Like many others, I watched Nintendo’s 2019 E3 Direct, saw the Cadence of Hyrule trailer, read the “June 13” release date, and became excited. This intriguing Zelda-themed game was going to be available in two days. How could I resist? I pre-purchased it on the eShop and waited impatiently. I got home from work on release day and turned on my Switch. The download notification greeted me. I made myself comfortable, knowing this was supposed to be a rhythm game — which for me meant a need to focus and offer it all my attention — and I started the game up. The opening logos faded in and out, and the title screen appeared in full fan-service glory. I chose my file and started my adventure.
It was then that the game forced me to do a latency test for the audio and the visuals. This was also when I knew I was in more trouble than a Zora lost in the Gerudo Desert.

I’ll make this clear: I have never been great at rhythm games. I don’t play any musical instruments, and most games I play are based on reaction rather than matching a beat. I will live out the rest of my life without ever setting foot on a Dance Dance Revolution pad again, and I am OK with that. But still, I try to play the games that appeal to me for other reasons. Games like Harmoknight, which is a rhythm-action-platformer hybrid for the 3DS, was very fun, but mostly because of the familiar elements. The addition of timed inputs was more like an extra challenge. I trial-and-errored my way through that and other, similar games. Cadence of Hyrule was supposed to be similar. Let me stress that: supposed to be.
My blood pressure returned to normal after the calibrations were complete and the introduction to the story played. Things were looking familiar. Bad guys were doing bad guy stuff, and the hero trio of Cadence, Link, and Zelda needed to spring into action. The first thing I had to do was learn the controls. I don’t enjoy when a game leads me through the tutorial like it’s wearing the Bremen’s Mask and I’m a Cucco, but I must admit, I wouldn’t have minded some belittling just this once. If I had to pick one reason, it would need to be all the “Missed Beat” error messages that popped up. They didn’t appear all the time though, just whenever I pressed a button, moved, or breathed.

I hopped (limped) my way through the first few screens. I dealt with the Octoroks living a little too close to Link’s house, moved southward, met and ran away from some, and then I officially made my first bad decision in Cadence of Hyrule: I reached a point when I needed to turn left or right, and I chose left. Now, this game was open-ended, so it was technically fine to go left, but for my level of not-skill, turning right would have meant quickly reaching the haven of Kakariko Village. It was a 50/50 chance. There’s a reason I don’t gamble.
I spent about thirty minutes randomly and blindly exploring the southwest corner of Hyrule. I was flustered. I would get a little further into the region before dying and being returned to Link’s house. And each time I respawned I would return to the same area I died in. (I could have gone north and then east to reach the village as well.) It was a matter of principle after about the fifth or six game over. I saw secrets, upgrades, and unexplored areas on my map. Each screen contained some kind of goody, and I was intent on not sucking long enough to clear the enemies and obtain the prizes that rested within the various, tempting, and magically locked chests.

This was the pattern I followed for the first part of my adventure — up to the point when exhaustion set in and I finally decided to see what was different about the eastern part of Hyrule. Minutes later, I found my way into Kakariko Village. I spoke to the townspeople, played the bow and arrow mini-game, and replenished my hearts. I also spoke with Dampé, who told me about the unconscious girl he found and helped. He was talking about Zelda. One of the main things I was also trying to do while exploring was finding out where Zelda was.
A Bokoblin would have seemed smart compared to me at that moment, but I let it go and entered the crypt in the graveyard. I didn’t know if exploring the area would help awaken Zelda, but my common sense was screaming at me to check it out. I was apprehensive about going in. This was going to be my first crypt, and I knew it wasn’t going to a welcoming environment. But I really wanted to wake up Zelda, and after all I had went through, I felt partially prepared. I guess my lack of an inner digital compass served as a custom-made training program.

The crypt was busy — by which I mean, “Hylia help me, there are enemies everywhere” — but I was able to keep calm and boogie on, at least until I met a Zelda doppelganger. To my credit, I did get her down to her last heart before she skewered poor Link. Yes, I died, but at this point, it didn’t matter. I had seen it all before, and the overwhelming effect of the difficulty was losing its sting. I went back to the crypt and tried again. This time, I went in with the plan to not get hit. I know, it was a complex strategy, but I thought it might help me.

I still got hit, but not nearly enough times to get killed, so I say my plan was a success. Dark Zelda appeared again, she and I tangoed for a bit, and then she exploded. Usually Link doesn’t have it this hard with women, but at least everything worked out well for me. I got the item I needed to wake up Zelda — so I woke up Zelda. The Hylian dream team was back together. I could now actually start the adventure, after nearly one hour of playing.

I don’t blame the game for anything. I could have done more to make things easier on myself (learn the controls and mechanics before blindly rushing into things, exploring in a more effective pattern, stop running face-first into enemies, etc.), but what’s done is done. I’m just glad I learned what I needed to know and improved, even if it was by means of the hard way.









