A Noob’s Review – Hades

I feel I need to start this one with a disclaimer. Reviews are subjective. I am going to talk about my experience with the game as a person who doesn’t play games for their combat. People who like the challenge may disagree with what I say, as I have seen many people online say this game is too easy. I, personally, am not a god at video games. I can only talk from my own point of view, that this game can also be great for people like me, even if it does have its drawbacks.

+ The Premise

Alright, so Hades is an artistic, stylish rogue-lite based in Greek Mythology. We play as Zagreus – the Son of Hades – and we have one goal. Escaping the underworld. Everytime you die you are transported back home, which makes sense as that is where the majority of the dead end up sooner or later. This alone is such a fantastic concept. I love when game mechanics are tied to the story and I can think of no better set up for a rouge-lite. Throughout our escape attempts, our family on Olympus will offer us aid in the form of boons and this is where the classic roguelike gameplay factors in. Different perks combine in different ways to allow a variety of playstyles. Throughout our escape attempts – and eventually escapes – we get more and more story, be it characterisation of the gods, or directly talking to everyone back home. We also get more and more mechanics, including weapons to shake up your playstyle and difficulty modifiers, for better or worse. The best part of this set up is that death doesn’t always feel bad. In fact, sometimes I wanted a death just so that I could go back to the house and see what everyone was up to.

+ Aesthetics

At first, when I had only seen others play and not played myself, I didn’t love the aesthetics. Everyone was raving about them but I didn’t really get it until I tried it myself. You would think that the staple colours of red and green would shout Christmas. But they dont. Instead they evoke this regal hell. Rather than a festive cheer, it feels expensive and strict, yet also has a sense of home. The music is so good, everytime I start a run my head has to bob, it is perfect to hype you up for the challenge ahead. There is also diegetic music that is appropriately beautiful and evolves in fun ways as you go. The art in both the portraits of the characters and the movement itself is quite busy, but so unique. When things are busy sometimes my senses freeze up, but once I got used to it I really enjoyed looking at the details put into the characters. Then somehow everything also looks great when it moves. Overall, they took a premise that is already fantastic on its own, but then executed it so stylishly that it oozes personality.

+ The Voices/Dialogue

Before I was familiar with the game I heard a lot of praise for the voice acting. This was another thing that I didn’t really ‘get’ when I started playing myself. I don’t find them traditionally ‘good’. I do find them very stylised in a way that once I got used to it, I loved. As an example, lots of lines are read very quickly and don’t seem to pause in places that you would usually pause. Or there would be no gap between sentences. It felt very unnatural to me for a while, but in the end I feel like it becomes a defining factor in the style of the game. What I do love about the voices are the effects that are used on them. Some of the characters in the game are even beyond gods, and the audio designers did a fantastic job of creating ethereal effects that really characterise the way they speak. This, on top of the fun dialogue and the beautiful art, creates these very evocative and memorable characters, even if we do only meet them one line at a time. There is also so much dialogue. It will be a long time before you hear anything repeated. It is very impressive and a great hook to keep you coming back for more.

+ The Family Dynamics

Family drama is something that can be hit or miss. In real life, it SUCKS. But when that family are Greek Gods? There is something very enticing to be involved in the dynamics of these extremely powerful, extremely temperamental folk. I don’t know much about mythology in general, but I do know a lot of these characters are known for being petty, dishing out punishments, holding grudges etc. I do also believe they know how to have a good time. So having these colourful characters as our uncles and cousins and such was a rush. I didn’t trust them at all, but they so were fun to interact with. The family dynamics in the house are great too and you get to know more as you progress through the game. I really started to care and as dysfunctional as it is, some qualities shine through that you root for.

