Game Analysis: Hades

Summary

I chose Hades because It’s a really fun game with a ton of amazing characters. The music also really enhances the overall experience.

Game Play Analysis

Formal Elements
The Basics
Name of the gameHades
The platformNintendo Switch, Steam
Time played (should be at least 30 minutes)125 hours
If you could work on this game (change it), what would you change and why?I would fix the glitch where you some players can’t max out their bond with Dusa. It’s been like 30 runs since I did everything I was supposed to do.
Players
How many players are supported?1 Player
Does it need to be an exact number?Yes
How does this affect play?1 player can play at a time
Player FrameworkSingle Player
Objectives/Goals
What are the players trying to do?Escape Hades (the realm), defeat Hades (the god)
objectiveDestroy
Rules/Mechanics
There are three categories of (what the book Rules of Play calls) operational rules:Setup – the things you do at the beginning of a game.Progression of Play – what happens during the game.Resolution – How an outcome is determined based on the game state.Setup: Choose weapons, talents, conditions
Progression of play: Beat enemies, choose rooms to go into, choose boons
resolution: If you die, return to House of Hades. If you win, return to House of Hades, but with more stuff.
Controls
What controls are used?Stick, A,B,X,Y,L,R,Zl,ZR,+,-
Was there a clear introductory tutorial?The game tells you what button to use
Were they easy to understand or did you find yourself spamming the controller?easy to understand
Resources & Resource Management
What kinds of resources do players control?darkness, gems, charon’s obol, titan blood, diamonds, nectar, ambrosia
How are they maintained during play?You beat people up, solve quests.
What is their role?A variety of things. Some get you new abilities/powers, some are cosmetic, and some allow you to bond with characters.
Other ResourcesOther resources include health, heat, death defiances, keepsakes, chthonic companions, weapons, aspects, and time in certain runs.
Game State
How much information in the game state is visible to the player?A lot of information, such as what resources you have. Other info is hidden until you do a certain something, such as you can’t see what rooms are ahead until you beat every enemy.
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
Sequencing
In what order do players take their actions?1 player
How does play flow from one action to another?You have to wait until 1 animation is completed before you can do another
StructureReal-Time
Theme & Narrative
Does it have an actual story structure?Yes, the story in unlocked as you complete more and more runs and talk with the characters.
Is it based on a historical event (or similar)?Based on greek mythology
Does the theme or narrative help you know how to play?Yes, It helps me know I want to beat my dad up.
Does it have emotional impacts?Yes, such as when you character beats the game for the first time
Also, look for en media res (does it start in the middle of the game)?The games starts when Zagreus tries his first escape attempt
The Elements in Motion
How do the different elements interact?
What is the gameplay like?
Is it effective?
Are there any points where the design choices break down?
Design CritiqueNOTES
Why did the designer make these particular choices?
Why this set of resources?
What if they made different decisions?
Does the design break down at any point?
Graphics & Sound
Does the game art pair well with the mechanics?Yes, very well
Did you find any bugs or glitches?Not in the graphics
What about sound?The sound was amazing, from the fight music, to Orpheus and Eurydice, it all sounded really nice.
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:You’re always want to consider what boons you have, and how they can lead to other things such as power duo boons or legendary boons.
What challenges do you face, and how do you overcome them?You face the powerful wretches that live in Hades. You overcome them fighting them, and you get better at fighting using practice and the various different currencies in Hades
Is the game fair?Some people feel the game is unfair in the beginning, and that it should be easier to escape on the first attempt. I disagree. I think it really adds to the narrative for Zagreus to have to work so hard just to escape once.
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?It is very repayable, each escape attempt is basically replaying the game all over again.
What is the intended audience?Teens who are willing to try a rougelike
What is the core, the one thing you do over and over, and is it fun?Yes, fighting through the hordes of wretches that live in Hades is very fun.

This analysis form was adapted from https://notlaura.com/a-template-for-analyzing-game-design/

Resources

Books

Mr. Le Duc’s Game Analysis Resources