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Bev Chen
05 Jan, 2011

Golden Sun: Dark Dawn Review

DS Review | Dawn of a new day for an RPG classic.
If there’s one thing that any seasoned gamer knows, it’s that Nintendo knows how to take care of their intellectual property. Series such as Donkey Kong and Kirby are given makeovers and brand new titles in the lineup, so that the current generation of players are given a chance to enjoy the same games that others remember and love. The latest of these first-party Nintendo series to receive the sequel treatment is Golden Sun, a role-playing game that made its debut on the Game Boy Advance back in 2001, with a second title in the series, The Lost Age, arriving on our shores in 2003. The latest game, Golden Sun: Dark Dawn is a sequel that’s been a long time coming, but gamers who have been wondering if the Golden Sun series is worth continuing will be pleased to know that the effort was well worth it.

Dark Dawn takes place in the ever-changing world of Weyard, 30 years after the events of the first two Golden Sun games. You fill the role of Matthew, the son of Golden Sun protagonist Isaac and a budding Earth Adept to boot. The rest of your party is comprised of the offspring of the main cast from the previous games, and many familiar faces return to help you on your journey. Dark Dawn sees Matthew and his friends travel around Weyard to investigate the sudden spread of Psynergy Vortexes, mysterious portals that suck the power not only from Adepts, but the land itself as well.

Fear not though - if you haven’t played Golden Sun or The Lost Age, Dark Dawn is still very accessible, due to the lengthy cutscenes that really go into detail with the games’ backstories, although players of the first two games may find them to be a bit tedious. In an attempt to hold the player’s attention though, the game allows you at certain points (often several times in a single cutscene) to choose an emoticon for Matthew to display when other characters say certain things. While it’s an interesting way of allowing players to ‘get in touch’ with Matthew, it’s not entirely clear at times what each emoticon really means. For example, while you may intend for a smile to be kind and understanding, NPCs may reprimand you for not taking the situation seriously. Furthermore, there are no repercussions for choosing one emoticon over another, and the result is a feature that is feels tacked on and unnecessary in the grand scheme of things.

  
Shut up dad, I want to go battle things!

Shut up dad, I want to go battle things!
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Dark Dawn uses the same turn-based gameplay as its predecessors, with standard attacks and Psynergy available to each character dependant on their weaponry and class. Your characters’ classes are determined by the Djinn (element-based creatures) they are currently assigned. Djinn have two modes – ‘Set’ and ‘Standby’. Setting a Djinn is a double-sword; while some Djinn can boost various statistics such as health and Psynergy points, they can decrease them as well. This is also true for each character’s Psynergy, and it can take a little bit of swapping Djinn between all your characters in order to find a party configuration best suited to your needs. By Setting a Djinn, you are also able to use its ability, which can provide offensive or support capabilities.

Upon using one of these abilities however, Djinn are placed on Standby and can be used to summon powerful monsters, complete with elaborate and dazzling summon sequences. Each monster costs a certain number of Standby Djinn to summon, and once successful, Djinn are taken out of commission for a few turns before reverting to Set mode.

The rest of Dark Dawn’s gameplay, however, will feel immediately familiar to any Japanese RPG fan. Players of the previous games will also be pleased to know that the most common complaint of Golden Sun and The Lost Ages has been addressed as well. In Dark Dawn, party members will now choose a new enemy to attack, should your previous target die. Certain Psynergy can also be used outside of battle to solve various puzzles and to explore new areas. It’s here that Dark Dawn makes full use of the Nintendo DS’s touchscreen, allowing you to manipulate the Psynergy as precisely as you want. The puzzles are just the right difficulty level too, retaining enough challenge to be interesting but easy enough so as not to frustrate younger players.

  
The Djinn will be your trusty companions in battle, allowing you to summon awesome beasts.

The Djinn will be your trusty companions in battle, allowing you to summon awesome beasts.
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Dark Dawn also pushes the DS’s graphical capabilities to the limit, featuring detailed character models, colourful environments and, as previously mentioned, some absolutely gorgeous summoning sequences. Special mention must also be made for the Djinn, as while there are over 80 of them in the game, they each have a distinct appearance. The music is also very impressive, with the soundtrack composed by Japanese RPG music legend Motoi Sakuraba. Some of the tunes are sure to make some players nostalgic too, with Sakuraba opting to reuse some of the music from the previous titles.

