Expanded Versions of The Legend of Zelda: Four Swords
3.30 average rating based on 353 ratings

By the time A Link to the Past & Four Swords was released on the Game Boy Advance, my schoolyard was already dominated by Pokémon Ruby and Sapphire, and I was a bonafide link cable veteran. My crew of friends was the perfect audience for a multiplayer Zelda, and we played the heck out of this. Combined with the high from playing A Link to the Past for the first time, it's no wonder I have so many great memories of Four Swords.
Four Swords was developed by Capcom, who was then in the early stages of creating The Minish Cap, something that's easy to see from the similar visual styles. It was then ported to the DSiWare shop by Grezzo a decade later. This port was only available for two brief windows: first to celebrate the series' 25-year anniversary, and then a few years later to celebrate the release of A Link Between Worlds (Side note--this seems to be an original incarnation of the timed digital release nonsense that they would repeat with Super Mario 3D All-Stars and the localization of the original Fire Emblem game). The thing that's super important about this port is …

By the time A Link to the Past & Four Swords was released on the Game Boy Advance, my schoolyard was already dominated by Pokémon Ruby and Sapphire, and I was a bonafide link cable veteran. My crew of friends was the perfect audience for a multiplayer Zelda, and we played the heck out of this. Combined with the high from playing A Link to the Past for the first time, it's no wonder I have so many great memories of Four Swords.
Four Swords was developed by Capcom, who was then in the early stages of creating The Minish Cap, something that's easy to see from the similar visual styles. It was then ported to the DSiWare shop by Grezzo a decade later. This port was only available for two brief windows: first to celebrate the series' 25-year anniversary, and then a few years later to celebrate the release of A Link Between Worlds (Side note--this seems to be an original incarnation of the timed digital release nonsense that they would repeat with Super Mario 3D All-Stars and the localization of the original Fire Emblem game). The thing that's super important about this port is that it added a single-player option, making it playable again now that it's very unlikely to have friends with spare GBAs and link cables around.
This 2011 port was also the last time I played through Four Swords, and I remember how my rose-colored glasses got shattered by it. Playing Four Swords on your lonesome feels a bit like visiting a playground by yourself. Sure, you have the swings and slides all to yourself, but it all feels a bit lifeless and unexciting. Heck, you can't even play on the seesaw. Four Sword's rather basic levels just don't stand on their own without the fun of being with a friend. And even the multiplayer aspect of the game feels a bit obsolete thanks to the existence of the much more fleshed out Four Swords Adventures.
That said, it's admirable just how playable Four Sword's single player feels. You control two Links, and can switch between them or summon the other Link to your current location at the tap of a button. Back when Tri Force Heroes came out, I bemoaned that the single player didn't feel nearly as playable as it does in Four Swords Anniversary Edition. That makes revisiting the game pretty painless, even if it's a bit dull. There is no exploration in this game, and you simply play through four levels, each of which is split into two dungeon sections and one boss fight. Puzzles and fights are all pretty basic, as the main draw of this game was that players would compete to collect the most rupees. There are many hazards in each stage that can drain your rupees, such as Like Likes and Rupee Wraiths, and dying also drains from your rupee count. All of these mechanics lose their meaning when playing on your own.
The problem with Four Swords is that it was retroactively designated as a "mainline" "canon" Zelda title, when I don't think it was ever intended to be much more than a side mode and an experiment. In that sense, Four Swords is a nice curiosity, but not much more. I do hope that someday Nintendo adds it to its recently announced Game Boy Advance Switch app so that it can easily be played with friends once more. For the purposes of my marathon, though, this is a thankfully brief game, letting me move on to another important game featuring a cartoony Link.
Con la remaster almeno è possibile provare Four Swords. Trascurabilissimo per trama e meccaniche che richiedono l'uso di più personaggi da gestire, il che rende non poco confusionario il tutto. Evitabile Voto: 4/10
The legend of Zelda four swords edition features some colourful levels and interesting mechanics, but leaves a lot to be desired as it is way too short. There is some fun to have when playing with a friend.
Overall it can be a nice demo of a Zelda game to show someone. It reminds me a lot on old mobile games.
Finally managed to get a hold of this one! Interesting game, though I'd say it has more value as a curiosity for series completionists. Single-player mode is alright, you can feel it misses out on the "core" of the game - several challenges and puzzles become redundant or straight-up skippable - but Im still very glad they added it.
Game is short but quite replayable, even without the competition aspect. Not going to be in any Top Zelda Games list for sure - and Four Swords Adventures has it outclassed in almost every aspect - but Im still glad Im playing this and having a good time.
What I really didnt expect was the art quality. Link's animations are REALLY good - haven't felt this good drawing a bow in any 2D Zelda. Enemy design is also very interesting, as they're very quirky and stray away from the classic designs before and since. The Stalfos in particular always make me laugh cause of how weird they are.
Final boss fight is really solid and up there with other ones in the series!
Another one down. This one is kinda repetitive as you keep solving similar puzzles, fight enemy rushes, and gather a ton of rupees (basically used for high score count and for reviving yourself if you die). In single player, the latter is mostly useless and can be skipped, but my Zelda OCD keeps me grabbing every single one of them. It's like how you have to break every pot you come across or mowing down every patch of grass. It seems the Zelda team accounted for this as many switches are hidden in the grass. For someone with no Zelda experience, I can see this being annoying, but I'm used to it after all these years farming for rupees.
Post-game content (Realm of Memories) was more enjoyable than the base game as it allowed you to explore older Zelda games (conveniently all the ones I've already played). It was also nice to see the reuse of some older enemies and items that aren't seen in other games (namely the Minish Cap).
Onwards to the final game in the "Four Swords trilogy".