Have you tried… dying a hundred times in Hades and never wanting to stop?

(Image credit: Supergiant Games)

Hades does so many things so well that it's hard to focus on just one. Anytime I reflect on Supergiant's latest triumph, an isometric action-RPG about breaking out of the Grecian underworld, my thoughts inevitably spiral into random gushing. The combat's polished to a blinding luster, the art drips with style and color, the characters are diverse and likeable, and the music hammers almost as hard as your pulse will when you reach any of the game's many memorable boss fights. But the  throughline for all of this is death, and I think it's death that really makes Hades tick. 

Most games treat death as a very clear failure state, but dying in Hades feels completely natural. It's a game that teaches you to embrace death. Dying is not only painless, but downright exciting, to the point that you'll sometimes look forward to your next death, if only to see how it changes the game's world. This preserves the momentum and atmosphere that Hades' many brilliant components build up, and it's what makes the game so hard to put down. Death is woven into every inch of Hades, both as flavor and as a mechanic of its own, right down to the ties that bind protagonist Zagreus to the underworld. Every death turns to the next page of your story, and this accentuates the game's narrative and gameplay alike. 

Characters to die for 

(Image credit: Supergiant Games)

Dozens of characters orbit Zagreus, and because their interactions are so enjoyable – thanks to a combination of crackin' writing and a cast of artisans peddling audible chocolate disguised as voice acting – you always want to talk to everyone. But conversations only ever play out in snippets. How do you do? How's your sister? Meg, do you still hate me? And on and on. You only get to the really juicy stuff – the stuff that will fuel a tidal wave of fanart – after a couple, or maybe a couple dozen, of deaths. New conversations await you after every escape attempt, and this is a big part of what propels you along. You've hooked me up to a bag of brilliance, Supergiant. Enough of this drip-fed foreplay; kill me and inject that shit in my veins. 

And if you thought the writing was tempting before, just wait until you beat the final boss for the first time. Without wishing to spoil, act two of Hades unfolds a bit like Nier: Automata, with carefully layered revelations slowly pushing the story to greater and greater heights. The main difference is that, instead of a bunch of endings, Hades uses death to build the path toward one true ending. And the catch is that you have to beat the final boss again in order to reach the next revelation. How very like a video game. You want to see more? You'd best pull your bootstraps up – and then pull them higher than that until your bootstraps reach your knees, then your waist, and finally your collarbone, at which point you exist entirely for the Hades-induced strapping of boots. 

(Image credit: Supergiant Games)

What I'm saying, in case it's somehow unclear, is that this puts you in the exact same position as Zagreus: you want to escape the underworld just to get some answers. Not a lot of games can connect you to a protagonist like that, and Hades wouldn't be able to pull it off without such human and relatable supporting characters. That, and the aforementioned audible chocolate artisans. 

It's not just a story thing, either. Talking to characters and giving them gifts has real gameplay ramifications, too, not unlike the social links in Atlus' Persona series. You'll discover entire game-changing features and upgrades through chit-chatting, and if you talk to certain characters enough, you'll unlock one particular upgrade (which I won't spoil) that provides exactly the sort of "Fuck you" button I so desperately wanted in my earlier runs. By the way, we sure are comparing Hades to some brilliant games, aren't we? It's almost as if it leverages some of the best trends in emergent storytelling but views them through an inimitably Supergiant lens. 

Anyway, let's talk about dying some more. 

Actually, what does kill me makes me stronger  

(Image credit: Supergiant Games)

There are fundamentally two kinds of rogue-likes: the ones that always set you back to square one when you die, and the ones that set you back to square 1.2, then 1.5, and finally square 2.0. Hades is in group two: as you play, you earn currency to spend on permanent upgrades that benefit future runs. In other words, every death is an opportunity to get demonstrably stronger. This is my preferred type of rogue-like because it has a more conventional video game-y progression curve, and Hades uses cyclical death to amp that up considerably.

It can be gutting to lose a good run in Hades. You've got a busted combination of godly boons, your weapon upgrades are on point, and you're firing on all cylinders – until you aren't, and then you're dead. That stings, no doubt, but only for a second. Likewise, beating the final boss and starting over without your monstrous build sometimes feels like getting off the freeway and ducking into a neighborhood with a turtle's speed limit. Both of these situations end in death, but here again Hades takes the edge off dying by reminding you of what's to come. 

