I hated Roguelikes. Describing a game as a Roguelike is the quickest way to get me to skip over it. I hate having to clear rooms over and over and over again, only to die to some cheap trick and having to restart the entire game with nothing but memories of what I did and maybe an increase in my own skill.
Hades is different from typical roguelikes. What makes it different? I think it's the actual sense of progression, outside of runs. That includes the story, as well as mechanical upgrades to Zagreus' arsenal. I guess that makes it a Roguelite? Idk but I definitely don't hate Roguelikes anymore.
Hades tells the tale of the son of Hades, Zagreus, and his quest to escape from Hades (the realm). In doing so he will die. A lot. And have to start back in his house. But on the way he'll meet an incredibly colorful (and gorgeously drawn) cast of characters and form bonds along the way.
Combat is from an isometric perspective in real time. Players have the option of using 1 of 6 different unlockable weapons during a run (attempt at breaking free of Hades). Play is divided into levels and chambers. Levels are the overarching area you are in, such as Tartarus, and chambers are the individual rooms. The chambers are randomized every single time players start a run. Every chamber has its own reward and one or multiple ways to progress. Every room you enter will bring you closer to the boss chamber, where players will collect a unique reward. Along the way they will collect several other rewards. Some are a permanent currency that can be used to upgrade weapons and skills in between runs. Others are powerful boons that last as long as the run, meaning it will disappear upon death or clearing a run. There is also a currency that lasts the length of the run as well. Still others are temporary and will last only a certain number of combat encounters.
Each weapon is unique and players will quickly find their comfort zone and stick to it. To encourage experimentation with the other weapons, the unique reward gained upon clearing a boss room is only accessable once per weapon, with some other modifiers in the late game runs. Also, one randomly selected weapon will give the player 20% more of one of the permanent currencies during their next run.
Between runs is where the game truly steps above the rest, in my (admittedly uneducated) opinion. Here is where players can visit with many of the characters Zagreus meets upon his journeys, as well as upgrade his weapons and skills. Wonderfully drawn character art, and beautiful ambience make dying almost its own reward.
The art style, as I've said before is amazing. Everyone is hot. All the characters are unique and have their own stuff that they are going through. It really helps to flesh out the world and make it more believable than just having gameplay happen in a void.
The music is a bop. Its strong when it needs to be, and soft when it is called for. Its never overbearing, and it loops wonderfully, setting the tone for the game from the moment you start with no upgrades and a sword to the moment you finally triumph. The sound effects are satisfying and thwapy.
The story is very much a personal journey for Zag. I can't go too much into it to avoid spoilers, but it is very character driven and is about uncovering answers to questions the main character has.
Overall, I think this is one of the most rewarding and brightest spots of the shitshow that was 2020, and I absolutely encourage anyone and everyone to play it. Its a hard game, but it does have options to make the game easier. It also has options to make the game harder, if you're into that.
This is my GOTY 2020 for sure.