Hades 표지 이미지게임 정보 / ROGUE BY ROGUE
한 판만 더.

Hades

액션 전투Hades류

원문 · 영어Defy the god of the dead as you hack and slash out of the Underworld in this rogue-like dungeon crawler from the creators of Bastion, Transistor, and Pyre.

ROGUE BY ROGUEV1

자체 평점

87.0/ 100
전체 공동 순위 #03
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

动作节奏与失败后的叙事推进连接得很好,构筑易理解;长线重玩主要受固定关卡骨架限制。

01

핵심 게임플레이

가중치 25%9.5 / 10
원문 · 중국어 간체

快照反复肯定冲刺战斗与各武器节奏,死亡后的对话也让再开一局衔接自然。

02

빌드와 전략

가중치 25%8.5 / 10
원문 · 중국어 간체

武器形态、信物和神祇祝福能预设方向并组合协同;部分祝福主要改变数值,突变空间有限。

03

다회차 플레이 가치

가중치 20%8.0 / 10
원문 · 중국어 간체

热度条件和武器变化能改变应对,固定区域及首领在多次通关后仍较重复。

출처01 ↗
04

무작위성과 공정성

가중치 20%8.5 / 10
원문 · 중국어 간체

可调整挑战和 God Mode 支持学习,祝福选择留有适应空间;后段范围攻击与奖励波动仍有压力。

출처01 ↗
05

완성도와 편의성

가중치 10%9.0 / 10
원문 · 중국어 간체

资料肯定操作反馈及清楚的入门支持,视听表达帮助识别角色与行动;少数房间粒子拥挤是短板。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

基于收录资料与官方页面的主观归纳,未进行试玩。资料为本体的归纳评测,未进行高热度全武器实测;视听评价只用于反馈与信息表达,不额外奖励制作规模。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的 Tier list Part 1 (2023) 及 玩家好评与批评 中的机制、交互、重复与易用性反馈;未将外部分数或旧等级用于计算。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    Hades 官方产品说明

    2026-10-08 访问。确认神祇祝福、永久成长、反复逃脱与全语音角色事件,未以官方宣传证明全部构筑平衡。 官方页面不单独证明平衡或稳定性。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 3개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

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자체 점수에 미반영

보관된 외부 리뷰와 커뮤니티 자료는 서로 다른 버전을 다룰 수 있습니다. 외부 의견과 평점은 별도로 표시합니다. 영상의 전체 맥락은 원본에서 확인하세요.

플레이어 의견 요약

원문 · 영어Supergiant Games' isometric action roguelite in which Zagreus, son of Hades, fights out of the Greek Underworld, with story and dialogue woven into the run-and-die loop.

원문 · 영어Hades is treated as a landmark of the genre by both critics and players: Metacritic 93 from 58 critic reviews with no mixed or negative ones, Steam 'Overwhelmingly Positive' at about 98% of roughly 309k reviews, and Wikipedia reports 99% of critics recommending it on OpenCritic. It swept Game of the Year at BAFTA, DICE, GDC and other ceremonies and became the first video game to win a Hugo. It spent almost two years in early access (from Dec 2018) and then launched in full in Sept 2020 to very strong sales. The main dissent comes from players who bounce off the roguelite structure itself (repetition, fixed biomes and bosses, RNG, meta-grind), not from the craft. Metacritic user score is lower than critics at 8.5, with Metacritic's summary citing RNG frustration and repetitive restarts.

플레이어가 칭찬한 점

  • 원문 · 영어Story is delivered through the run loop: each death brings new hub dialogue, so failure advances the narrative and feels rewarding rather than punishing
  • 원문 · 영어Fast, fluid, responsive combat with six distinct weapons and several aspects each, praised as weighty and satisfying
  • 원문 · 영어Boon system from the Olympian gods gives build variety and synergies (duo boons) while staying compact enough to understand
  • 원문 · 영어Writing, voice acting and characterisation are repeatedly singled out, including Zagreus's politeness and the gods' interplay and relationships
  • 원문 · 영어Art direction by Jen Zee and the soundtrack are near-universal praise
  • 원문 · 영어Accessible for roguelike newcomers: God Mode quietly boosts you after each death, and the hub and mirror upgrades soften early losses
  • 원문 · 영어Heat / Pact of Punishment gives scalable endgame difficulty and long replay value
  • 원문 · 영어Many reviewers who dislike the genre say this was the one that hooked them

플레이어가 비판한 점

  • 원문 · 영어Only four biomes and a fixed set of bosses, so runs feel samey after a few dozen hours
  • 원문 · 영어Final boss fight against Hades is a big difficulty spike, frustrating to some players on the True Ending route
  • 원문 · 영어RNG in boon and reward offers can make runs feel unfair or throttle progress
  • 원문 · 영어Reviewers who want Binding of Isaac style emergent builds find boons mostly stat bonuses and percentages with few memorable or wild builds
  • 원문 · 영어Reaching full narrative closure (epilogue) takes very many clears; only a small share of players get there
  • 원문 · 영어Some players find the combat button-mashy, with heavy area damage, projectile spam and particle clutter (the lava biome and its bombers are a named pain point)

