Hades II Has a Legibility Problem
This post contains mechanical spoilers and boss names for Hades II.
I wasn't just hoping to like Hades II, I was fully expecting to. I generally think there are two possible failure states to a sequel to a game like Hades where much of the fun is encounter and build design that can be expanded on almost indefinitely: either it turns out to be more of the same, which may be a bit uninspiring but can't be too bad if I liked the original (think Dark Souls III); or it takes the game in a wildly different direction that doesn't quite work, which may not be as fun as such but is almost always interesting (think Tears of the Kingdom). And at first it looked like Hades II was going to be more of the same, and I was content with that. But the more I played, the more it seemed to have an issue at the heart of its combat that just wasn't there in the original.
The game has a legibility problem, and not just in terms of the density and chaos of on-screen interactions (although that certainly doesn't help). This problem is structural: it pervades the game's design sensibilities. Whether it's a consequence of the game's wildly popular early access period or a result of the studio's anxiety about their first-ever sequel to their only massive hit, it pushes the player into a mode of play that's less fun and more frustrating. Legibility isn't just about being able to keep track of what's going on, it has far-reaching consequences for what types of play are safe in practice and thus which builds are viable. In a game whose primary mechanical driver is the joy of assembling new and interesting builds, that's critical.
Some of this springs from the new boss design philosophy in Hades II. In the original, bosses were generally built around melee attacks that did damage in some hitbox around the boss and ranged attacks that flew outwards from the boss. There were occasional situations—most notably when fighting Theseus after vanquishing Asterius—where large AOEs[1] appeared that the player had to avoid, but these were very much the exception. The result is fights that are focused on the player establishing a rhythm where they dive in, hit the boss, position themselves to evade the boss's next attack, and repeat.
With the exception of some minibosses and Hecate (the first true boss), Hades II doesn't work this way. Bosses in the sequel are much more focused on two types of attacks that rarely appeared in the original: AOEs that are telegraphed by regions of the arena turning red usually independently of the boss's positions, and "waves" of damage that the player is expected to avoid using the invulnerability frames. When melee attacks do appear they tend to come out very quickly and often have their own AOEs, while ranged attacks come in one of two flavors: they're either very fast (often…