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H2 being an iteration of H1, it is expected to have more. You mastered the systems of H1, that's some brain time available to understand H2 systems.
That said, the ressources collectibles (ash, souls, fishes, plants) are a bit to numerous. I don't chase them, I just upgrade what is flashing. Maybe not the best system.
I don't think the elements of god boons (Earth, fire air etc..) is interesting in the current state.
Apart from this two points, It would have been a let down to NOT HAVE new systems in H2.
- The gameplay mechanics: only one thing as added which was the Cast.
The Omegas and Sprint just require you to hold down a button, which is hardly "complex".
And the Summons were substituted by Selene. Also you don't even have to use Selene, so that LT button you can completely forget if you want;
- The Arcanas x The Mirror: yes, they are a little bit more complex, but I think that's more of a bad UI than a complex system.
The cards are more in-line with the game and adds a bit more of customization which is an welcome thing.
Also you have to deal with that once, if you want. Just take the cards you enjoy more and never think about them again;
- The new resources: personally I don't mind them, but that was an unnecessary change.
I don't think they add complexity since you have to collect them all anyway, but it wasn't needed.
All the other things are pretty much the same. Boons, hammers, dialogues, side quests etc.
Some changes were to be expected like new boons to returning gods, but it would be too boring if everything was the same.
In that case it's not getting more complex, just different.
Overall what I think the game suffers is some bad UI (see Arcanas) and wording sometimes you have to read a lot of times to understand what something does.
And that I think may give you the impression that the game is harder to understand than it actually is.
As a personal note I would add that visual clarity need to be improved, which I imagine is already on the way. Failing that, at least give the normal attacks the ability to delete lesser projectiles like in 1.
You can get as complicated as you want or not. Yes this game is min/max heaven, but also I have not needed to min max anything and just choose random boons to experiment most of the time and I do have my favorites. Yeah this game is a grind for upgrading weapons and such so that part does suck to some degree, but early access made it VERY easy to get resources and it's been out over a year.
I think the main thing is that people just wanted hades 1.5 and not Hades 2 on steroids. Anyhow, to say this game is much harder than Hades is insane because this game is so much easier lol.
We aren't quite there yet. Game dropped May 6th. Definitely ballpark though.
Sequels can be divisive. Luckily nothing is stopping anyone from enjoying the first one if they aren't a fan of this one.
It's a new game and I am glad it has new mechanics. If it is too complex for you maybe play something else.
Once you have a feel for how the system works, you can exploit that knowledge to create dozens of awesome, share-worthy builds. Now, I have to admit I don't love some of the ways the devs have nailed down some of this — imo, they should allow people to find and use the most amusingly broken builds, given that nothing is guaranteed in this game and there's every chance the player fails to construct the exact recipe — but ofc it's their game and if they want to curtail certain excesses than that's up to them. There's still plenty in there to provide a lot of extra fun on top of the core game and story.
He didn't say that. He said that 13 hours is a bit short to gauge the complexity depth of a game. Hades 2 is playable for a good chunk of time by just diving into action and not spending time in the Crossroads for meta progression. You can choose to upgrade once you are stuck.
I see in your profile that you mastered RoR2 and are an avid player of Unnamed Space Idle. I would guess that both games took some time to grasp and ten times more to fully understand. But you can play and enjoy without being an expert for quite some time.
It was the same for all SGG I played so far. (Not to say that certain aspects of Hades 2 shouldn't be simplified)
Of course you can have an opinion.
But what you are going through right now is the process of adaptation to the new mechanics.
I like to say that Hades 2 has enough similarities for old comers pick up and play, but enough differences to make the game its own thing.
Now you are hitting the wall where Hades 2 is different from the first game. And that's OK. We have all being through that. Some people went through that more easily than others, but that's a completely normal process.
Once you get it, everything will feel completely natural, just like Hades 1 did.
Like I said: the game unfortunately does a bad job explaining some of the new things which gives the impression of more complexity.
If you are having trouble understanding some of the mechanics, wants hints and tips, the community will be more than glad to help.
To put the bad (post patch) Arcana UI aside for a second and focus on complexity as OP pointed out, is Selena’s system actually “good”? Why do we need a path of stars and to decide between upgrades on a path for what is generally incremental and learn about all of the Hex stuff? My experience with Selene was I got caught up in the mystery of it and was excited about the difference then learned to always favour Hermes and never use her then eventually come back to her in some niche situations with some builds. The excitement wore off quickly when I did use path of stars at the expense of other boons to unlock something kinda meh. She still narratively is interesting though and she’s always kind but still mysterious and feels unique as a character, there is so much to love about her and keep but I don’t know that her current hexes and the path enhance the game or are as simple as they could be.
I think it’s fair to consider where some complexity could be stripped out, particularly with the number of resources and gathering as has been brought up numerous times.
To give a contrasting example, pets. Feels good, gives a buff, mostly set and forget, if you want to dig deeper, do trials and level/explore. If you don’t, equip and go. Arcana is superior IMHO to the mirror because there’s variety and trade-offs and nuance, but sure the game could offer some set combos or find a way to not overwhelm players with choices but I would argue it does a pretty good job of this for casuals by limiting ash and grasp initially. One thing which springs to mind is trials, these could be telegraphed more as pretty much tutorials AND challenges. They allow you to explore a build without having to actually build it up, they let you level keepsakes, work with different pets, and get early exposure to fear.