– The Difficulty Curve

Moving onto the gameplay itself, it is a very mixed bag for me. I am not that experienced with roguelikes but I do know that the more you play, the better you get. You learn the game and you improve. I did enjoy the process in the beginning, however there are certain blocks that felt like a huge wall to me. I managed to overcome some of them, but that doesnt stop them from becoming tedious. Without spoiling too much, the third area enemies often have a lot of armour and can respawn. It would sometimes take me minutes to complete a room. It was frustrating and boring. That might not sound like much but when you have been flying through the first area it feels like molasses. The same thing goes for bosses beyond the second area, I just don’t enjoy them. Thankfully, with every run you are collecting darkness and other items which you can use to upgrade your character. For me though, the satisfaction of coming back upgraded and getting further does not overcome the frustration of the halt of progress in the first place. (This may sound like I just don’t like rogue-lites. The only real point of reference I have is The Binding of Isaac, and I feel like that game moves a lot faster while also having more to think about, so there is less time to be bored). It is not a good feeling when over half of a run feels like a slog and I sometimes feel like throwing it because I can’t be bothered with the boss.

+ God Mode

God Mode is genius and I thank the Devs so much for including it. If you are playing for the story rather than the challenge, God Mode is an optional setting that can progressively make the game easier until it balances out at your level. Every time you die, you will gain a bonus to your damage reduction stat. Meaning enemies will hurt you less. You can turn this on or off at any time and it was a life saver for me. I played the game without it until I got my first clear. To get to credits you need 10 clears. I kept playing and playing but I wasn’t getting any more clears. Then the tedium mentioned above set in. I decided to turn on God Mode and it was the best decision I made. Two clears in a row and my enthusiasm for the game was back. After dying a few more times I reached the correct difficulty for me and got an 8 win streak. These weren’t easy wins either, it was just right that it was down to the wire most times. I urge you that if you are finding it tedious, getting bored, or doing a collect-a-thon, use God Mode. I certainly wouldn’t have got as far as I did without it.

+/- The Pacing

In a game with two distinct sections (gameplay during runs then story time and upgrading between) it was always going to be hard to pace it well. For a lot of people, the story sections ruin the pace of the gameplay. They are ready to jump straight back in but have to go around talking to everyone, breaking their momentum. For me, it was the other way around and play almost felt too long. I wanted to be back at the house for the next story beats and to upgrade my stuff. Based on those two types of players, I don’t really see how they could have a middle ground. It is not detrimental to the game, but it is a common complaint that I have heard and felt myself occasionally, even if it is opposite ends of a spectrum.

+ Other Objectives

There is a lot more to do than just clearing runs. These aren’t things that you have to do but are an option if you need something other than combat like I do. Some characters have side quests that you progress by gifting them items between runs. You can improve relationships, unlocking new dialogue and scenes. Then there are the Boons. If you are a compulsive list taker like me, collecting every Boon is so much fun. Some Boons require you to have other Boons first, and navigating that was a game that I enjoyed more than getting clears. I have officially collected them all and really enjoyed doing so. By the end, every fated choice (one you havent picked up yet) received a celebratory fist bump from me. There are also heat levels that you can unlock to make the game more difficult if you are so inclined. All of these things provide rewards that you can either put towards improving more runs, or buying house fashion.

I hope that if anything, this review shows that Hades can be enjoyed by many different types of people. It is very accessible as a first foray into the genre, while equally providing a new challenge for the genre savvy. While I don’t think it is a perfect game, I do believe it deserved all of the love, praise and awards it recieved. By the end, the game was leaving Game Pass so I was rushing to complete everything that I wanted to. I really don’t think this is the way to play. Chipping away with a few runs here and there after the initial addiction keeps the runs more palatable in my opinion. You can definitely have too much of a good thing! Having said that, it has provided me with many hours of entertainment and I will think back on it very fondly.

+ The Premise

+ The Aesthetics

+ The Voices/Dialogue

The Difficulty Curve

+ God Mode

+/- The Pacing

+ Other Objectives

I streamed my entire journey to my first clear!

Sign up now to stay up to date with the latest posts!

