The Legend of Zelda: Four Swords Adventure – Review
November 7, 2011
Relationships are hard work. Cooperation is a requirement. If two parties can’t work together, there is no relationship, no way to reach a desired destination. Competition has a place though and no matter the type of relationship, competition will always rear its head. While these concepts can be seen as opposites, managing them is necessary to make any relationship last. Similar to Reese’s with peanut butter and chocolate, The Legend of Zelda: Four Swords Adventure blended these two concepts together and it’s what I’ll remember most about the game.
When my girlfriend and I began playing Four Swords Adventure I didn’t anticipate it would take so long to complete. Even with limited time, we saw it through and completed the game’s nine levels with plenty of healthy competition. Rather than the typical open, but linear format of most Zelda titles, Four Swords Adventure is broken into levels which are comprised of stages. Instead of accruing necessary items and then tackling a dungeon, each stage is a self-contained challenge combining puzzles and action.
Four Swords Adventure’s puzzles derived mostly from utilizing the four Links in a specific way. The puzzles weren’t very challenging, but I remember one in the final level which stumped us good. A lot of the mental work simply required us to position the four Links in a specific stance and then stand on a button or hit switches, not very tough stuff. Boss battles were interesting. The bosses represented a “greatest hits” of sorts, but some were slightly remixed to take advantage of the four Links and the use of the Game Boy Advance.
The game’s use of the GBA was clever, but ultimately its Achilles heel. Instead of controlling our Links with a GameCube controller, we had to plug in a GBA and use it. Whenever we’d enter into a building or a cave or what have you, that person’s Link would then be transferred to the GBA. This allowed each person to explore the screen and its contents individually while not hindering others. To play the game like this, it requires that each person have a GBA and link cable, which makes the game hard to recommend to those who don’t have at least some of these items already. Playing alone just requires a GameCube controller, no extra accessories. Without others though, the game doesn’t really merit a playthrough.
Princess Zelda and the six shrine maidens get captured by Shadow Link who leads Link to the Four Sword. When Link removes the Four Sword from its shrine he is split into four and the evil Vaati is released. As Link rescues the maidens and retrieves four special jewels, Ganon makes his presence known. The game took my girlfriend and me through many villages and we got a lot of back-story through NPCs and Kaepora Gaebora. As mentioned earlier, it was a lengthy game and well suited for bite sized sessions.
Link’s quest was familiar; rescue a bunch of something and overcome evil, but there wasn’t a detailed narrative to propel my girlfriend and I forward. Thankfully this driving force was replaced by the unique duality of the gameplay. It’s hard to recommend because of the requirements, but The Legend of Zelda: Four Swords Adventure is a noteworthy example of games that blend cooperative and competitive gameplay, a difficult relationship to manage.
The Legend of Zelda: Four Swords Adventure was released on GameCube in the USA on June 7, 2004. It was developed by Nintendo EAD and published by Nintendo.
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