[Game: Hades, Supergiant Games, 2020]
Ode on a Grecian Burn:

How Hades Shores Up Minor Weaknesses of Supergiant Games’ Earlier Releases

 

Introduction:

Each of the first three titles created by Supergiant Games excels in some obvious way over their other offerings. Pyre contains their most imaginative fantasy world, and some of their best original characters. Transistor has the studio’s most innovative and unique core gameplay system, as well as their best soundtrack. And Bastion’s stellar implementation of dynamic narration and avoidance of the later games’ reliance on text boxes and paragraph-long info dumps make it so it’s still unmatched in their repertoire in terms of the successful integration of most story material into the actual moment-to-moment gameplay.

With that list in mind, it’s not immediately clear what Hades offers to make me say the following: it’s Supergiant’s best creation overall. That lack of clarity comes from the fact that it’s not any one single exceptional strength of the game that far outstrips the other titles—but instead the way that Hades echoes their strengths while addressing noteworthy weaknesses of each of their earlier games. Thus, in addition to sharing the high level of quality in art, music, gameplay, polish, and so on possessed by all of the team’s work, it is also the case that, in the few ways in which their earlier games stumbled, Hades dashes ahead.

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[Game: Hades, Supergiant Games, 2020]
Ode on a Grecian Burn:

How Hades Shores Up Minor Weaknesses of Supergiant Games’ Earlier Releases

was last modified: October 19th, 2023 by Daniel Podgorski

[Game: Transistor, Supergiant Games, 2014]
Red Pen:

On the Interestingly Deep yet Frustratingly Vague Plot of Supergiant Games’ Transistor

 

Introduction:

It would be boring for me to simply say that Supergiant Games’ Transistor is a gorgeous-looking, wonderfully designed, mechanically fun, and brilliantly soundtracked title, even though all of that is true. It would be slightly less boring for me to defend Transistor‘s much-maligned brevity in the same spirit as I have defended other cheap, brief indie campaigns, even though I clearly would be willing to defend it. But the least boring thing for me to do, I feel, is to discuss the one area of the game that I am inclined to critique: Transistor‘s presentation of its plot.

Supergiant Games has an attraction to endings. And not just to the ending of games, but to the ending of worlds. Each of their wildly successful indie titles, Bastion and Transistor, has presented a vividly imagined world right around the moment of its ultimate demise (the world of Pyre had better watch its back). And I’ve loved this aesthetic decision in both cases. But in both cases the series of events leading up to the end of the world (and so leading up to the start of the game) is not easily discerned—which, in the oft-dense RPG genre, is saying something.

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[Game: Transistor, Supergiant Games, 2014]
Red Pen:

On the Interestingly Deep yet Frustratingly Vague Plot of Supergiant Games’ Transistor

was last modified: November 8th, 2022 by Daniel Podgorski