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After three titles, we had a good sense of what that experience was like. We’ve had the privilege of being able to create our own unique worlds for each of our games. Our first-ever adaptation (rather than a wholly original setting). This approach would not only play to our strengths as a team, it would hopefully help open up the thrills of rogue-like games to more players. Despite this being a popular genre with many outstanding titles, we felt we could contribute something to it by placing a bigger emphasis on narrative and storytelling than the genre is typically known for. We were drawn to creating a game in the rogue-like format, meaning a game centered on replayability, where each time you die and start over, you get a different experience due to procedurally-generated encounters and other interesting bits of randomness. Here then were some of the central ideas behind Hades:Ī ‘narrative rogue-like’. So, one of the foundational ideas behind Hades was to make it sort of a ‘greatest hits’ of everything we’d been able to accomplish and enjoyed doing in our previous games to that point. Couldn’t we build on our best ideas and experience, rather than starting over yet again? But, heading into Hades, the thought of yet again setting aside all our best ideas from the past felt needlessly limiting. After all, we didn’t want our latest games to feel overly similar to their predecessors, and wanted each world to stand on its own. Practically speaking, that meant discarding our best ideas from our last project and starting from scratch. However, a central goal in each project was to create a richly atmospheric, fully realized world for you to immerse yourself in. From Bastion, to Transistor, to Pyre, we jumped from one original setting and playstyle to another. Our studio had recently celebrated its 10th anniversary, and we were in a reflective mood, thinking back on the different games we’d made. We first started talking about the Hades project in the late summer of 2017, just weeks after the launch of our third game, Pyre. Suffice it to say we could never have imagined all this when we were just starting out!
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Today marks almost four years since we first started thinking about this game, so I wanted to tell you about some of the unique circumstances that led to our small team developing what’s become our biggest hit ever - a game that’s already earned more than 50 Game of the Year awards from publications including IGN, Eurogamer, and many others. There are thousands of viable character builds to discover as you go.Hades launches next week on PlayStation! We hope you have a wonderful time exploring the Underworld of Greek myth and discovering all its many surprises starting August 13. and choose from their dozens of powerful Boons that enhance your abilities.
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