The Legend of Zelda: Four Swords Adventures
Review by sneggid
"Are 4 Links better than one? Kinda..."
Note: This review is based solely on playing the singleplayer of the game, I'm way too cheap to get even 1 GameBoy advance, let alone 4.
Continuing my re-playthroughs (and subsequent reviews) of the Zelda series, this is my third so far, following Wind Waker and Link to the Past. This then became a perfect next choice, with a graphical style that mixes these two games into one creative style. The game itself follows those games in graphics, but in style it has no real predecessor. Four Swords Adventures is the second "Black Sheep" of the Zelda canon, after the equally unique (and arguably equally flawed) Adventure of Link. Both games also feature Shadow Link as one of the lead antagonists, and are the mysterious character's biggest roles.
The game is not unique in presentation, but rather in structure and formula. While mainly done to make the multiplayer side more effective, when playing on singleplayer the structure becomes both a unique innovation, and a crippling flaw. The game takes place over 24 levels, with no Overworld to explore between levels. As such, each level is incredibly linear, with very little exploration needed or even able to be done. Taking away such a key part of Zelda seems blasphemous, but it adds to the uniqueness of the game. It becomes more of a pick up and play style, where each level (ranging from 10mins to an hour mostly) can be completed and then the game left to come back to later. In this way the game separates itself from the sprawling and engrossing games in the series.
While the majority of the gameplay is standard; the weapons, enemies and even most locations are ripped from other Zelda's (primarily Link to the Past, although also a lot of Wind Waker influence), the gameplay does deviate a lot through both the level-based nature and the titular Four Sword, which brings 4 Links to the table for various gameplay innovations, and the occasional hindrance. In single player they move as one, and in that they become a unit. One that fights as one, and is damaged as one. As you control the head Link (green), another Link may brush against a pit, fall in, and all fall in together. It becomes a major annoyance occasionally, especially in precarious situations where it is optimal to be in a dangerous formation.
With each area being a self contained level, Link's journey loses another key element: persistency. Rupees (in this known as force gems) and items are not kept from level to level, as if Link is so weak he cannot hold onto any items other than a sword for more than a level. Also in this he is clearly so weak that he can only muster the strength to carry one item at once. On levels with (admittedly creative) puzzles, which require more than one item, you must constantly back track and re-equip weapons you need. It is at points like these that the single player run seems skimped out on when in comparison to the multiplayer, and the gameplay is at its lowest when built on the limitations of a single player.
For all its deviations, some of the games strongest points are when it manages to fit the new style within old standards and elements mostly forgotten. One of the particularly strong early levels is "Village of the Blue Maiden" which has the Links complete a variety of sidequests that interlink, forming a mini plot within this self contained level. It's an interesting break from forced structure, and for the few examples throughout the campaign where there is innovation or exploration, it becomes a breath of fresh air.
For a game where changes are dubious at best, some of the abilities it has that past games have not are highlights. While the game looks very similar to LttP, it takes advantage of the bonuses that the GameCube brings. Namely, the processing power to bring out 40+ enemies at once, filling the screen with walking dead men. The enemies are frequently brought out in huge numbers to overwhelm the heroes. The hordes, while not particularly challenging, bring a fun little moment to get Link's sword bloody. The game is basically a very shiny Link to the Past graphically; its not doing the GameCube any favours, but it does retain most of the charm found in LttP.
Four Swords Adventures was an interesting experiment for the Zelda series. It offered something new and intriguing, which is at alot of times just as fun as every other Zelda. However, it still can't ignore the fact that some parts are flawed at best, the singleplayer is compromised and the game has a severe exploration drought. But just having the charming, addictive Zelda formula means that even a flawed Zelda is still a great Zelda, just not quite as great as a fair portion of them.
8.4/10
Reviewer's Score: 8/10, Originally Posted: 08/26/11
Game Release: The Legend of Zelda: Four Swords Adventures (EU, 01/07/05)
Recommend This Review
Liked this review? Thought it was well-written and other users need to know about it? Click here to recommend this item to other users.
Got Your Own Opinion?
You can submit your own review for this game using our Review Submission Form.
Game Detail

GameCube
- Nintendo
- Release: Jun 7, 2004 »
- Also Known As: Zelda no Densetsu: 4tsu no Tsurugi+ (JP)
Titles rated E (Everyone) have content that may be suitable for ages 6 and older.




