Through its Excellent First Few Hours, Hades II Entirely Justifies the Sequel Treatment

Even as someone who counts Hades among the best games in recent memory and spent dozens of hours scouring the Underworld, I was curious about what compelled Supergiant Games to make their first-ever sequel with the upcoming Hades II (besides the financial success of its predecessor, I suppose). It didn’t take long to get an answer to this question: top to bottom, their latest effort whips. While the game’s Technical Test is limited to an unfinished version of its initial hours, between its fast-paced battles brimming with new abilities, interesting changes to progression, and perhaps most importantly, its affecting storytelling and abundance of style, this experience is shaping up to be a godly follow-up.
[For those who want to remain completely unspoiled on the plot setup, skip this paragraph] Taking place years after the previous game, we follow Hades’ daughter Melinoë, who was only a baby when Chronos launched a surprise attack on the Underworld in a bid to control Greece. She was saved from the same fate as the rest of her family but hasn’t forgotten what was taken from her, dedicating her life to taking down the time titan. Much like her brother, her task is to escape an underground maze so she can reach the surface where Chronos is laying siege to Olympus.
If you’ve never played the previous game, it was a dungeon-crawling roguelike where you attempted to escape a shifting stygian abyss full of spirits and prominent figures from Greek mythology, all to face off against the titular god of Hades (who was your pissed-off dad). Like many other games with this structure, outside of each run, you’d gradually upgrade your character, unlocking weapons, abilities, and items that made it just a bit easier to reach the end of this labyrinth.
This general format remains in the sequel, but its progression systems have been replaced with new ones, and its battles have some compelling additional layers. Melinoë is a witch, and so each type of attack (standard ones, Special, and Cast) can be powered up with Magick to access new abilities. These require expending mana but can be quite potent, and while using the Witch’s Staff, I got access to powerful crowd-clearing skills that let me melt foes at a distance. With the more dexterous, close-range Sister Blades, I could use Magick to activate a potent teleportation strike and ranged dagger tosses. It was a joy to warp around the screen, using the weapon’s fast-hitting strikes to get in a volley of blows before retreating out of harm’s way. Regardless of which you pick, Melinoë has access to the Cast ability, which lets her place a sigil that locks foes in place, and this proved a flexible tool that seems like it will enable lots of rewarding builds.
When battling foes, things still feel excellent thanks to the responsive controls, as you weave between a screenful of bullets and enemy strikes with the instantaneous, invincible dash. Now you can also hold the dodge button to sprint, granting additional mobility while you wait for this skill to recharge. In motion, it’s all just as satisfyingly twitchy as its predecessor, the additions fitting in so seamlessly that it’s easy to forget they weren’t there to begin with.
Also, like the previous game, you craft a build during each run as you accept the favor of Olympic gods and power up your core maneuvers. While there are some returning faces and upgrades, there are also plenty of new deities, such as Selene, who offers powerful ultimate abilities that can be charged up by expending Magick. It’s tough to appraise how these builds will come together over the course of a long run because the demo ends after beating the first boss, but I could already feel a solid amount of variety here, especially because these boons interact with the new Magick abilities in interesting ways. One run, I paired the fast-hitting Sister Blades with a Demeter upgrade that applied Freeze and an Artemis one that gave extra damage on backstabs, allowing me to use the Sister Blade’s Magick dash attack to close the distance and instantly freeze foes before pelting them from behind. In another run, I took a Poseidon ability that improved the damage of Special attacks, turning the Witch’s Staff’s normally wimpy special attack into a formidable flurry of aquatic blasts. Although things feel somewhat familiar, this is largely a good thing, as it retains the tight feel of what came while introducing lots of smaller mechanics that make room for new delights.