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Greg Kasavin

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Games IndustryNeutral

"Developers need to treat Early Access like a real launch, because players do" – Early Access games are on the rise, but so are player expectations

The article discusses the increasing trend of games launching in Early Access on Steam, noting a significant rise in titles and player expectations. Developers like those behind Valheim, Subnautica, and Hades have found success with the model, but others like Deadhaus Sonata have faced backlash due to unmet quality standards. The piece highlights the challenges smaller developers face against larger publishers and emphasizes the need for transparency and a clear vision when using Early Access.

Retro GamerPositive

Hades 2 lead doesn't think about the roguelike's legacy much because he just wants "to make things that…

Greg Kasavin, creative director at Supergiant Games, expressed a humble approach to the legacy of Hades and Hades 2, stating he doesn't dwell on it much and is simply happy people enjoy the games. He also commented on the communal nature of Greek mythology as an IP.

Rock Paper ShotgunNeutral

"Mythology, by its nature, is told and retold": Hades 2 dev on changing its controversial ending

Supergiant Games creative director Greg Kasavin discussed the decision to change the ending of Hades 2 after its 1.0 launch due to player feedback. He explained the process of iterating on the story to improve the experience without compromising the game's core vision, drawing parallels to how mythology is retold.

Retro GamerPositive

They weren't "distributed on Steam," but Hades 2 lead who oversaw that true ending change says myths are…

Greg Kasavin, creative director at Supergiant Games, discussed how player feedback led to changes in Hades 2's true ending, a decision fitting for a game based on mythology. He explained that the iterative nature of myths mirrors the game's themes of second chances and storytelling, making the adjustments feel organic to the narrative.

Gamedeveloper.comVery positive

Hades devs: accidentally inventing a subgenre was 'surreal'

Supergiant Games developers Greg Kasavin and Amir Rao discussed the surreal experience of Hades accidentally creating a new subgenre within the roguelike space. They explained that while making Hades, they were simply aiming to create a roguelike with strong narrative elements, inspired by games like Dead Cells and Slay the Spire, and were surprised by its widespread influence on subsequent titles.