

She’s coming home, she tells you, and you can scarcely contain your joy. I started to wonder, at that point, how the game could keep this up forever, and even then I never expected that it simply wouldn’t.Īfter you finish that “final” journey to the surface, when your father lets you through, you find your mother again at her cottage.

You learn more about why she left, you learn more about how your father feels about her, and why she feels she can’t return. But after that, the plot starts to move forward, little by little. Again, not surprising, and something that could easily have been looped around in order to maintain infinite narrative. In order to run the game again, again, and again, the narrative cannot resolve or repair, it needs to maintain itself in a place of morbid stasis so that you can feel the pull, every time, to make it to the end.Īfter the first time you meet your mother, you resolve to meet her again so that you can ask more questions, to learn more before you inevitably succumb to merely being on the surface. The first few times I made it through, I thought SuperGiant had done a good job with that setup, with narrative stakes that made this endless conflict of a broken immortal family poignant and futile, a true Greek tragedy that runs its inevitable course to heartache. Again, this is what the roguelike demands: an infinite narrative to accompany its infinite gameplay structure, necessarily grim because the game is built that way. You are bound to the underworld, however, and so you die moments after meeting her and are reborn in a pool of blood at the foot of your father’s throne. It takes a while to get the hang of it, but with practice and upgrades you start to get comfortable, and eventually you start breaking through the grueling boss fight at the end, emerging from the depths of the underworld to the sun-kissed seaside of mythological Greece where you find her in a little garden by a humble cottage.

You are trying to meet your mother, Persephone, who fled the underworld and your titular father years ago. Hades is a rougelike, where you run through a similar set of procedurally-generated challenges every time only to start all over again whether you die or win, a grim marathon that, for most of the game, informs its equally grim narrative.