차별화된 특징

  • 원문 · 영어Narrative-first roguelite: dialogue, relationships and plot progress are the meta-progression alongside stat unlocks
  • 원문 · 영어Greek mythology cast reinterpreted with personality-driven, sympathetic gods
  • 원문 · 영어Protagonist who is meant to die: death returns you to a living hub home with characters who react to how you died
  • 원문 · 영어God Mode accessibility that scales up with each failure, so the story is reachable for anyone
  • 원문 · 영어Pact of Punishment and heat let you tailor difficulty with many modifiers and unlock cosmetic rewards
  • 원문 · 영어Release-quality polish from a two-year early access that shipped with full voice acting and music

의견이 갈리는 점

  • 원문 · 영어Roguelite meta-progression: many find it a gentle learning curve, purists feel it hides whether they are actually improving
  • 원문 · 영어Story gating and repetition: praised as integrated and rewarding by most, but a slog by others (e.g. 70+ hours with little left to see)
  • 원문 · 영어Boon depth: fans praise clear synergies, critics say few builds are memorable compared with Isaac or Slay the Spire
  • 원문 · 영어Difficulty: hard at first, then manageable for most players, but the final boss and high heat frustrate some

반복과 부담

  • 원문 · 영어Running the same four regions and bosses many times to reach the story's ending
  • 원문 · 영어Grinding for meta resources such as Titan Blood and diamonds late in the game, described as a chore
  • 원문 · 영어Dodging heavy AoE and projectile spam in the later rooms, called monotonous by some
  • 원문 · 영어Heat-stacking runs where the added difficulty feels like restricted options rather than fresh play
  • 원문 · 영어Story interruptions and hub trips feel like hurdles to players who just want to start the next run; some later realise they are the point
  • 원문 · 영어Some users compare the loop to habit-forming or gambling-style design

기대하는 개선 사항

  • 원문 · 영어More biomes, bosses and enemy variety to reduce repetition (partly answered by Hades II)
  • 원문 · 영어Stronger, more game-changing boons or build-defining items for wilder synergies
  • 원문 · 영어A less grindy route to the epilogue and to late resources such as Titan Blood
  • 원문 · 영어Heat system that adds new mechanics rather than mostly limiting options or raising numbers
  • 원문 · 영어Clearer tracking of upgrade shop contents and rewards; several negative reviewers complain that remembering every god's offerings is hard
  • 원문 · 영어Finer-grained difficulty and assist options than God Mode's fixed ramp; one reviewer wanted an initial armour setting like Hades II

원문 · 영어Early access began 6 Dec 2018 after a Game Awards reveal; Wikipedia cites about 700k copies during nearly two years of early access and another 300k in three days after the 17 Sept 2020 full release (over 1M total then; later third-party estimates are far higher). Launch on PC (Windows, macOS) and Switch; PS4/PS5 and Xbox arrived 13 Aug 2021; a Netflix Games mobile version ran from March 2024 until it was removed in July 2025. Cross-save between Windows and Switch came via a Dec 2020 patch. Won GOTY at BAFTA, DICE, GDC, New York Game Awards and SXSW, plus a Hugo. Current Steam reviews are still highly positive, with the sequel Hades II drawing players back to the original. Note: OpenCritic's exact average was not retrievable in this session (WebSearch budget exhausted and the game page could not be located), so it is left null.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 1 (2023)

원문 · 영어Hades is Supergiant's 2018 early-access-era roguelite that surprised everyone and, in his view, deserves all its hype. He has speedrun it and once placed in the top 100 of a run category. He calls it a masterpiece and probably the best roguelike on the board so far, and he places it in S tier without hesitation.

제작자가 칭찬한 점

  • 원문 · 영어Huge run-start customization: many boons/passes, weapons with unique abilities, keepsakes/charms, companions
  • 원문 · 영어Adjustable per-run difficulty options
  • 원문 · 영어Replayability: never gets old, he can always come back to it
  • 원문 · 영어Art style and visual effects are amazing
  • 원문 · 영어Characters are memorable
  • 원문 · 영어Every line of text is voice acted, with a great volume of dialogue
  • 원문 · 영어Speedrunning scene gives it lasting depth

제작자가 지적한 문제

  • 원문 · 영어No real criticisms; he says he wishes he could put games in S tier that are not truly S, implying Hades clearly earns it

설계에 대한 관찰

  • 원문 · 영어Fully voiced narrative integrated into a roguelite at massive scale
  • 원문 · 영어Per-run difficulty customization and starting-loadout variety keep runs fresh
  • 원문 · 영어Strong enough for competitive speedrunning
원본 영상 보기 ↗