
作者彙整: Suriel Vazquez
Cadence of Hyrule Review – A Pleasant But Discordant Melody

Publisher: Nintendo
Developer: Brace Yourself Games
Release:
Rating: Rating Pending
Reviewed on: Switch
As you might guess from its name, Cadence of Hyrule – Crypt of the Necrodancer Featuring the Legend of Zelda is a strange mix. It takes elements from the Zelda series (most notably its revered suite of music) and combines them with the dungeon-crawling roguelike action of Crypt of the Necrodancer. The two series don’t always mesh harmoniously, but as a whole, they get along well enough to make for a gratifying musical adventure.
Cadence of Hyrule is ostensibly a Zelda game, but the twists from Necrodancer put it squarely in spinoff territory. The most drastic change is the need to move along a grid to the rhythm of remixes from the Zelda series; failing to do so prevents you from moving for a beat, leaving you vulnerable. It also has more combat encounters than your average Zelda game, leaning into Necrodancer’s dungeon-crawling ethos.

Combat is fairly simple. It takes time to internalize the variety of enemy patterns and how different weapon types work best against armored or ranged opponents, but once you have the hang of it, hearing your attacks line up with the beat of the music as you mow down enemies is a fun little thrill. You can also play as Link, Zelda, and Cadence (the heroine of Crypt of the Necrodancer), and each of these characters have different abilities that give combat a little more nuance.
The rhythm-based gameplay puts a heavy emphasis on the music itself, and the new renditions of Zelda songs are a highlight. Each area features two remixes – one for combat encounters, and one for when all the enemies are gone (plus a short 8-bit loop when you pause). Most of these songs are great on their own, but the way the music swaps between tracks (especially in dungeons and boss fights) makes exploring and taking on dungeons the best way to experience the music.
Click here to watch embedded media
The other major twist Cadence of Hyrule introduces is the addition of roguelike elements, but mixing them with the Zelda formula doesn’t always work smoothly. Your adventure will likely start out littered with deaths; a couple of hits from enemies is all it takes to kill you – which empties out all of your rupees, keys, and consumable items. This can feel punishing early on as you’re learning the mechanics and how to move along with the rhythm.
The scales eventually tip too far the other way as you build up more hearts, weapons, and items. After a few hours, I was brute-forcing most encounters without paying much attention to enemy patterns, since the odds were so heavily in my favor. Some temporary power-ups, like glass flails and iron boots, lose their appeal as you become a killing machine. Other items, like shovels, become a nuisance to re-acquire after they break. This uneven difficulty curve leads to only a short window in which combat is truly satisfying.
Dungeons aren’t centered on using a particular item or trick, and have no real puzzle-solving. Instead, you work your way through a couple of tougher-than-normal enemy encounters until you find the boss key. Bosses introduce some interesting twists to combat, but the uneven progression hampers these as well, and I didn’t have much issue plowing right through them. Considering dungeons and bosses are often the centerpiece of many Zelda games, that’s disappointing.
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Still, the Zelda-fueled side of progression, like finding heart pieces, new tools to play around with (like the Deku Leaf and Power Glove), and getting permanent weapon upgrades is enticing. I scoured the map for every collectible, even after I was breezing through the encounters. The randomized nature of each run means some items aren’t put to great use while others (like the hover boots) trivialize certain puzzles, but I like how most of the major rewards require some critical thinking to nab.
The mashup of rhythm and adventure works in Cadence of Hyrule, even if not all of the elements from Zelda and Necrodancer intermingle well. The spirit of the Zelda series, including its wonderful sense of exploration, iconic music, and fun combat are alive and well here, enhanced by a killer set of songs that both celebrate and elevate one of gaming’s most enduring soundtracks.

