RPGamers Network > Reviews > Game Reviews > Legend of Zelda: Four Sword Adventures
Originality:
LoZ: FSA has a beautiful blend of elements from every Zelda game. Not a blend like the game contorts all the storylines into one. No, I'm talking it uses wonderful elements from every single Zelda game and puts it into a brand new story. The format itself is most similar to A Link To The Past, but don't be fooled, the graphics are closest to those of The Wind Waker. Confused? Yeah. Seeing the game makes it easier. A wonderful feature that Nintendo included was the ability to decide how many people would be playing from time to time. Instead of the same number of people having to play every time (and thus multiple data files would be required), before the file is loaded the number of players are chosen. This means you can have 3 people when you start, then play by yourself for a stretch, then move up to 4 for awhile, and then play with your brother or sister (or whomever).
Gameplay:
I'm going to go right ahead and say that A Link To The Past is my favorite Zelda game. FSA not only uses that format, but you can have four players. And while it's kind of difficult to come up with four GBA/SPs, it's worth the trouble. The game encourages the players to compete with one another, yet also forces you to work together. But it's not like one person can do it all. Every player gets to vote at the end of each level on the most helpful and most worthless players. Every person is then ranked, and the winner gets bragging rights. The coolest feature comes from the GBA/SPs, though. Every time you fall down a pit, or into a whirlpool, or transport yourself to the Dark World, you're the only one that can see it. Everyone else has to do the same, or be left out on precious treasure. The game is fun single player, but nothing beats competing with your friends
Music:
The music for this game was phenomenal. Every track is worth listening to and fits beautifully in the game. A wide variety of instruments were used, and they performed brilliantly. Every aspect of the music simply did wonders for the game. This is one of the few game soundtracks I find myself listening to time and time again. Simply outstanding work was done in this area.
Plot:
Easily the weakest area. The plot itself isn't bad (although the premises for the beginning kind of is), it's just that I was so busy worrying about the puzzles and how everyone was doing compared to me that I put the plot aside. I'm not proud of this, but everything else was so much fun that I didn't even realize I did it.
Battle System:
The battle system is really neat. The LTTP method is again employed, but 4 players/party members really makes a difference. In single player mode, you are allowed to form your group in to several formations to adequately solve puzzles and destroy enemies. In multiplayer mode, the players can run free (to a degree), and may or may not have to grab a second party member to take with. Also, rather than storing equipment like past Zelda games, players are given one equipment slot, and are forced to compete with all and decide which is the best choice in a given situation? Do I want the Fire Rod or the Slingshot? The Bow or the Boomerang? The Pegasus Boots or Roc's Feather? The Shovel? Also, the game lets you use anything you can pick up as a type of weapon... including the other "Links" on the field. That's right. You can grab your friends and hit enemies and each other with them. Just don't expect to be the Hero of Light by the end of the level.
Sounds and Visuals:
Visually the game is astounding. On screen the graphics are a wonderful merger between WW and LTTP. Transitions between GBA/SP and TV screen are flawless as well. The sound effects fit very well, and the game even dims them for a particular player when he/she is on their GBA/SP screen, rather than the TV.
Replay Value:
This game has the potential for tons of replay value. It's wonderful playing with the game with friends, but I've also seen people play it alone and enjoy it just as much. Furthermore, the puzzles are said to change when the game is played alone and when they are done as a group.
Conclusion:
Legend of Zelda: Four Sword Adventures is one of the best multiplayer titles available. It's a competition, but players have to work together as well. This leads to all kinds of craziness. Its largest flaw is the need for multiple GBA/SP and corresponding connectors, but the game does at least make good use of this (unlike Final Fantasy: Crystal Chronicles). However, the game does come with a connector cable, and, if you've got enough friends that can play, it's worth picking this title up.