After I lose a bonkers build, I'm not moaning about how weak I am. Instead, I'm thinking about how I'm going to replicate that build, or better yet, improve it. What if I had that one passive boon from Artemis? Oh, and I reckon I should start with a boon from Ares. Athena's dodge would really spice things up, too. As you become more literate in Hades' upgrade system, you start to plan ahead and better control your RNG. This turns every death into a learning experience: either you learn what upgrades work for your play style, or you learn what dangers to watch out for. 

See, I knew this would happen; it always comes down to gushing. I've played Hades to hell and back (heh) and I still feel that I haven't seen it all. I want to spend more time with Dusa the gorgon housekeeper, not to mention the hidden weapon aspects. I have to finish Achilles' arc. I need to pet Cerberus more! I've died dozens and dozens of times across some 55 hours, and I'll gladly die again because I know it'll be more than worth it – it'll be one of the best parts.

Austin Wood
Senior writer

Austin has been a game journalist for 12 years, having freelanced for the likes of PC Gamer, Eurogamer, IGN, Sports Illustrated, and more while finishing his journalism degree. He's been with GamesRadar+ since 2019. They've yet to realize his position is a cover for his career-spanning Destiny column, and he's kept the ruse going with a lot of news and the occasional feature, all while playing as many roguelikes as possible.

Read more
Hades 2
Playing Hades 2 in Early Access makes it feel like a roguelike soap opera, and it's the only reason I still use Steam
Saros screenshot featuring the main character and am imposing monster in the background with a swirling void in its chest and multiple arms with balls of fire
I want Saros to riff off a misunderstood Hades feature to become a very different roguelike to Returnal
Hades
The 25 best roguelike games to play right now
Monster Hunter Wilds
Monster Hunter Wilds review: "The new peak of the series and an early contender for game of the year"
Henry and pal in a stockade in Kingdom Come Deliverance 2
I hated my first few hours with Kingdom Come Deliverance 2, but now you couldn't take it away from me
Key art for Atomfall showing a character in the English countryside looking at a nuclear plant some distance away
Atomfall review: "This isn't British Fallout – it's something much better than that"
Latest in Roguelike
screenshot from Rogue Light Deck Builder showing a claymation figure sitting behind a desk.
With 97% positive reviews on Steam, Rogue Light Deck Builder is a hilarious $3 parody game that takes its name very literally
A screenshot from the Balatro: Friends of Jimbo reveal trailer, showing a card with The Witcher's Geralt on the front.
Baldur's Gate 3 director Swen Vincke says indie poker roguelike Balatro was his 2024 GOTY, beating out Final Fantasy 7 Rebirth, Astro Bot, and Elden Ring: Shadow of the Erdtree
Balatro
Even Balatro's publisher doesn't know when LocalThunk will be done with 1.1: "Maybe I should whisper in his ear, like, 'So how's those 200 new jokers coming?'"
ben starr dressed in harequinn makeup chomping down on a banana
"Balatro was a pain in the ass to market," but it started getting better once players started cracking open the demo so they could play forever
Balatro Joker card
Balatro's first big update is still on track for 2025, but it'll be "done when it's done, because it's got to be good before it's fast"
Balatro Joker art
When starting development on his hit roguelike, Balatro creator set out to recreate a made-up card game he played "thousands" of times with his friends
Latest in Features
Kill Team: Blood and Zeal box on a wooden surface
Kill Team: Blood and Zeal pre-orders just went live, and I wish other Warhammer games were this weird
Batman, Superman, and Wonder Woman.
DC June 2025 solicitations: 10 must-have comics to pre-order this month
Flow
Flow won big as this year's Oscars underdog against Pixar and Netflix, and it's proof of the power of storytelling over dialogue
Yasuke riding through a village looking for Knowledge in Assassin's Creed Shadows
Assassin's Creed Shadows' prologue is the most gripping in franchise history, but I'm fixated on the tiny details
Naoe blends in among lush trees in Assassin's Creed Shadows while observing Amagasaki Castle from a rooftop perch
After 18 years Assassin's Creed Shadows cracks the ultimate stealth loop with its deliciously dense castles
Naoe perched in front of a castle in Assassin's Creed Shadows
I've spent 20 hours in Assassin's Creed Shadows chasing drip and decor, and it's proving to be my biggest source of motivation in the RPG