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We have collected 11 reviews of the Golden Sun Dark Dawn. Experts rate Golden Sun Dark Dawn 7.4/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Golden Sun Dark Dawn and DS games.
There was a time when I had wanted nothing more than a third entry into the Golden Sun series for any Nintendo platform. At a dire time as it is right now for the role-playing genre, I had always envisioned the follow-up to Camelot Software’s Golden Sun: The Lost Age (Game Boy Advanced, 2003) filling a void that has been growing increasingly larger the past half of a decade. The results for Golden Sun: Dark Dawn are as pleasurable as I imagined, even if it’s not as memorable as its predecessors. Let’s talk about what works with the Nintendo DS entry: it looks good, employs a lengthy quest to conquer evil, and the gameplay is rather attractive for hours-on-end sessions. The visuals rank among the best looking Nintendo DS titles in recent memory. Dark Dawn continually progresses towards providing more fantastical environments as the game delves deeper into the storyline. While the GBA titles were in a 2D world, Dark Dawn transitions the franchise into full 3D environment and it’s a wonder why it has taken this long. From summoning Djinn to performing complex attacks, Dark Dawn never relents on dazzling the player from the minute it starts with the introduction of one of the characters hang-gliding into the forest.
It's been around seven years since the second Golden Sun game, The Lost Age, was released for the Game Boy Advance, but 30 years have passed in the world of Weyard, home to the Warriors of Vale. In this chaotic world, that passage of time is the perfect excuse for what is essentially a completely new setting. Gamers who played the first two games will run into a handful of recognizable towns and characters, but landmarks have shifted around considerably and new nations and rulers have come into power. Aside from a few callbacks here and there, Dark Dawn probably isn't going to provide as much fan service as the hardcore Golden Sun faithful might hope for, but that also means that the game is very easy for newcomers to jump into. In fact, it's not just the story that's easy for gamers of all experience levels to get a grip on. The combat system has been dumbed down from the already simple style of the first two games, making it incredibly easy even if you've never played an RPG before. Characters level up at blazing speeds, and within hours you'll have more powerful spells and Djinn -- elemental creatures that give you bonus abilities -- than you'll know how what to do with.
There's a lot to like in Nintendo and Camelot Software's Golden Sun: Dark Dawn. The role-playing game is a proper sequel to the fan-favorite Game Boy Advance games, and it features an interesting story, impressive visuals, appealing gameplay, and flashes of charm. However, before you dive in, know that pacing issues and a lack of personality dull the shine on an otherwise great adventure. Dark Dawn picks up 30 years after the events of the 2003 Game Boy Advance game Golden Sun: The Lost Age. The action is set in the fantastical, and flat, world of Weyard and explores the aftermath of the events that transpired in previous games. Despite the upbeat ending of the last game, "and they all lived happily ever after" doesn't quite apply to how things have turned out. While the world was saved from doom through the release of elemental energies known as alchemy, there have been consequences. You're cast in the role of Matthew, the son of two of the heroes from the GBA games, who, thanks to a chain of events on a fateful day, send the young hero on a journey to save the world just like his old man did. If you're not familiar with the original games, don't fret; key words and phrases in conversations can be clicked on to access information in an in-game encyclopedia for those who like their lore.
I've found that for most people, the idea of following in your parents' footsteps usually lands you on one extreme side of the fence: you either carry on the family tradition without hesitation, or you act the rebel and want nothing to do with it. Seems it's not very often that someone lands in the middle. I belong to the latter group; while my dad found his calling as a teacher, I find it more fun to waste time on video games and write silly articles about them (but who wouldn't?). In the world of games, you can chalk Golden Sun: Dark Dawn up to the loyal family follower group. Not only is it literally the case with your group of protagonists, it's everywhere in the game design, graphics, and sound. In fact, with the exception of completely unnecessary (but thankfully completely optional) touch-screen controls, there really isn't a single thing in this sequel that could be called new. But let's not get ahead of ourselves. That could be good news or bad news depending on who you are. The first two Golden Suns (heretofore referred to together as the original Golden Sun, singular, since they really are two halves to a whole game) are well-crafted and thoroughly entertaining RPGs that garnered a sizable following.
Is Golden Sun: Dark Dawn a great game bogged down by ill-considered design choices, or is it a mediocre game being buoyed by superb production values and sharp localization? Let's consider the facts. The first two Golden Sun games were instant fan-favorites on Game Boy Advance, but despite their popularity they were deeply flawed on several levels. They were painfully slow-paced, aesthetically unappealing, and plagued by some of the most mundane plotting and dialogue ever inflicted upon an RPG. While certainly not bad, they were bland and plodding: an attempt to recapture the spirit of a bygone era of game design that dredged up plenty of bad along with the good. Dark Dawn does a great job of clearing up several of these issues from the outset. The original Golden Sun's pokey pacing is nowhere to be seen -- the story begins by throwing you immediately into the thick of action with a rescue mission. It's a softball mission to be sure; the heroes of the older games accompany their young protgs, alleviating any chance of failure.
There have been a handful of great RPGs on the DS this year, both first and third party. So many that some gamers probably don't have time to play them all this year. Winter's big RPG release comes in the form of Golden Sun: Dark Dawn. It's a sequel to the Game Boy Advance series, and continues the story. It's a solid, fun RPG, though not as robust as some of the other games this year. Golden Sun: Dark Dawn is a very story driven game. I don't want to spoil any of it because this is a game worth checking out, but here are the basics. The game takes place 30 years after the GBA games. Players start as the son of Issac, the main protagonist from the previous series. Turns out that the same crap that threatened to destroy the world back in the day is happening again, and its up to the kids to stop it before the world is literally torn apart. So on top of having to save the entire planet, the characters are trying to live up to their parent's legacy. Watch the Golden Sun: Dark Dawn Video Review. The story is pretty interesting, if a little derivative. Unfortunately the characters don't seem to know when to shut up. The dialogue sections of the game go on forever.
