![]() You explore Hyrule as Link - or Zelda or Cadence, zapped in from a distant world, each character having their own special abilities and available in co-op - and it's filled with recognisable landmarks like Lake Hylia and those muddlesome woods. ![]() ![]() Cadence of Hyrule takes the world of Zelda and the combat of NecroDancer and makes them work together. Even after a deluge, even after the apocalypse, everything is in its place.Īnd yet it works. The series' defining moment, for me anyway, is that bit in Wind-Waker where Link travels beneath the surface of the Great Sea and finds Hyrule itself frozen in a bubble. In Zelda, nothing is ever left to chance, every outcome, every possible action has been foreseen. The pitch is gloriously weird: Crypt of the NecroDancer, a rhythm-action procedural dungeon-crawl is to be stirred together with Zelda, perhaps the least procedural game series of all time. So much about Cadence of Hyrule feels like this: a meeting of distant worlds that results in something that just snaps together as if it was meant to be, that results in something harmonious. Here is a word of our own that fits perfectly. Zelda is filled with wonderful words of its own devising. It says there is a hidden order in nature and this order is beautiful - elegant and taut and melancholic and not to be messed with. Cadence! This word is a song and a river and a waterfall. Two designs collide gloriously in a Zelda variation that rivals the greatness of the core games themselves.Ĭonsider it for a second: cadence.
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