A Noob’s Review – Stray

This year I have been blessed with the amount of ‘me’ games that I have been able to play. Stray, I am pleased to admit, is one of them. Without playing it, it is easy to think of it as nothing more than ‘that cat game’. That is how I thought of it before. I had hope that it would be great but expected charm and not a lot more. However – for me at least – it was so much more than that.

+ The Protagonist

In Stray, we play as a ginger tabby cat. Not a talking cat. Not a person that has been transformed into a cat. Not a magical cat. Just your regular old, run-of-the-mill, carefree street cat. Other aspects of story and play get added as you go, but the cat is still a cat, if a very smart and loyal one.

Throughout this game we traverse through different environments of this fictional dystopia, exploring, learning and taking in the surroundings. We are a speechless outsider, observing and interacting as we go. We aren’t one of them, and my playable character also sharing these qualities with me (the player) created a uniquely immersive experience that hit me on a genius level. This would have been a different game if we were playing as one of the robots that inhabits the city. 

Then there is the cat itself. The animations are beautifully made and transition seamlessly. Everything, from the swagger and agility to the curiosity and behaviour scream ‘real cat’. The interactions with other cats, the scratching at objects and rubbing on peoples legs were things that didn’t need to be included, but do wonders for immersion. In some games, going off the beaten path feels strange because you are on a mission to save the world or on urgent business, and stopping to talk to someone or play a mini game breaks the narrative. You do it, because it’s a game, but it feel wrong. Here though, we are a cat. If we see a perfect nap spot, we are 100% going to take it. Because that’s what cats do. We are emotive and adorable without feeling like a caricature, and it is just a pleasure to control this excellent boi.

+ The World Building

Urban and Cyberpunk settings don’t often appeal to me that much. For that reason I was here for the cat, nothing more. To my surprise, it didn’t take long for me to be completely invested in this world, desperate to explore to learn more of what life is like here and why. While ignorant past Noob felt like rolling her eyes at the idea of there being robots in this game, present Noob was delighted to meow at every single one I happened upon. You can learn a lot by interacting with everything you can, exploring the areas, taking notice of the details and putting the pieces together. Although it is a story of robots, it is more relatable than expected. Dealing with issues like pollution and poverty, two very real things, the game managed to keep me in a state of melancholy while also making me think.

+ The Aesthetic

Like I mentioned above, I didn’t expect the setting to really jive with me. Although I haven’t experienced a lot of it, I felt like I was burning out of the dark, dreary cityscape with colorful neon lights. All I had to do was play to realize that I was wrong. This game is stunning and the use of colors kept my brain twinkling in awe. Moving onto a new area always brought something new and interesting, and the beauty within the damaged and broken parallels with the themes of hope that are scattered throughout. Robots are robots, and while they seem sentient, everything they learned is from the humans. The way this is creatively used brought me so much joy. Abandoned apartments layered in rugs, linens, books and plants, creating the most stylish shabby chic décor. It isn’t practical but it doesn’t need to be. Every robot adopting their own style based on what they can find. Lights, lights and more lights. From the intricate interiors, to the wide shots of places you are discovering and have been, there is a beauty to this game that is not only pleasing to the player but really adds to the world building. The biggest crime that there is no photo mode (although maybe that is for the best, I might still be playing to this day).

+ The Difficulty

This is a very easy game, and I think that decision suits it very well. It allows for the flow of exploration without the frustration that can come in other games. Having said that, if you aren’t into exploring as much as I am you don’t have to. It isn’t difficult to figure out what you have to do next so if you want to mainline the story that is also entirely fine. Any puzzling is very minor, which makes the game very accessible to experienced gamers and new players alike.

+/- The Controls

I am personally very happy with the controls but I know a lot of people were underwhelmed. This is no precision platformer and I am glad that it doesn’t try or pretend to be. You can’t jump freely, only where the game allows. One could see this as a lack of freedom, or you could see it as a time saving and quality preserving mechanic. I didn’t waste any time trying to make jumps that maybe, just maybe, I could make. And I wasn’t taken out of the experience by janky animations caused by jumping places that were never intended because I was never allowed to. The levels are hand crafted with verticality in mind and the simple but intuitive controls were additive for me. The fact that there is an on demand meow button is just icing on the cake. 

