In a recent interview with Game Rant, Supergiant Creative Director Greg Kasavin commented on this type of development process and where the decision to make the game Early Access stemmed from. Given the stellar reception that this title has enjoyed, it would appear that Hades certainly did manage to make the best of what Supergiant intended when putting the game into the hands of players so early on.

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As a part of the same interview where Kasavin revealed his favorite weapon aspect in Hades, the developer was also asked about what led Supergiant to taking on such a new type of game, such as the rogue-like elements. Apparently, the decision to make the game early access was one of the first aspects of development that Supergiant locked in when initially brainstorming the next game before the Greek mythology had even been established. Kasavin’s explanation as to why was quite simple:

From how well Hades has been received by critics and fans, this focus on community input clearly had the intended effect of ensuring that the game would be a real crowd-pleaser. The game was clearly already pretty far along in development when it entered early access, as far as getting the fundamentals of combat, upgrades, and collective progress put together. Still, the last two years were able to give Supergiant a number of new perspectives on the title’s development that likely wouldn’t have been possible without putting it in the hands of the community and asking for feedback. That’s not to say there weren’t challenges, though; indeed, Kasavin would go on to say,

Early access, however, isn’t always such a boon for developers, as player expectations can lead to some titles launching with persisting bugs that the community may have overlooked, hoping they would be fixed before release. While Hades did launch with a few issues, it has joined Supergiant’s roster of games with the amount of polish that players would expect from any title releasing without the early access labeling.

Hades is available now for PC and Switch.

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