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The Legend Of Zelda: Four Swords Adventures

Edge UK

|

March 2025

Technology has finally caught up with Nintendo's trailblazing co-op adventure – so where is it?

- BY ABBIE STONE

The Legend Of Zelda: Four Swords Adventures

Developer/publisher Nintendo Format GameCube Release 2004

Sometimes, when you’re trying to sell the world on new ideas, the perfect game is enough. Guided by an icon around smoothly in Mario 64 and the analogue stick instantly becomes the standard for 3D movement. Play tennis by swinging the Remote and suddenly Wii’s hard-to-explain motion controls are a global sensation. Experience the struggle of multiplayer local co-op play in The Legend Of Zelda: Four Swords Adventures with a GameCube, four friends, four Game Boy Advances, four Game Boy-Advance-to-GameCube link cables, a copy of the game, and… well, good luck to everyone.

Exploring Hyrule with up to three friends in co-op is a killer pitch, but one that was hampered by the decision to shackle a hit handheld to a struggling home console. It’s a barrier to entry that could make Half-Life: Alyx blush. No wonder the game is often omitted from otherwise comprehensive Zelda rankings. So, could Four Swords Adventure be the most underrated instalment in the series?

Picking it up now, it’s immediately clear how much multiplayer has to offer Zelda, with some of the series’ most tired tropes being given a fresh lick of paint. No longer the boring boomerang just for hitting distant switches – now you can use it to snatch other players and then throw them at, you know, against their will. A boss battle where you play pong with an enemy projectile was novel in 2004. The thrill of playing Zelda after Four Swords Adventures revitalises it by forcing players to work together to projectile for a deadly round of mixed doubles.

FLERE HISTORIER FRA Edge UK

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Possessor(s)

After three rounds of layoffs this year and Hyper Light Breaker’s curtailed development in early access, a lot seems to rest for Heart Machine on this plucky Metroidvania side project. The studio has an obvious knack for conjuring up fascinating fantasy worlds, but since its compact debut, Hyper Light Drifter, it’s been less obvious whether it can manage projects of a larger scale. And perhaps, on that count, even the modest Possessor(s) isn’t quite modest enough — it feels as much a victim of the company’s production woes as a showcase for its creative talent.

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Street Fighter 6

Superstition might suggest that even numbers are more auspicious for the series, but it's fairer to say that Capcom learned from the mistakes of Street Fighter V and launched a fighting game that doesn't just feel like a full package, but one that has foundations to build on in future updates.

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The Outer Worlds 2

There's always a risk in imitating something regarded as a classic: if it offers a template for success, it could just as easily invite unfavourable comparison. Obsidian Entertainment's Fallout: New Vegas has gained that reputation in the 15 years since its release, and while the original The Outer Worlds, led by Fallout creators Tim Cain and Leonard Boyarsky, referenced that series without aping it, the sequel zeroes in on New Vegas as its direct source of inspiration. This explains both why The Outer Worlds 2 is a success and why it can't quite stand tall as a creation with its own identity.

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Lumines Arise

The pacing melds with the music, each unique track on each level passing through phases of calm and ferocity.

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STRONG MUDDY VIOLENCE

What happens when you mix the tech of SnowRunner and Space Marine 2 in a co-op shooter with '80s flavour to spare? Toxic Commando has the answer

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Once Upon A Katamari

Fittingly, each stage in Once Upon A Katamari takes place in the past.

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FAILBETTER GAMES

The industry's finest sustainable storyteller shifts towards 'fireside menace'

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DRAGON QUEST VII: REIMAGINED

Can a serious makeover preserve the original's identity?

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Wreckreation

It's easy to believe that Three Fields just wants you to enjoy driving at speed in its preposterously big open world

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