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'How has writing Hades been different from Bastion and Transistor and Pyre? Especially as you've been looking to keep replayability in Hades, has that affected the way you've approached the project? Has any character felt very helpful or unhelpful in creating the replayability and environment of the world?'

It's quite different. For one thing, Hades has a more lighthearted tone than our other games. Our other games have all had some humor but it's more at the forefront here. For another thing, Hades is highly nonlinear. I have to consider and account for possibilities like "Players may have talked to Eurydice dozens of times without ever having met Orpheus" or the other way around.

It's a big cast of characters like Pyre, and it's all fully voiced, so it's been a big production. Darren has been so incredible as the voice director on the project, powering through untold hours of recording on pretty much a weekly basis. The whole story premise and structure is built around the replayable nature of the game -- every aspect of the theme flowed from that. I guess the main difference is just that it's more characters and more writing I think even than Pyre, at this point. I really enjoy writing these characters and giving them opportunities to be themselves in this world, and interact with one another sometimes, not just Zagreus.