Score: 7.75
Summary: Cadence of Hyrule is a great ode to the Legend of Zelda and its soundtrack, even as some roguelike elements weigh it down.
Concept: Combine Crypt of the Necrodancer’s rhythm/action formula with The Legend of Zelda’s exploration, progression, and dungeons
Graphics: With new takes on Link and Zelda and updated renditions of places like Gerudo Valley and Death Mountain, the pixelated graphics look great
Sound: The multiple remixes of Zelda classics like “The Lost Woods” and “Bolero of Fire” are great, and so are the ways they’re interwoven well into gameplay
Playability: Timing your movements takes some getting used to, but the simple combat keeps you focused on maintaining your rhythm
Entertainment: Cadence of Hyrule is a great ode to the Legend of Zelda and its soundtrack, even as some roguelike elements weigh it down
Replay: Moderate
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Destiny 2’s Stadia Playerbase Is Separate From PC, Bungie Confirms
Update: Destiny 2 general manager Mark Noseworthy has tweeted an update on the topic of cross-play. While there’s no “policy or technological barrier” preventing them from merging the two platforms’ playerbases (and including every other Destiny 2 platform while they’re at it) according to Noseworthy, Bungie is focused on implementing cross-save for now, but would love to add cross-play in the future.
https://twitter.com/knowsworthy/status/1140046722590076929
Original Story: In its latest “This Week at Bungie” blog post, the Destiny 2 developer posted a short FAQ answering a number of questions players had about the game’s move from Battle.net to Steam, the game coming to Stadia, and the new cross-save feature, clarifying some key points about what players can expect on September 17 when these features hit alongside the newly-announced Shadowkeep expansion.
For many, the most important question answered is how the new Stadia version of the game will (or in this case, won’t) work with other platforms. Bungie has confirmed the Stadia version of the game will have its own playerbase and will not share players with the PC. To be clear, the Stadia version will still support cross-save, which means players will still be able to log into the Stadia version with their now-universal Destiny 2 account and earn more gear and power for their character. But though many expected the Stadia and PC versions of the game to have the same playerbase, Stadia and PC players won’t be able to play with each other.
Another important thing to consider: expansions. The new free-to-play version of Destiny 2, New Light, will let players explore every current locale the game has to offer, hop into all the matchmade multiplayer playlists, and access some of the regular updates to the game for free. However, the Forsaken campaign, exotic quests, and post year-one raids will have to be purchased. What’s more, expansion content will have to purchased individually for each version, which is a bummer for cross-players and raises at least one question: Once you get an exotic quest, will you be able to complete it on a platform on which you don’t have the expansion content?
You won’t be able to merge accounts on different platforms, either, so if you’ve played the game on multiple platforms, you may have to choose one account to play on going forward. However, for those moving from Battle.net to Steam, there will a one-time transfer option to take everything with you as you start playing on Steam.
There are still more questions to answer, and Bungie will continue updating this new FAQ throughout the next few months. If you have questions about what’s going on this fall, check out the full FAQ.
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Amazon Game Studios Lays Off ‘Dozens’ Of Employees

This week Amazon has laid off “dozens” of its Amazon Game Studios employees, who have 60 days to find another job within Amazon proper or receive a severance package on their way out.
The news comes from a Kotaku article that reports the layoffs were made during the week of E3, and that AGS has also canceled some unannounced games.
In a statement to Kotaku, an AGS spokesperson confirmed the layoffs, saying the move was made to consolidate development on its upcoming New World and Crucible games. “These moves are the result of regular business planning cycles where we align resources to match evolving, long-range priorities,” the spokesperson said. The company would not confirm the exact number of employees affected.
Amazon Game Studios hasn’t had the best run. It recently canceled its upcoming multiplayer game Breakaway.
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Cyberpunk 2077’s Character Creator Will Include Nonbinary Gender Options

