April 29, 2013
The Legend of Zelda: Four Swords Adventures (GCN)

So I’m playing through some games at the moment, haven’t finished any in a while. Loving the Rayman Legends Challenges App too. But I did recently finish watching a Let’s Play of Zelda Four Swords Adventures, or Four Swords+. I can’t decide which title is less generic. I don’t watch Let’s Plays that often, usually just small parts, but sometimes it’s fascinating to go through the complete experience and get someone else’s take on it at the same time.

I had to choose between two here, and ended up going with Goron50’s one—it had the best quality video, he didn’t talk too much and his voice was ok, and he was doing single player so it was easier to follow when he did everything. In single player mode a GBA connection is not required, and anything that would normally be displayed there is but up on screen in a GBA border. It’s an interesting accomadating technique, and made it very easy to follow in Youtube video format, unlike the other LP I considered which had four players and was confusing, especially as only the main screen was shown and not the GBAs. I did, however, switch to ShadowMarioXLI’s 4-player one afterwards, for a look at the Tingle Tower minigames and Shadow Battle deathmatch mode.

As for the game itself, it was actually very interesting to me. It’s often overlooked, not least because of its peripheral-heavy and exclusionist control scheme. It feels like a game not worth getting unless you have 3 friends with GBA connection cables. Goron50 taught me though that the game is perfectly playable with 1, and in that mode it’s pretty similar to other 2D Zelda games, but with a very different stage-based structure. You can’t help but feel that you’re missing out on all that the game is trying for, though. Seeing parts of ShadowMarioXLI’s run showcased a lot of shenanigans and fun co-op/competitive tension—not to mention those two whole modes that require multiplayer.

Speaking of missing modes, the Japanese version included, in addition to Hyrulean Adventure (the main mode, in which a post-TP Child Timeline Hyrule has to deal with the scheming of a reincarnated Ganondorf releasing Vaati and numerous “Shadow Links”) and Shadow Battle (a multiplayer competition, with coloured Shadow Links fighting amongst themselves), a third mode called Navi Trackers (originally intended as a standalone game called Tetra’s Trackers). As the beta title suggests, this mode is set after Wind Waker with Tetra and her pirate crew playing a treasure-hunting game with Link, who apparently and without explanation has split into four (even he seems confused about it in the intro). This mode supported multiplayer and single player against Tingle, and featured voice acting, including Tetra and other NPCs voicing a customisable substitute name made up phonetically of two morae (ie characters). This is speculated to be the reason for its removal from international releases of the game, as it would be hard to do outside of Japanese. Pretty lazy, huh? Could’ve just removed that feature, instead of cutting 1/3rd of the game modes out entirely.

This makes the Japanese release, the original intent, seem more like a “Kirby Super Star”-type game, with sub-games that are smaller in scope and more variety. Having that Wind Waker setting included also adds to the feel of the game being a total Zelda mashup—this is one of the most fascinating aspects to me. The menus, some sound effects, some visual effects (eg explosions), some enemies, and the bosses in the main mode are taken from Wind Waker. Many environments, sprites, enemies, and plot details are from Link to the Past. The appearance of the Links and the GBA-displayed graphics (not to mention the gameplay) are from the original Four Swords, and these graphics were repurposed for Minish Cap. The plot involves Shadow (Dark) Links (Zelda 2, Ocarina of Time), Vaati (Four Swords), and Ganondorf (Ocarina of Time, Twilight Princess) who transforms into pig Ganon with trident (Link to the Past, Zelda 1). This game, much more than others in the series, takes elements from other Zelda games in a good way.

Also the NPCs. As an actiony arcadey stage-based game, they did well incorporating dungeons and towns. You find such people as Deku Scrubs (Majora’s Mask), Gerudos (Ocarina of Time), and Gorons. More important NPCs include the Six Maidens (Link to the Past), Kaepora Gaebora the owl (Ocarina of Time), Great Fairies in their Wind Waker appearance, and Tingle (Wind Waker). It just seems that it has a larger amount of reused or repurposed elements and characters from other titles, rather than making its own. In this case, I really liked that as a Zelda fan. Sure, they can’t do that all the time but for this game to have that role makes it totally sweet.

After talking about that, the best part to me, I’ve lost enthusiasm for the rest of the game. If I get bored and stop, sorry! I’ll try. So the game obviously relies heavily on the difference between the TV screen (the main area you’re in) and the GBA screen (for sub-areas such as a cave or building). It’s based around the four people in the same area but doing different acitivities. Now it might seem obvious to ask why this wouldn’t work on the WiiU, but each person needs their own screen to be equal, so they can all be in sub-areas or have information the others don’t to encourage co-operative sharing (or competitive taking all the loot). So a single Gamepad is good for asymmetric stuff as they’ve shown and talked about, but this experience is very symmetrical.

It’s a rather inventive use for the GBA-GCN connectivity, but one of the big problems with this stuff is Nintendo has these wacky ideas that never really go anywhere. So you’ve got maybe 2 or 3 games that use this cable in a really cool way, but man that’s not worth buying four of them! So it’s a good idea, but there wasn’t a widespread use of it and it was optional. But now there’s all this stuff built into the WiiU, and you know they’re not going to use it when everyone has it! Ok, now I’m stereotyping Nintendo.

My point is, this is a very niche game. Which is a shame because it’s got cool ideas, it just has so many requirements to get into it—including being a big Zelda nerd to get all the references and stuff, just another requirement kinda. But having acquired all the necessities, is there really enough game here to justify it all, especially with Navi Trackers missing? I mean, maybe there’s not enough content given all the hoops you have to jump through for it. It is a different kind of content to your standard Zelda game, with menus into stages and minigames rather than exploring a world. But what is Hyrule Field but a big menu anyway?

I digress. The fact that there are two ways to play this game is cool. Many gameplay aspects are unique and interesting. The sheer amount of Zelda stuff mashed together is a total delight, even when they don’t mesh together perfectly (eg the Wind Waker boss art style clashes with other sprites). I regret not having the hardware/friends to be able to play the game myself, but the amount of conditions makes it impractical. The way the game feels so much like Link to the Past but with upgraded graphics and sound, and cool zooming effects makes me wish Nintendo or others would try a 2D revival-type thing like this with more polish and utilising modern stuff to expand on that experience, instead of going whole-hog into 3D or new control schemes or whatever. People like retro games, you could make some great stuff by shooting for that feel but enhancing it in other ways. Not like Megaman 9 and 10, though.

Ugh, I’m not getting my point across. I guess stuff like Donkey Kong Country Returns is kinda like that, but this game is all (mostly) 2D sprite art, but more high-fidelity, with zooming out in large areas and sweet water effects and stuff. I feel like you could take some great ideas from this game, and I haven’t seen them done that much elsewhere. Or maybe I have I don’t know. I guess the really specific instance of explicitly Link to the Past-style graphics but enhanced without overblowing them into 3D or something is what I’m talking about. The new 3DS Zelda is an example of that, not that I’m saying it’s bad, it’s just another way to do it.

Sigh. Anyway I should end this rambly, incoherent post before it gets, uh, too ranty. This game is cool, watch a Let’s Play some time. You don’t have to watch all of it. Sorry I went off the rails there. I’ll get this writing stuff down some day. Until next time, may your sword always be filled with the power to repel evil.