We chose the world of Greek myth, both because I and others on the team have a lifelong fascination with it, and because we felt it was such a good fit for the rogue-like genre. But something we’d never done before was adapt an existing world or setting in our own style. 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! 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. The game will be released on August 13.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. Those who purchase the game physically will get a download code for the game’s original soundtrack from Darren Korb, as well as a 32-page full-color character compendium booklet containing artwork from the game. Players who purchase the game on PS4 will be able to get a free upgrade to PS5 regardless of whether they buy the game digitally or on disc. The latest game will be coming to PS4 and PS5 both physically and digitally. Unfortunately these versions of the game will not support cross-save with PC or Nintendo Switch. The PlayStation 5 version will upgrade to 4K resolution at 60fps. The PlayStation 4 version of the game will run at 1080p at 60 fps. It combines “the fast-paced action of Bastion, the rich atmosphere and depth of Transistor, and the character-driven storytelling of Pyre”, all of which PlayStation players will recognize. ![]() The game draws on the developer’s experience from their previous titles. Using the Mirror of Night will allow players to grow permanently stronger and upgrades are permanent too, so each future attempt is more likely to end in success. Every death will mean starting over again and the Underworld will never be the same despite the guardian bosses remembering you every time.
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