Among the many cool things we saw about Cyberpunk 2077 is its character creation tool, which allows you customize your character’s look and stats, even allowing you to modify their street cred. However, the demo we saw this week showed only two cosmetic renditions of the character, one male and one female with different skill builds. CD Projekt Red has confirmed the creation tool will be much more diverse than this in the final version of the game, especially when it comes to physical appearance and gender.
For context, while Cyberpunk 2077 was being shown off at E3, a controversy regarding a risque in-game ad depicting a transgender character emerged, with some taking offense to how the ad fetishized or dehumanized trans people.
Speaking with Polygon, CDPR art director Kasia Redesiuk said the ad is meant to be dystopian satire, and the company’s goal is to create more acceptance for trans people and those with non-binary genders.
Then, speaking with Gamasutra, quest director Mataeusz Tomaszkiewicz confirmed the character creation tool within Cyberpunk 2077 would reflect this attitude. “One of the things we want to do in the final game (which we couldn’t show in the demo yet, because as you mentioned it’s a work in progress) is to give the players as many options of customization in the beginning of the game as we can,” he said. “For example, we want to do this thing where, as you create your character, after you choose the body type, you can, for example, use physical traits as you build your face that could be assigned to a man or a woman.”
Tomaszkiewicz then confirmed this would include non-binary options as well. “The idea is to mix all of those [options] up, to give them to the players, as they would like to build it,” he explained. “Same goes for the voice. We wanted to separate this out, so the players can choose it freely.” He also mentioned this attitude would also extend to how characters are depicted in the game itself. “We are paying a lot of attention to it, we do not want anyone to feel like we are neglecting this, or treating it wrongly.”
For more on Cyberpunk 2077, check out our feature on what makes the game a true RPG.
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Red Dead Redemption II Original Soundtrack Coming Next Month

Rockstar has announced a 13-track album called The Music of Red Dead Redemption 2 (Original Soundtrack), which collects some of the original music written for the game.
Out July 12, the soundtrack is produced by Daniel Lanois and includes vocal work from D’Angelo, Willie Nelson, Carolina Chocolate Drops’ Rhiannon Giddens, and Queens of the Stone Age’s Josh Homme. There’s also a track written, produced, and performed by country-music producer David R. Ferguson.
The full song list is as follows:
- Unshaken – D’Angelo
- Moonlight – Daniel Lanois, Daryl Johnson, Joseph Maize, Darryl Hatcher & Rhiannon Giddens
- That’s the Way It Is – Daniel Lanois
- Mountain Finale – Daniel Lanois
- Crash of Worlds – Rocco DeLuca
- Cruel World – Willie Nelson
- Red – Daniel Lanois
- Mountain Hymn – Rhiannon Giddens
- Mountain Banjo – Rhiannon Giddens
- Table Top – Daniel Lanois
- Love Come Back – Daniel Lanois
- Oh My Lovely – Daniel Lanois
- Cruel World – Josh Homme
You can listen to “Crash of Worlds” and “Table Top” right now on Spotify or iTunes. For those interested in a more comprehensive album of music from the game, the Original Score for the game will release as a separate album later this summer.
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Watch 14 Minutes Of New Star Wars Jedi: Fallen Order Gameplay

Click here to watch embedded media
Publisher: Electronic Arts
Developer: Respawn Entertainment
Release:
Platform: PlayStation 4, Xbox One, PC
At today’s E3 EA Play event, the company unveiled the first gameplay for their much-anticipated Star Wars game, Star Wars Jedi: Fallen Order. The demo shown off presents a decent chunk of the game, clocking in at nearly 14 minutes. Here you can see how combat, platform, and all some of the parts between those two verbs will work. We also get to see a glimpse of some of the Purge Troopers, and some K-2SO-style droids, though they’re not as quippy.
If you’re looking for more Star Wars, check out this month’s cover story! You can read our full cover story on the game for free right here. Also, make sure to check out our coverage hub below, which will be updated with new stories throughout the month.

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Watch An Hour Of Halo: Reach Running On PC

Back in March, 343 Industries announced Halo: Reach would be coming to the Master Chief collection later this year. It also announced the collection would be headed to PC via Steam for the first time. This week, the developer showed off what putting those two things together looks like.
343’s latest social stream featured a trio of developers from the studio playing about an hour of Reach on Steam, showing off various improvements like the move to 60fps, 4K textures, and, most notably on the platform, the game’s mouse-and-keyboard support. The game looks great for a 2010 title and runs fairly consistently, if the stream is any indication of the final product.
Click here to watch embedded media
This demo will also be at E3 this year, so if you’re attending, you’ll have the chance to play around with it for yourself.
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Kids Review – Standing Out By Blending In