Golden Sun: Dark Dawn is a perfect example of how Nintendo can continue building their franchises regardless of the timeframe in between games. It works well for old fans and newcomers alike as well – old fans will find that there are a lot of nostalgic qualities to the game, while those picking up the Golden Sun series for the first time will find this instalment very accessible and straightforward to get into. Golden Sun: Dark Dawn is a great addition to the Golden Sun mythos and an excellent starting place for those trying to get into RPGs on the DS.
The Score
A fine addition to the roleplaying game lineup on the DS, Golden Sun: Dark Dawn is excellent proof that Nintendo can continue to build their franchises and aim for bigger and better things. 8
Looking to buy this game right now? PALGN recommends www.Play-Asia.com.

Related Golden Sun: Dark Dawn Content

Two new Golden Sun Dark Dawn videos from Japan
06 Oct, 2010 If only we could speak Japanese.
Golden Sun: Dark Dawn Abilities Trailer
15 Sep, 2010 Touch Screen Psynergy.
E3 2010: New Golden Sun Dark Dawn Trailer
16 Jun, 2010 This dawn won't be light.
5 Comments
2 years ago
A good game in it's own right, but as someone who religiously played the first two, the game just doesn't hold up. The story is a mess with so many plotholes and it feels like all they've done with the battle system is translate it into 3D. All the PP values, ranges and descriptions are exactly the same.

By far the biggest complaint are the "Points of No Return", in which this game has 3 of them, meaning a sizeable amount of Djinn and summons can be missed.

Not going to lie, I still love this game and I'm currently grinding mobs to drop some rare items to craft some critical gear. I just wish Rief wasn't so...Rief.
2 years ago
love the first caption ha
2 years ago
PALGN wrote
it’s not entirely clear at times what each emoticon really means.
Tell me about it - I always chose the excited emoticon and got told 'this isn't the time to be so thrilled!'. Friken hell, we just killed that massive Behemoth!

Anyway, nice review Bev! :]

WarAdept wrote
The story is a mess with so many plotholes
I'm assuming they'll be cleared up in the second game? I mean... the ending left no doubt about it.
2 years ago
From what I read in an article, Camelot stated that Dark Dawn onwards was the "proper story" of Golden Sun, and that the first and Lost Age were the "prequels", which is a slightly strange way of going about it.

In regards to the actual story, yeah there will be a followup game just like the first two. As for the actual content of the story

*slight spoilers*
Quote
The psynergy vortexes were made to be the main focus at the beginning but disappeared off completely for about 75% of the game until suddenly you saw another one in the ending. (seriously they don't even get mentioned or referenced after a certain point). That and the whole party is running around aimlessly looking for this item due to Tyrell's idiocy for half the game isn't really a fun hook to enjoy storywise in an RPG.
The real hook for me in Golden Sun is the Djinn system but there is no encouragement by the game whatsoever to deviate from the base classes. Unfortunate, because battles and customizing the characters are quite fun. Too bad that it suffers what a lot of other JRPG's have in that it becomes a "spam the attack command" and magic severely gets outclassed.
2 years ago
Oh man.... what a slight dissapointment... I really wanted this game to be mindblowing, and all it was was a decent jrpg. It was still fun, don't get me wrong, but there were a fare few Giant Space Flea From Nowhere bosses, including the final boss, and also the story seemed so jagged and like people have said, left many MANY things unexplained, like.... everything new that was added to this game storywise from the last, was NOT explained. At all, trust me, to those about to play this game (and have played the 2 prequels), take note of every new story element, and notice how they are forgotten and ignored as the story progresses.
I'm hoping that the second game addresses all the story elements.

In other news, the game is amazingly pretty, massive props to the Camelot team for making the game feel like a golden sun game, with a fantastic polish of 3D, especially the summons, and the Djinn!!! I love how they all have different designs, fantastic.
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  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Publisher:
  Nintendo
Genre:
  RPG

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