Hades God Mode origins explained by Supergiant Games

Ben Bayliss2 minute read

Hades developer Supergiant Games has talked about the game’s useful God Mode feature in an interview.

Hades originally launched in 2018 but grew in popularity in 2020 after launching on Nintendo Switch. The game’s rise in popularity saw mods for blind and visually impaired players come to light, but the built-in God Mode has been something talked about in a new interview with Inverse.

Creative Director at Supergiant Games, Greg Kasavin talked about the roguelike genre saying “The part that’s interesting about roguelikes is that it’s different every time you play,” he added, “To experience that, they’ve got to kill you. If you’re playing for five hours before restarting, then you’re not experiencing the cool part.”

The God Mode feature that was originally implemented in 2019 works by allowing the players to still have the world challenging them, but with each death, the player can take a few more beatings with each respawn. It starts with a 20 percent damage resistance buff and with each death a 2 percent damage resistance buff is applied.

“God Mode reinforces our belief that the way to approach difficulty settings may need to be proprietary to the game. It’s not a one size fits all solution,” Kasavin told Inverse, adding that they don’t know if this style of God mode is transferable to other titles because of how it was designed around Hade’s structure.

Kasavin also highlights that “As a game developer, I don’t underestimate the extraordinary amount of work it takes to implement an easy mode of some sort, much less to implement a thoughtfully created easy mode,” and goes on to say “I think what sometimes is lost in the conversation around difficulty is that it’s not easy to tune a video game.”

Hades is available for PC, PS4, PS5, Xbox One, Xbox Series S, Xbox Series X, and Nintendo Switch.

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Ben
BaylissEditor-in-ChiefHe/Him

Ben is the one in charge of keeping the content cogs at Can I Play That? turning. Deafness means that he has a focus on discussing captions, but with experience in consultancy and advocacy, he covers what bases he can. Having written about accessibility in video games at DualShockers, GamesRadar+, GamesIndustry.biz, Wireframe, and more he continues his advocacy at CIPT. He was actually awarded a Good Games Writing award for an article he wrote here! He enjoys a range of games, but anything that’s open-world and with a photo mode will probably be his cup of tea. You can get in touch with him at: ben@caniplaythat.com

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