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Golden Sun - Review |
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On its Way to Becoming a Premier Series
By: TheShroud13
Review Breakdown |
Battle System |
9 |
Interface |
7 |
Music/Sound |
7 |
Originality |
4 |
Plot |
5 |
Localization |
10 |
Replay Value |
5 |
Visuals |
9 |
Difficulty |
Medium |
Time to Complete |
20 hours
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Overall |
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Criteria
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Golden Sun is easily one of the most anticipated games for the Game Boy
Advance. Representing Camelot's first venture into the realm of RPGs,
there is definitely some potential in this series to become one of the
greater role-playing series' around, especially on handheld. While the
game is not without its flaws, it remains an admirable first effort for
a company taking its first step into this realm. Golden Sun is
beautiful, fun, and probably worth the price of admission for most.
Golden Sun is without a doubt, the best role-playing game to hit any
handheld, however, there are some flaws to the game that may turn
role-playing veterans away from the game. The game has old-school
charm, but also suffers from the points that the OLD-school RPGs
suffered from.
When you first enter battle in Golden Sun, you will not be overly in
awe. It seems just like a normal RPG battle system with fancy camera
work. However, once you start meeting Djinn, you will really start
enjoying the battle system. The battle system is operated from an
icon-based system, but really is no different from a normal RPG, until
as I said, you start meeting Djinn. The Djinn add a new dimension to
the game's battle system. While it will seem like a normal summoning
system when you meet your first Djinni, the care placed in this system
will really show through once you get a greater quantity of these
Djinn. There are two modes that you can put your Djinn in. These two
modes are "Set" and "Standby". In the set mode, your players will meld
the Djinn with their bodies, allowing them to improve their stats, and
change their classes, or use the Djinni's power to activate powers
including stronger attacks, and party stat boosts. The use of these
powers, of course, is not free. The Djinni is released from your body
and automatically placed in the "Standby" mode. In the Standby mode,
the Djinn are standing by, preparing to be summoned. Based on the
number of Djinn you have of a certain elemental, you can call spirits
for four different levels of summons. Once you call a summon, the Djinn
will enter a new mode, in which they spend a certain amount of turns (or
time on the world map) recovering, so they can be set again. That's the
Djinn system in a nutshell, and, although it may not seem like much,
really adds a lot to the battle system. This is definitely one of the
game's stronger points, and you are going to have to appreciate this
system to enjoy this game.
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Psyenergy in Action
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The interface also provides some of the game's greatest joys, however,
some of its frustrations cause the game to lose marks in this area.
While the unique use of psynergy to help you solve the game's puzzles,
there are also troubles with the system. The button used to open that
would allow you to speak to people (the A-button) is also the button
that opens the menu that will allow you to use psynergy, which creates
some troubles when attempting to use psynergy around people, especially
the mind read power. In order to go around this, there are two things
you can do. You can assign shortcuts to the L & R shoulder buttons;
however, this becomes troublesome if you ever forget what spells are
assigned to what button. The other way is to use the much less
convenient, alternate menu button (the Select button). While this is
just nitpicking, it can really get troublesome if you accidentally hit
the button to search for an item or talk to people when you wanted to
use psynergy. If you can get around this, you will probably have no
problem with the game's interface. I also like being able to make my
characters run with the B button, although I wish there was a way I
could just have it on perpetually. The game uses a puzzle system not
too far removed from Lufia II, one of my favorite games of all time.
The main difference is puzzle complexity. While the puzzles in Lufia II
can really bend the mind at some points, the puzzles in Golden Sun are
relatively elementary, even at the later levels. While there are some
that will make you scratch your chin, there are no real mind benders,
which can be a plus or a minus based on your views. To me, it is a
minus. Whenever you use a system that is much different from the norm
you take a risk, Camelot pulled it off, and I thank them for it.
The music is one of the down points of the game. None of the songs in this game really fill me with the emotion that I usually expect from RPG music. While a lot of the points in this game can be sugar coated by saying "it was Camelot's first try" the music cannot, as the creation of music is generally solo effort, and done by a veteran composer. The battle themes are not adrenaline pumping, and the songs are just average at best. Sakuraba's work has been much better in other games, and Golden Sun's soundtrack is simply not up to par with other games of
today, and yesterday. The sound effects are another story. They are
magnificent in battle, good outside of battle, but abysmal when
speaking. The annoying little blips heard during speech are annoying,
and thankfully, can be turned off. However, the sounds heard when
casting spells, summoning Djinn, attacking, and everything else is very
crisp and pleasing. You will not be overwhelmed by the sound quality in
this game, but it serves its purpose. The music not very good in this
game, but it definitely adds to the game, and it doesn't annoy you
greatly, but it just isn't as good as some game. Nonetheless, this is
one cosmetic area that Golden Sun is very good at.