Game Stats | |
---|---|
Genre | Adventure |
Platform | GameCube |
Format | DVD |
# of Players | 4 |
Released Jap | 03.18.2004 |
Released US | 06.07.2004 |
Released EU | 01.07.2005 |
Aprox. Length | 10-15 hrs. |
Reviewer Rankings | |
Battle System | 9.0 |
Gameplay | 10.0 |
Music | 9.0 |
Originality | 9.0 |
Plot | 8.0 |
Replay Value | 9.0 |
Sound | 8.0 |
Visuals | 10.0 |
Difficulty | Hard |
Overall | |
9.0 |
Legend of Zelda: Four Sword Adventures
By: NintendoReviewed By: Dominator
For as disappointing as I found Final Fantasy Crystal Chronicles was for me, Legend of Zelda: Four Sword Adventures more than made up for it. In fact, I've had so much fun playing it I forgot about the late fee I racked up for forgetting I rented FF:CC.Originality:
LoZ: FSA has a beautiful blend of elements from every Zelda game. Not a blend like the game contorts all the storylines into one. No, I'm talking it uses wonderful elements from every single Zelda game and puts it into a brand new story. The format itself is most similar to A Link To The Past, but don't be fooled, the graphics are closest to those of The Wind Waker. Confused? Yeah. Seeing the game makes it easier. A wonderful feature that Nintendo included was the ability to decide how many people would be playing from time to time. Instead of the same number of people having to play every time (and thus multiple data files would be required), before the file is loaded the number of players are chosen. This means you can have 3 people when you start, then play by yourself for a stretch, then move up to 4 for awhile, and then play with your brother or sister (or whomever).
Gameplay:
I'm going to go right ahead and say that A Link To The Past is my favorite Zelda game. FSA not only uses that format, but you can have four players. And while it's kind of difficult to come up with four GBA/SPs, it's worth the trouble. The game encourages the players to compete with one another, yet also forces you to work together. But it's not like one person can do it all. Every player gets to vote at the end of each level on the most helpful and most worthless players. Every person is then ranked, and the winner gets bragging rights. The coolest feature comes from the GBA/SPs, though. Every time you fall down a pit, or into a whirlpool, or transport yourself to the Dark World, you're the only one that can see it. Everyone else has to do the same, or be left out on precious treasure. The game is fun single player, but nothing beats competing with your friends
Music:
The music for this game was phenomenal. Every track is worth listening to and fits beautifully in the game. A wide variety of instruments were used, and they performed brilliantly. Every aspect of the music simply did wonders for the game. This is one of the few game soundtracks I find myself listening to time and time again. Simply outstanding work was done in this area.
Plot:
Easily the weakest area. The plot itself isn't bad (although the premises for the beginning kind of is), it's just that I was so busy worrying about the puzzles and how everyone was doing compared to me that I put the plot aside. I'm not proud of this, but everything else was so much fun that I didn't even realize I did it.
Battle System:
The battle system is really neat. The LTTP method is again employed, but 4 players/party members really makes a difference. In single player mode, you are allowed to form your group in to several formations to adequately solve puzzles and destroy enemies. In multiplayer mode, the players can run free (to a degree), and may or may not have to grab a second party member to take with. Also, rather than storing equipment like past Zelda games, players are given one equipment slot, and are forced to compete with all and decide which is the best choice in a given situation? Do I want the Fire Rod or the Slingshot? The Bow or the Boomerang? The Pegasus Boots or Roc's Feather? The Shovel? Also, the game lets you use anything you can pick up as a type of weapon... including the other "Links" on the field. That's right. You can grab your friends and hit enemies and each other with them. Just don't expect to be the Hero of Light by the end of the level.
Sounds and Visuals:
Visually the game is astounding. On screen the graphics are a wonderful merger between WW and LTTP. Transitions between GBA/SP and TV screen are flawless as well. The sound effects fit very well, and the game even dims them for a particular player when he/she is on their GBA/SP screen, rather than the TV.
Replay Value:
This game has the potential for tons of replay value. It's wonderful playing with the game with friends, but I've also seen people play it alone and enjoy it just as much. Furthermore, the puzzles are said to change when the game is played alone and when they are done as a group.
Conclusion:
Legend of Zelda: Four Sword Adventures is one of the best multiplayer titles available. It's a competition, but players have to work together as well. This leads to all kinds of craziness. Its largest flaw is the need for multiple GBA/SP and corresponding connectors, but the game does at least make good use of this (unlike Final Fantasy: Crystal Chronicles). However, the game does come with a connector cable, and, if you've got enough friends that can play, it's worth picking this title up.
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