The Legend of Zelda: Four Swords Adventures

The Legend of Zelda: Four Swords Adventures

released on Mar 18, 2004

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The Legend of Zelda: Four Swords Adventures

released on Mar 18, 2004

The game begins with the land of Hyrule in a state of fear because of strange happenings that have occurred recently. On a stormy night, Princess Zelda and the shrine maidens fear that the reason for these events is that Vaati's seal is weakening. She summons Link and brings him to the castle so he can protect her and the other maidens while they open the portal to the Four Sword Sanctuary. When they do, however, a shadowy figure appears from the portal. This figure was Shadow Link, who then kidnapped the shrine maidens and sealed them in crystals. Link follows him to the sanctuary where he retrieves the Four Sword to destroy this doppelganger. The Four Sword is a magical sword that splits the wielder into three clones of himself. Vaati is once again released and wreaks havoc on the once peaceful kingdom.

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Now THIS is more like it. It's a blend of quick action with creative puzzles. The overpriced multiplayer is still the focus, but they also had the decency to let you play alone in this game, and it's still a lot of fun with just one player. Each level feels kind of like its own dungeon, and they generally feel unique from one another. The mix of A Link to the Past's and the GBA games' artstyles shouldn't work, but they do, likely because they added some extra visual flair using the extra power of the GameCube. All in all, a fun time. If we could get a port of this game to the Switch that didn't require you to buy multiple systems for multiplayer, that would be great.

Almost 20 years after its release, playing Four Swords Adventures has only recently become a plausible endeavor. In The Ancient Days, in order to play this game in "the real way" that the developers intended, one would need access to the following:

-A TV in a location suitable for four prospective players
-A Nintendo Gamecube
-A copy of The Legend of Zelda: Four Swords Adventures
-Three other local human beings of comparable skill, compatible schedules, a consistent and persistent interest in playing a 15 hour long Zelda game to completion, and a modicum of amicable chemistry amongst themselves and with you (So we had might as well give up right now)
-FOUR(!!!) working Gameboy Advances
-Enough batteries (or charging solutions) to sustain those four GBAs for 15 hours of play
-FOUR(!!!) rare and expensive GBA to GCN cables, of which I personally saw exactly ONE in the entire decade between 2000 and 2010.

Now we have Parsec, Dolphin, and Discord, and we can play this very fun and very cool co-op game.

Oh did you want like, actual criticism? Uh... the more puzzly levels can be huge pace breakers in a way that isn't really great for an otherwise fast-paced thing like this. It would also benefit from some system that could warp a lagging teammate to the screen boundary that all three other players are pushing against, trying to move on and patiently waiting. Generally though, this rules. Great fun.

This game made me wish I had friends.

This was a pretty unique experience. The level design was fun and the gameplay was good. I didn't really like the music personally, but it was mostly just the sound font. I was getting a bit tired of the game by the end, but it was still a fun game.

A neat package which takes the Four Swords mode from the LttP GBA port and blows it up into a full game, with mixed results. I mostly played it single player, which as not ideal. While it's fun to move as a massive group of Links like a massive shield wall, playing alone just doesn’t work well. You can only carry one item, adding a lot of backtracking. Even without that, every level outstays it’s welcome. Would’ve been better if levels had been tighter, and less focused on collecting gems.