fishwith
2024
This is after beating the two final bosses of the two routes. I was really enjoying my time with Hades II over the weekend but my main issue is that I'm not really digging how every single aspect of the first game got needlessly experimented on.
Firstly, The game is just polluted with so much padding. The upgrade currency being split into two items with the mana upgrades also taking up a room slot is too much to two paths to choose from. The game kind of understands this too where by the fourth world they can offer a room that offers three pom levels at once just to catch the player up.
Having to keep track of all the new crafting materials sucks even with then help of the forget-me-not mechanic. I'd see the shovel being marked for a reminder then run back to the hub just to see that I already planted the seed when I got it from the previous run. The worst part though, is if you just need one or two things you have to start an entire run for it and you cannot just give up on the run to keep the crafting material because abandoning the run kicks you back to the start of the night. God forbid, that you require 2 materials but only get one after the end of the biome.
The omega system just ruins a lot of the flow and it sucks of how a lot of upgrades are dedicated to it. By the time you get the second hammer upgrade of the run, whatever it offers you most of the time is absolutely worthless to your build. Two omega upgrades when you've primed 50% of your mana already or an upgrade to your Special that you haven't attached a boon on yet.
My biggest gripe however, is how the weapons are desperately asking for a rework because of how underwhelming they all are compared to Hades 1. My main comparison is between the Umbral Flames and the Exagryph from the first game. One weapon shoots out fast bullets with a satisfying reload sound effect with the special move shooting out a grenade in the sky you can lead enemies into the blast area while the other weapon shoots out balls that you need to wait a few seconds until it shoots out even bigger balls with a special that shoots out even more balls.
Firstly, The game is just polluted with so much padding. The upgrade currency being split into two items with the mana upgrades also taking up a room slot is too much to two paths to choose from. The game kind of understands this too where by the fourth world they can offer a room that offers three pom levels at once just to catch the player up.
Having to keep track of all the new crafting materials sucks even with then help of the forget-me-not mechanic. I'd see the shovel being marked for a reminder then run back to the hub just to see that I already planted the seed when I got it from the previous run. The worst part though, is if you just need one or two things you have to start an entire run for it and you cannot just give up on the run to keep the crafting material because abandoning the run kicks you back to the start of the night. God forbid, that you require 2 materials but only get one after the end of the biome.
The omega system just ruins a lot of the flow and it sucks of how a lot of upgrades are dedicated to it. By the time you get the second hammer upgrade of the run, whatever it offers you most of the time is absolutely worthless to your build. Two omega upgrades when you've primed 50% of your mana already or an upgrade to your Special that you haven't attached a boon on yet.
My biggest gripe however, is how the weapons are desperately asking for a rework because of how underwhelming they all are compared to Hades 1. My main comparison is between the Umbral Flames and the Exagryph from the first game. One weapon shoots out fast bullets with a satisfying reload sound effect with the special move shooting out a grenade in the sky you can lead enemies into the blast area while the other weapon shoots out balls that you need to wait a few seconds until it shoots out even bigger balls with a special that shoots out even more balls.
2024
2024
2023
it's very annoying that they leaned even harder on the sandbox aspect that shrines are now even more tedious to complete because they need to show every single niche physics interaction that won't matter in 80% of the playtime of walking around and swinging a sword at moblins
would've definitely liked it more if this came out before Elden Ring since that game understands all an open world really needs is a strong sense of adventure and exploration
would've definitely liked it more if this came out before Elden Ring since that game understands all an open world really needs is a strong sense of adventure and exploration
2022
2008
2022