Starting with offensive gameplay, EA says the game is inspired by some of the NHL’s flashiest players including cover star Alex Ovechkin, Nikita Kucherov, and Connor McDavid. To that end, a number of new skill moves have been added, including “The Michigan,” the “no move” deke, the behind-the-net bank, and a between-the-legs one-timer. There are also new slip and chip dekes that players can use to get around defenders.

In particular, The Michigan move was performed for NHL 21 by stick-handling specialist Pavel Barber, as you can see in his own post on social media.

In the neutral zone, NHL 21 has introduced improved AI so your team moves like a unit instead of multiple players operating independently. AI overall should be smarter, and this applies to the neutral zone which is key for breakouts and transitions.

In the defensive zone, AI players will also be smarter and at times more aggressive with things like forechecking and positioning to stop oncoming players from getting to the net. Additionally, goalies are now smarter and will make last-ditch saves in some scenarios.

NHL 21 is coming to PS4 and Xbox One on October 16, which is later than usual due to complications related to COVID-19. There won’t be a dedicated version of the game for PS5 and Xbox Series X, but the game will play on those consoles through backwards compatibility.

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Katamari Damacy Reroll PS4 And Xbox One Release Date Announced

The PS2 cult classic Katamari Damacy was reborn for Switch and PC back in 2018, and now the remake is coming to PS4 and Xbox One, too. Katamari Damacy Reroll will hit those systems on November 20, 2020.

A cute new trailer has been released to announce the date, which you can watch below. We knew that the game was coming to these systems in Japan, but this confirms a western release, too.

The trailer does not show any footage, or announce any new content, so we’d expect it to be very similar to the Switch and PC versions, which were both excellent.

Katamari Damacy Reroll is out the week after the Xbox Series X (November 10) and PS5 (November 12) launch; if you miss out on next-gen systems, this PS2 throwback could serve as a nice reminder that gaming’s past is as filled with treasure as its future.

Katamari Damacy director Keita Takahashi’s latest game is Wattam, which released on PS4 last year. It scored a 7/10 in GameSpot’s review.

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