![]() Once I had a few abilities maxed out and every weapon unlocked, it was time to see what more Hades had in store for me. The most valuable upgrade was Death Defiance, a revival ability giving a lot of wiggle room for mistakes going forward. After taking another couple runs seeing what was beyond Megaera, I decided to spend a few runs dedicated to solely getting more darkness and keys. Therefore, I found that the most valuable resources were darkness and keys, as they were the key to the more consistent permanent upgrades. The majority of the treasure trades involved mere cosmetics to the hub, hardly worth the effort in acquiring. Any nectar given beyond the keepsake was purely for narrative purposes, something I found little to no interest in going forward. The best nectar rewards I found were from the hub area (Cerberus and Skelly), so I really didn’t need any more nectar, though I did try a good number of them in hopes of getting something else worthwhile. The keepsakes from nectar were a one-time thing from each NPC, so I realistically only needed a couple of them. There are also a couple of other rarer items obtained from bosses that can unlock weapon alternates and additional run perks. ![]() It was here that I learned what the use of all of the other trinkets were: darkness to unlock permanent upgrades like restoring health between rooms and revivals, keys to unlock more upgrade options and new weapon choices, nectar to trade for passive keepsakes, and treasure to give slight bonuses during the runs such as money-filled urns. Upon death, I was revived back in the underworld in a hub of sorts. Considering my prior experience with rogue-likes in Binding of Isaac, my expectations were set a bit too high for what future content may be in store for me. Not exactly the ending I had in mind, but that was almost at the end of the first region. ![]() In later runs she is practically a pushover, but my inexperience and difficulty in reading her movements cost me in the end. This first attempt ended at the first boss, Megaera. Perhaps I simply have difficulty with field depth in isometric games regardless of the reason why, I ended up taking more damage than I would have liked. There’s no sound effect or indicator of actually taking damage, forcing me to keep an eye on my health meter to know what happened. In fact, this phenomenon continued throughout my whole experience with the game, even through to the final boss itself. Due to the isometric nature of Hades and the graphical effects, I oftentimes had difficulty seeing what exactly caused me damage. I figured the dash was enough to get me out of most dangerous spots while I slaughtered any in my path. I didn’t know yet what boons were best or what darkness was used for, so I ended up picking whatever gave me more damage. My first run was mostly spent getting used to the mechanics and the controls. No, there were multiple factors at play here preventing me from pushing myself further beyond the end of Hades. It’s not the fact that it’s a rogue-like either, as Binding of Isaac is one of my favorite games of all time. I thought it could be a result of me favoring gameplay over anything else, but then I remembered how much I adore the Persona series. I fell off of the game hard after a few runs, and it’s difficult to place why. My experience was different, to say the least. Full voice acting and an enchanting soundtrack are layered on to create what should be an absolute masterpiece. These narrative bits go so far as to continue well beyond the initial scope of the game, creating seemingly endless replay value on top of the gameplay. Hades has been praised among players and critics alike for being a fantastic rogue-like with incredible story elements.
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