+ The Details

I talked about some of the details in the protagonist and aesthetic sections, but it deserves to be its own positive mark. My favorite detail is how every NPC has their own little personality. Most of them have their own hobbies and styles. When you meow at them, they all have their own reaction to you. It only flashes across their face for a second, but it is there and that was enough to ensure that I meowed at every single NPC that I met.

+ The Collectibles

There were no pointless collectibles. They took the form of memories, and every one that you found added some more context to the world. They weren’t too difficult to find (I think this is the first game ever that I found them all by myself) and they encouraged exploration which, to me, is the highlight of the game. Exploration, rewarded with story, which then encourages more exploration is a dream game loop for me and it was executed to perfection.

+ The Level Design

This game felt like a living and breathing city. I explained a lot of why it works in the Aesthetic and Controls sections above, but I want to give a shout out to the open world areas. I expected more of a linear game so arriving in the slums was a huge surprise. There is lots of exploring to be done and the entire level makes sense. It is unique, lived in, full of character, easy to maneuver and not too big to be overwhelming. And the same can be said for every other open world section in the game. There are nooks and crannies that you can only access due to being a cat. At first it can take a while to get used to the fact that bars aren’t a wall, you can walk through them or jump over them. It keeps things unusual and interesting. A different perspective.

+ The Pacing

I really enjoyed the pacing. Although I would have liked even more time in the open world sections, it would probably be to the detriment to the game. When you are ready to move on, the game is separated with chase/stealth/sort of combat sections that also do not feel like they last too long. The game in its entirety is relatively short, and throughout the entire game I was engaged enough to not put it down. 

+ The Surprises

There were things in this game that I did not expect to see at all, but it was all entertaining enough. Obviously this is very vague as to not ruin it, but I think you will know what I mean when you get there.

Overall, this is an awfully sad world with hidden havens dotted around that I couldn’t get enough of exploring. I loved my character and I loved my time with it. I don’t think there are any cheap emotional stabs which is something I always fear in games containing animals, and I couldn’t be happier with the time I spent with this game. In the end, everything in the game made sense and I was very satisfied with the conclusion. The game resonated with me, and not just because of the cat, which I would say is an achievement for ‘that cat game’. Pawsome all around (be grateful. I could have used so many more puns throughout this review).

+ The Protagonist

+ The World Building

+ The Aesthetic

+ The Difficulty

+/- The Controls

+ The Details

+ The Collectibles

+ The Level Design

+ The Pacing

+ The Surprises

Sign up now to stay up to date with the latest posts!

Let’s Play – Exit/Corners

Exit/Corners is a free-to-play browser based visual novel, which you can play yourself here. The mysteries keep on coming as we puzzle our way out of a hotel that is set to collapse with a colourful cast of characters. Created by a tiny team, I do implore you to give this one a go, whether you are playing yourself or watching my series below. It is an interesting one!

Full playlist available on Youtube!

Sailing the High Seas

Sea of Thieves.

MORE SEA OF THIEVES PHOTOGRAPHY

More Video Game photography

Sign up now to stay up to date with the latest posts!

A Pirates Life For Us

Sea of Thieves.

MORE SEA OF THIEVES PHOTOGRAPHY

More Video Game photography

SEA OF THIEVES Gameplay

For the full Vod with chat search CtrlAltNoob0 on twitch, otherwise here is the YT upload!

Sign up now to stay up to date with the latest posts!

Let’s Play – The Nonary Games: Virtues Last Reward

I really enjoyed my full, blind playthrough of Virtues Last Reward. Every time I thought things were peak crazy, something else happened. And yet somehow it all ended up making sense!

Full playlist available on Youtube!