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Coffee Break – Hades

Hades promotional art featuring main protagonist Zagreus.
By Matt Clarke
March 16, 2026

Hades is a great example of a coffee break game. You can play through a single run within 30 minutes, but if something comes up and you have to stop mid-run you can save and quit in whatever room you’re in and continue later. As the father of a toddler, I find this particularly appealing these days. I like to squeeze in a quick game during my baby girl’s nap time, and since I never know exactly how long she’s going to sleep for, I need games that can be played in short bursts. I’m starting this new mini-feature series with Hades, because you’re almost always guaranteed to have a good time, no matter how long you play for. 

As with a lot of roguelikes, dying and losing a run in Hades is baked into the experience. You’re not expected to finish the game on your first try. It took me about 50 runs before I even made it to the final boss, but each run teaches you something new – whether that’s learning how to use a new weapon, discovering a new god-boon or simply progressing to a new zone that you’ve not seen before – no matter what happens, you’re always making progress.

Zagreus is a fun protagonist, and his relationship with all of the Greek mythological characters grows throughout your play time in surprisingly deep and meaningful ways. The story unfolds gradually, and I found it to be hugely rewarding to return to the hub world and talk to the characters and learn a bit more about their backstory each time I died. It kept the nature of repeating the same dungeon runs over and over feeling fresh and engaging, because there was always some new tidbit to uncover, or a bit of juicy gossip to listen to. The whole story is beautifully self-aware, running a fine line between melodrama and fantastical whimsy. It all looks and sounds great thanks to Supergiant’s signature visual flair and Darren Korb’s excellent soundtrack. Has that guy ever made a bad tune?

I haven’t gotten around to trying Hades 2 yet, but I hear it’s more of the same.

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Year: 2000

It may look clunky as hell thanks to the original Unreal engine, but Deus Ex was a pioneer in videogames because it gave the player so many choices to make. It resulted in one of the deepest gaming experiences of the time, because it went to great effort to show the consequences of those choices. The story was spread across many ‘hub’ levels, giving you total freedom to approach your objectives whichever way you wanted, aided by an RPG style upgrade tree that you invested in as you played. Wanna finish it without killing a single soul? That is entirely possible. Prefer to tool up with a rocket launcher and just murder your way to the end? Nothing could stop you. Your NPC allies would respond differently back in the Unatco base, depending on what you did out in the field. This level of responsiveness was unparalleled for a long time, to the point that even if you walked into the ladies toilets, your boss would scold you for it during the mission debrief later on. It was many little moments like that which made the game so memorable for me.

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