They needed to introduce the real danger a whole lot earlier instead of just having you waste your time on contrived sidequests.įor the first maybe third of the game you are trapped beneath a mountain range. The problem is that the epic part of the plot doesn't kick in for way way too long leaving your characters drifting through a world with no real purpose. Obviously you encounter worse problems on your way and end up having to save the world (this is an RPG after all) but the main quest remains something basic that feels like it should take five minutes. Actually, the sheer inconsequentiality of the main quest is one of the funnier things about the game. At the end of the game you're returning with that darn feather. Yup, that is actually the entire plot right there. You're to recover the feather of a mountain roc so that you can repair your glidery thing. In this game, your quest is equally epic and thrilling. This did bad things to the world but was probably better than an apocalypse so you're in the clear. In the previous games you saved the world by restoring alchemy, or so I understand. And the plot is interminably boring and repetitive. There are a few moments of character interaction (mostly towards the beginning of the game) but almost all dialogue is plot driven. The only real problem I have characterwise is that we never get to see them interact. They all appear to be children of the previous leads of the series. Tyrell is a fire adept, and extremely impulsive and volatile. Karis is a wind adept who is basically the sensible one of the party. None of these matter, but they'll get a slightly different reaction out of whoever you're talking to and make you feel a bit more like you're controlling him. On the plus side they do give you options as to how emotionally he'll respond: hyper, happy, indifferent, or angry. Matthew is your PC, and as such he never speaks. The characters in this game are pretty good. None of the fights are that difficult until the last one, at which point you better hope you've been leveling up enough! The mechanics of this are too complicated to get into in a brief review, but they are not too difficult to master. Think Pokemon except they help you fight instead of fighting for you. You gain new moves by collecting djinns, which you then attach to one of your characters. It leads to a lot of creative puzzles which is good. Earth adepts for example can move certain rocks, air adepts can blow flowers into the air making elevated paths etc. Your characters are given psynergy based on a specific element which allows them to do special moves. All that I've got to judge the series on is this game. I understand that they're really really good, but I only know this from hearsay. I do not own a Gameboy Advance, nor do I own a regular DS, so I have never played these games. This game is a sequel to Golden Sun and Golden Sun: The Lost Age, both for the Gameboy Advance. What begins as a simple journey to rescue a lost friend turns into a dramatic quest to save the land from catastrophe as players are drawn into a world full of magical energy. Taking place 30 years after the events of Golden Sun and Golden Sun: The Lost Age for the Game Boy Advance system, Golden Sun: Dark Dawn introduces a new generation of heroes that are struggling to survive in a radically changed world. Djinn powers can also be used to navigate puzzling dungeons and overworld environments that will have players flinging fireballs to burn away obstacles, freezing water to raise platforms, or summoning whirlwinds to create bridges out of floating objects. Players can collect more than 70 unique Djinn, granting them the ability to summon mighty deities who unleash devastating attacks that fill both Nintendo DS screens. Each of the game's playable characters is capable of carrying Djinn, spirits that imbue their owner with unique and powerful abilities. Offering a planet-sized world of adventure to explore and conquer, Golden Sun: Dark Dawn puts the raw power of the elements in players' hands.
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