I'm writing this review for anyone who was not into Crypt of the Necrodancer, but is still thinking about getting Cadence because they love Zelda and the franchise's music, and the reviews are great. DON'T DO IT. I was in the same position and asked other people for their opinion, which was pretty encouraging. They said it was much more accessible than Crypt, and, aside from the rhythmI'm writing this review for anyone who was not into Crypt of the Necrodancer, but is still thinking about getting Cadence because they love Zelda and the franchise's music, and the reviews are great. DON'T DO IT. I was in the same position and asked other people for their opinion, which was pretty encouraging. They said it was much more accessible than Crypt, and, aside from the rhythm elements, just a damn good Zelda game on its own. Once again, listening to others instead of my own gut proved to be a mistake.
Cadence is really just Crypt with a Zelda coat of paint, in terms of items, characters, enemies, overworld etc. And it's got the exact same issues as its predecessor: There's next to no tutorial and the learning curve is not so much a curve, but more of a brick wall. It starts out fair enough and pretty slow for a few screens, but then it's the exact same BS as with Crypt: You walk into a screen or a dungeon and ten different enemies come at you from all directions, and you're supposed to just figure out on your own what their attack patterns are and when you can attack them; and of course do it fast and without missing a beat. It's a really punishing experience and aside from the look, gameplay-wise, it hasn't got all that much to do with a regular Zelda game.
I should also say that I don't dislike games just because they're hard. For example, I absolutely loved Furi. But Furi, even though it throws you basically right into action and the tutorial is brief, does a much better job of explaining its core mechanics and GRADUALLY raising the difficulty. In that game, I could always conceive of how to do things better the next time, if I died. I knew what to do in principal, I just didn't have the skill to execute it yet. I knew what my mistake was, what got me killed. With Cadence, oftentimes I've got absolutely NO clue what would have been the right thing to do. There's just so much confusion because nobody explains anything to you and things aren't clear enough by themselves, as with the enemy attack patterns. One enemy I encountered REALLY early on could kill me in two hits and had a hitting range of two squares. How tf am I supposed to figure out how to take care of this dude, if going anywhere near him is likely to get me killed, which means all my rupees and breakable items get taken away from me?? But he keeps following me all over the screen, and if I want to progress and get diamonds, I have to kill ALL the enemies on one screen.
Noone ever tells you what your overall objective is in this game, either. It's basically just: Hyrule is in trouble. Go! Story presentation is dysmal/close to non-existent.
Then there was an item at the fairy fountain just called "Energy Depletion". U-huh. And now I'm supposed to know from this awesomely descriptive name what this item does and if I wanna spend FIVE diamonds on it? Is it depleting MY energy? If yes, to what gain? Is it depleting my enemies' energy? It's unnecessarily confusing and, to be honest, it just seems lazy to me to not have accurate item descriptions.
I'm also not really a fan of randomly generated worlds and dungeons in this case. While this system does give you something fresh every playthrough, it lacks the charme, atmosphere, and attention to detail that Zelda usually stands for.
A lot of people seem to be forgiving of these flaws because it's an "indie-game". Well, I expect a bit better from a game that costs 25€ and carries the Legend of Zelda name.
If Nintendo offered e-shop refunds, I'd probably get one for this. Alas, this is not the case, and I've spent 25 bucks on a game that will probably just collect digital dust in my Switch library.… Expand