HADES II
Elevates an already fantastic formula with improved visual design and a deeper, fluid and more polished combat system
One of the best roguelike's ever made, but does it do enough to take Game of the Year?
SPOILERS
Hades II has been a real treat to play. It's more of the same of what we loved about the first game, however this time it expands on everything to offer combat that feels faster paced, more precise and with increased mechanical complexity behind the builds and unlocks. It's added a lot more depth to what already was a successful formula, positioning itself once again in the discussion for a potential second Game of the Year award.
For someone who hasn't played the original Hades in years I found the game’s introduction quite abrupt, and that I was missing some context. It wasn't the greatest way to start things off, but given the gameplay is so intuitive it's effortless to dive in and immediately begin that fun process of learning new boons, unlocking features and tinkering with the system in what is one of the easiest and most enjoyable learning curves you could build.
I appreciated the new emphasis on movement. Action RPGs and Rogue-likes sometimes have a tendency to devolve into mindless button-bashing, but Hades II will punish you if you get lazy and neglect the rhythms and timings unique to each weapon and build. Dashing, casting and increased magical elements are welcomed and take the arcade DNA of the first game and push it further towards a more tactical-feeling game, complementing the new larger map design and boss encounters, and enabling my playtime to move well beyond the 50-hour mark.
Experimenting with the different boons and builds is extremely fun and what makes the game so good. You frequently mix up your play style in a process of trial and error that produces all these personal favorites and committed strategies, before eventually hitting a mastery of synergistic combinations that see you melt through the biggest boss fights in the most satisfying way.
A nice sign of this mechanical quality is when the player community all arrive at differing conclusions as to what works best — for me it was a well-pommed Hephaestus blast, but I saw many players in the forums rank Heph's offerings as a hard pass. The same was true for weapons, with some initially feeling underpowered to me, like the torches, but with a bit of community nudging, became absolutely devastating once I worked out how to best augment their unique capabilities.
The other system elements such as arcana, familiars, incantations and upgrades also contributed to growth and momentum that made each stage in the game fun to play in its own ways. Bosses, for example, were initially chaotic and felt impossible to navigate, but soon become more and more manageable. A sweet spot then emerges that produces the right amount of challenge, where fights are heart-pumping, frantic and almost desperate as you swing wildly and take everything to the wire. Soon you stack together so much power and experience that it's nothing but calculated calmness that makes even Typhon a walk in the park, and that too is a great feeling after the many hours I'd sunk in.
You just can't put it down honestly, and there's always one more run in you. Those long sessions into the night frequently burned visuals of exploding casts and hammer strikes into my retinas as I closed my eyes and attempted to fall asleep. No surprise given how visually expressive everything is. It's a visual feast for the eyes actually, and even though the hand-painted 2D approach is not typically my preferred style, those vibrant colors and distinct designs were hard not to love. Arriving at the Palace for the first time was fantastic, and all the little details, from combat animations to world design, were wonderfully done.
So the core game is very strong but unfortunately I found the ending to be underwhelming. I defeated Typhon for the fifth time and headed back to face Chronos to commence in what would be our final confrontation, and given the anticipation and culmination of the story I was expecting something a lot more interesting and dynamic to take place. This was essentially the same run I'd done 25 times before, but easier because of my power level. Hecate gets kidnapped, but this is inconsequential, and ultimately you'll find this the easiest fight all game. That's not how you want to finish a game, is it? Where is the huge and difficult boss fight? All moments had led to this point but I simply went through the motions to get it done.
And had I actually completed the game or not? I saw the credits roll, so I assume that remaining tasks, from list entries to weapon upgrades, were post-game chores that completionists could enjoy getting stuck into. Yet I'd seen endgame playthroughs on YouTube that looked very different from mine. The environments had changed, and I saw battles including Typhon and Chronos at the same time (Prometheus and Heracles too), so was there an even bigger and badder run and final boss fight to unlock? If so, how do I do that?
This lack of clarity led to a lack of incentive to go deeper. As much as I enjoyed my play-through, did I really want to spend another 10–20 hours doing the same runs over and over again for some slow reveal of a goal and interaction I did not know if I should care about or not? The story had also lost its momentum at this point, so at 50+ hours I decided I was done, but felt a little unsatisfied with how everything wrapped up from a gameplay perspective.
The story also suffered at the endgame too. It was not that interesting and a little convoluted, despite Melonie's excellent performance throughout. The dialogue is sharp in general, and the voice acting does bring tons of personality and immersion, but there were never any gripping character moments or plot points that really made it stand out, or worth consuming the staggering amount of content on offer.
It's not helped that Mel is robbed of agency in the final moment, with Zagreus saving the day.
Zeus and Hera I also found were very blasé about Typhon and somewhat rude and unappreciative each time you defeat him. Post-game also turns the Cerberus boss fight into "play", and the city of Ephyra is still in ruins and filled with dead despite Hades’ return.
I know it's hard to reconcile a story's end with roguelike replayability, but given the creativity the first game found with defeat and death, it's a shame that more original thinking isn't seen in challenges like this, or in the game in general. That's what made the first game a clear Game of the Year candidate, so the lack of new ideas this time might be reason to go another way this time around.
VERDICT
The first game made an impact because it reinvented the genre in ways not seen before. Hades II doesn't offer any of that same novel creativity, and maybe it had room to be bolder. Instead, it focuses on elevating what worked before, and does succeed at delivering an even more addicting and polished combat experience that brings out the best of your experimentation and skill. It's just so well balanced and fun to play across all stages of the journey, and even if the story is uninspired and lacking a powerful ending, the big art style, settings and voice performances still create an immersive and detailed world that is memorable and wonderful to spend time in.
RATING BREAKDOWN
Gameplay
92
Visuals
85
Story
67
Music / Sound
79
BONUS
FINAL