Publisher: Double Fine Productions
Developer: Playables
Release:
Rating: Not rated
Reviewed on: PC
Kids doesn’t tell a story so much as it explores the concept of groupthink. As you manage larger and larger crowds of hand-drawn, faceless young people, you probably won’t piece together a coherent plot. However, its theme isn’t subtle; going along with others can be inviting, dangerous, and sometimes your only option. The way Kids uses interactivity to get across its themes is amusing while it lasts, even if it doesn’t hit any particular high points along the way.
Click here to watch embedded media
During its extremely short runtime (15-30 minutes), you click your way through a series of scenes with groups of children, such as one in which a single child is pointing in a certain direction, and your goal is to get everyone else to follow suit. Another has you dragging your cursor through a massive crowd to get them into a clapping posture, then clicking to create an enormous clap-wave.
I wouldn’t exactly call these segments “puzzles,” since they aren’t very involved, but they’re satisfying to work through. Some of them, such as one in which you’re guiding kids through an esophagus-like tunnel by stroking it with your cursor (it’s as strange as it sounds) have a fun physicality to them.
Click image thumbnails to view larger version
More importantly, they effectively communicate the ideas Kids wants to convey. The concepts aren’t too complex; click among a group of kids to create a chorus, and the joys of working with others to create something larger than yourself comes across. Control a single kid the rest of the crowd is repelled by, and you feel ostracized. The narrative thread that binds these segments is pretty loose, however, and there isn’t a single moment that elevates the experience above its premise. I related to the feelings and ideas Kids deals with, but it focuses merely on presenting them; it doesn’t explore them with any revelatory twists or insights.
Kids is a fascinating example of conveying ideas through game mechanics. You won’t get much out of it if you’re trying to put together its disparate pieces beyond vague notions. But it’s undeniably clever in places, which makes it a curious look into how people can both uplift and hurt each other just by grouping up.

Score: 6.75
Summary: Kids is a brief-but-effective example of using game mechanics to impart concepts and ideas, even if those ideas are simple.
Concept: Control groups of children in various ways while getting a crash course in crowd dynamics and peer pressure
Graphics: Simple, black-and-white backgrounds and characters are plain but well-animated, with some effective use of contrast to build dynamic scenes
Sound: The soundscape is mostly silent, but the patter of feet and splashing of water stand out all the more for it
Playability: Manipulating people is simple, and most of the scenes feature intuitive mechanics that quickly become second-nature
Entertainment: Kids is a brief-but-effective example of using game mechanics to impart concepts and ideas, even if those ideas are simple
Replay: Moderately Low
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You Can Playtest Hunt: Showdown On Xbox One Tonight

If you were curious about checking out Hunt: Showdown on Xbox One before release, tonight’s your chance to do so for free!
Crytek is letting Xbox One players try Showdown for free from now until 8am central time tomorrow. To download the game, simply follow the instructions here.
The game is still headed to Xbox’s game preview this spring, however, so if you’re not able to hit the servers tonight, you’ll be able to play sooner rather than later.
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Harry Potter: Wizards Unite Trailer Has A Dark, Mysterious Tone
Publisher: Niantic Labs
Developer: Niantic Inc.
Release: 2019
Platform: iOS, Android

Warner Bros. has released a new trailer for its Niantic-developed, location-based Harry Potter game, Wizards Unite. The trailer itself doesn’t offer a whole lot of new information, but it certainly sells the fantasy.
It might just be because I watched Pokémon Detective Pikachu last weekend, but this gives me some Pokémon Detective Pikachu vibes – something about the whole “what if this fantastical thing invaded our world?” premise, I think. That said, the tone of this trailer is rather different. The collision between muggles and wizards isn’t a happy one in this trailer, which sees plenty of magical goings-on being captured by humans (who normally can’t see this kind of stuff as it happens because of magic).
Click here to watch embedded media
Of course, with Wizards Unite being a location-based game similar to Pokémon Go, the premise of the trailer makes sense, even if it don’t see the game in action. If you want more details about how the game actually, check out our preview from earlier this year.
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