![]() This disagreement appears to stem from different interpretations of the term "permadeath," which some people consider to mean "destruction of your entire save file" and other people consider to mean "you have to start over each run from the beginning." By the former definition, meta progression is not possible in a true roguelike, but by the latter definition, it is. I'd argue that turn-based combat is significantly more important than whether or not a game has meta progression, because sources seem to disagree as to whether a roguelike must have no progression at all or whether it is okay to have meta progression as long as you still have to start runs from the beginning every time. As you can see, it includes many elements not present in Hades: ![]() ![]() I'll link the Berlin Interpretation here since it's the only one I could find that was the result of a consensus by a group of devs and players at an international conference rather than just one person's definition, but it is worth noting that it is a bit old and not universally accepted, and that it does not even require a game to meet all of its own criteria to be considered a roguelike. Even just going by these bare bones elements, though, it's clear Hades lacks turn-based combat. Each definition will then then also have several of its own criteria that aren't necessarily shared with the others. There's some debate as to what a roguelike is, exactly, but differing definitions tend to agree that at the very least, it must include permadeath, turn-based combat, and random level generation. There are other features a true roguelike has which Hades doesn't have. The thing is, while every roguelike has permadeath, not every game with permadeath is a roguelike. It's definitely a roguelite, but the meta progression isn't the only reason- if the game had no meta progression but remained otherwise unchanged, it would still be a roguelite. ![]()
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