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Despite its overly long opening and penchant for exposition, series faithfuls will find an enjoyable and immersive role-playing experience hidden behind Golden Sun: Dark Dawn's initial frustrations. Golden Sun: Dark Dawn picks up 30 years after Golden Sun: The Lost Age left off on the Game Boy Advance, casting you as the children of the previous game's main characters. The land of Weyard is having terrible growing pains after receiving a world-sized dose of Alchemy at the end of The Lost Age, and it's sprouting some especially nasty pimples in the form of Psynergy Vortexes, which suck Psynergy users (known as Adepts) dry. Meanwhile, Alchemy's running wild, and it's transforming Weyard and its inhabitants in all sorts of unexpected ways. It's an interesting premise, and the resulting web of political alliances, cultures, and ripples caused by the game's "Golden Sun Effect" really make the world feel alive, and a joy to explore. Unfortunately, that doesn't quite make up for the main storyline's utterly glacial pace -- and I'm not talking normal JRPG slow, either. Dark Dawn doesn't establish a central villain of any sort until four hours in, and even then, you don't find out anything about their motives.
Golden Sun was an extremely well-received role-playing game and a highlight on the Game Boy Advance when it came out nine years ago. Though an equally impressive sequel followed in 2003, it wasn't until the 2009 Electronic Entertainment Expo that Nintendo finally announced developer Camelot would be working on the third game in the series, Golden Sun: Dark Dawn for the Nintendo DS. At a recent visit to the Nintendo offices in Redwood City, we were able to see what the offspring of the Warriors of Vale have been up to and play the game for ourselves. Dark Dawn takes place 30 years after the events of Golden Sun: The Lost Age where the heroes unleashed the power of the golden sun into the world. The consequences thereafter are what we're dealing with now. As continents and mountain ranges shifted and oceans moved, the world is no longer the same. Strange psynergy (the game's equivalent of mana) vortexes are now appearing throughout the land, sucking in the vital commodity. You play as the Venus adept Matthew, the son of the protagonist in the first game, Isaac. Your party consists of Tyrell, a Mars adept and the son of Garet, as well as Karis and Rief, who are Jupiter and Mercury adepts, respectively.
The latest chapter of the Golden Sun series, Dark Dawn, is set 30 years after the first two games, which is just about how long fans feel like they've been waiting for a sequel to Camelot's GBA cult favorites. The difference in setting (and platforms) means that Dark Dawn doesn't carry over the password-based progression system that let players transfer their heroes' stats from the first to the second game, but there's really no point as the original Warriors of the Vale have long since retired after radically transforming the world at the end of The Lost Age. Instead, Dark Dawn is a sort of fresh start for the franchise and gamers alike. While many of the narrative and mechanical elements of the older gamers are present and accounted for in this DS RPG, Nintendo promises that the game is totally accessible even for those who haven't played through the older titles -- just as well, since they're fairly uncommon and expensive these days. Veteran players should be able to ease into Dark Dawn without much trouble. Despite the visual upgrade from sprites to polygons, much of what defines Golden Sun is clearly present in this sequel.
It's been seven long and arduous years since the last Golden Sun game. Seven years. During this painful stretch of time, Camelot has concerned itself with developing a slew of sports titles, including Mario Golf, Mario Tennis and We Love Golf! Now I'm not saying those seven years were badly spent, but the DS has been out for over five years now, and the distinct lack of a new Golden Sun game in the console's otherwise well stocked RPG catalogue is incredibly distressing. Many people regard Golden Sun as one of the best handheld RPGs of all time, and thus the third iteration of the series has been sorely missed. If I'm honest, I don't think I ever expected it to see the light of day â?? but it has, and I'm lucky enough to have played it.I felt a twinge of excitement as I took hold of the chunky DSi XL, the unit running the Golden Sun: Dark Dawn demo. My enthusiasm was stifled somewhat by a slight dilemma: did I want to play adventure, or battle? I flicked back and forth between the two options for a little while, but figured I'd play both before the day was out anyway, so selected Adventure mode.
Not too long ago, Natsume announced that they'll be publishing Square Enix's Lufia: Curse of the Sinistrals in the U.S. -- a nice bit of nostalgia, seeing how Natsume originally published the Super NES game on which Curse is based. Unfortunately, the nostalgia more or less ends there; Curse radically changes the overall design of the game of which it's ostensibly a remake. Where the older game was a traditional RPG with heavy puzzle-solving elements reminiscent of many action RPGs, Curse is simply a straight-up action RPG that abandons its core design. Fortunately, gamers can look to Camelot to get their necessary fix of turn-based RPG and puzzle-solving action. Dark Dawn, the third chapter in the company's Golden Sun series -- last seen on Game Boy Advance -- takes a charmingly traditional approach to RPG design and, based on what was shown at E3, feels much more like classic Lufia than the new remake. The Dark Dawn demo was neatly segregated between the two aspects of the game. The first involved heavy puzzle solving using the hero's spells to affect objects in the environment: As players move around with the DS's D-pad, they use the touch screen to cast spells and clear pathways that let them complete the game's dungeons.
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