Originality is strong for Golden Sun in some points, absolutely dreadful in others. The interface, and battle systems are both very good systems, and are pretty much original. While they are not as original as some systems, they are definitely much more original than the average game we are served up. The originality in the plot,
however, is dreadful. The entire game is spent chasing the game's main
villains, and there are a few twists that have not been seen in RPGs
before, but this game is hard pressed to find any originality in the
plot department. Once you get into a locale that you've seen in a game
before, you can pretty much predict what is going to happen, without any
leads toward it. Even though this game was not designed to be original,
I can't help but be disappointed by the lacking originality. The only
saving grace in this area is its battle system and interface, which
provide just the right amount of originality this game so desperately
needed.
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Meeting
a mars djinni. |
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The plot is definitely the weakest point for Golden Sun. If someone told you what happened in the first few hours of the game, you would have little to no trouble predicting the rest of the game. It is a by the numbers fantasy plot with few twists, side-quests, or really
anything to put it above the average RPG plot. I guarantee anyone who
has played at least one other fantasy RPG will recognize Golden Sun's
plot. While there are some very good moments in the plot, on average,
the plot disappoints, and in a big way. To add insult to injury, the
dialogue in golden sun is absolutely terrible. It is not a result of
poor English; the dialogue is just not arranged in a pleasing, or
creative way. On top of that, this game features the worst inter-party
bickering I've seen in any game, but at least the characters are
developed. In fact, the characters are the strongest point of this
game, and are the only actual merit to the plot. They are good
characters, and if there is one thing that I liked about the game in
this area, it is the characters. The dialogue in this game is clunky,
and doesn't help you forget about the game's very weak, predictable
plot. The plot is the dumb man's Final Fantasy IV.
The game has been localized to America very well, thankfully. I don't know how much of Golden Sun's dialogue I could have handled if it was in poor English. The game feels like it was made in America all along. I have yet to see a typo, a dose of awful grammar, or anything that degrades from the game in this area. Camelot performed remarkably for their localization of Golden Sun.
The game is also pretty good in the replay value department. After all, it is probably the best handheld RPG you have in your collection, so that alone stands for something. The game's battle arena, allowing consecutive battles against monsters you've faced, as well as participating in linked battles with your friends also adds to the
replay. On the other hand, the total lack of side quests makes it very
difficult for you to really find anything new on your second trip
through the game very unlikely, and you will probably spend all of your
time in either Tolbi, or the game's battle arena. The game is also
short enough to play through again without much time wasted, so it is a
pretty good game for replaying. You will not spend much more than 20
hours playing this game. Since there are very few side quests, the time
will vary mostly depending on how much time you spend raising the levels
of your characters.
Another wonderful aspect of Golden Sun is its visual appeal. For a
handheld game, Golden Sun is absolutely beautiful. The layouts are
great; the sprites are good, the summons are grand and beautiful. While
they aren't quite good enough to merit buying the game just for the
visuals, this is still a beautiful game to behold, and it is one of the
most beautiful 2-D RPGs to date.
Golden Sun is not a game that is going to challenge many people a great
deal. The puzzles are quite simplistic compared to the puzzles of some
games, and most of the battles are quite easy. Although things can get
quite hairy at times, you are going to probably breeze through this
game, especially if you have RPG experience.
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One of
your many fearsome summons. |
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Overall, Golden Sun is a pretty good first effort by Camelot. While it
excels more in the cosmetic areas than the real meat, the game play of
the game remains pretty good. Granted being a Game Boy Advance game
restricts it, but one of the greatest challenges of creating a good
handheld RPG, is that it is handheld. While Golden Sun is not worth all
the hype it is getting, it is definitely worth some of it. This is the
greatest pure-RPG created on a handheld yet, and is definitely worth a
try. This is a nostalgic trip back to the days of the late SNES RPGs.
TheShroud13's Bottom Line: This is the greatest pure-RPG available for
a handheld today, period. If you're traveling person that wants an RPG
for the road, this is the game to get. While it isn't quite as good as
the action-RPG, Castlevania: Circle of the Moon, it is still a
wonderful game. If you're still skeptical, rent it instead, you can
probably get it finished in the time you have it for.
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