It's Always Darkest Before Dawn.
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Camelot might not be owned by Nintendo, but they are a great asset to the company nonetheless. The company has given the big N several Mario sports titles like golf and tennis, created their own Wii-exclusive golf franchise in We Love Golf, and of course, crafted a finely-woven RPG in the Golden Sun series. It's been a long seven years since our last encounter with the popular franchise, so does the sun still shine brightly for it?
Alchemy was sealed away by powerful mystics. However, they soon found out that the world of Weyard needed Alchemy in order to thrive and survive. It's been thirty years since the lighting of the four elemental lighthouses and since the Golden Sun shun like a beacon in the heavens. Alchemy has been restored, but not without consequence. Earthquakes and tornadoes ravage the land. Two of the Warriors of Vale who brought back Alchemy now live on Mt. Aleph with their children. There's Matthew, the strong, silent type, son of Issac, Tyrell, son of Garet, and Karis, daughter of Ivan. All is well until the three heroes embark on a quest of their own with manipulators in the background pulling the strings. Their (the villains', that is) purpose is to bring forth a dark dawn that will summon the vilest monsters imaginable to the continents and cities of Weyard. It's the goal of Matthew and his merry party to put an end to the villains' plot and restore order and balance to the world.
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To aid players in battle, there's collectible Djinn hidden all around Dark Dawn. They come in four varieties: Venus (earth), Mars (fire), Jupiter (wind), and Mercury (water). Some are easy to spot but need to be fought to be coerced into joining your side while others need some mad sleuthing skills to discover. They can be in specific locations on the world map, placed in precarious locations where players will be forced to use their Psyenergy to uncover, or holed up in optional caverns and dungeons. When a Djinni (the singular form of the word Djinn) is gathered, it's assigned to one of the members of the player's party. Djinn must be distributed evenly among party members, so one party member can't hold eight Djinn while the others only hold two or three. Djinn act as status boosters, giving party members more health, PP, attack strength, defense, speed, and so forth. Additionally, they can be used in combat giving off different attacks or abilities. One might lower a foe's defense or agility while another raises the party's attack.
Djinn that are used in fights go to Standby mode. This allows a party member to summon some gnarly beasts with immense power. For instance, having four Venus Djinn on Standby allows a party member to summon Judgment, a mythical monstrosity with a lion's mane for an arm which, when it opens its mouth, shoots a bodacious blast at all enemies on screen. Summons are the most graphically impressive portion of Dark Dawn, and if you grow tired of viewing them, you can always fast-forward through them unlike some RPGs which shall remain nameless (Final Fantasy VII). Once your Djinn are off Standby mode they enter a Recovery period where they rejuvenate their powers before once again being equipped to your party member. Summons can not only be collected through gathering Djinn, but they can be found hidden in out-of-the-way caverns and dungeons. The most powerful summons await players in post-game areas with omnipotent bosses guarding them. These are more for 100% completion than anything else as having beaten the most difficult bosses in the game, what else is left to do with the summons than utilize them on foe fodder?
Weapons, too, can house abilities. When a character uses a weapon repeatedly, their skill with it improves. This allows them to learn critical hit techniques that can damage a swath of enemies rather than individual ones. There's a multitude of weaponry available including swords, rapiers, axes, bows, staffs, knuckles, and much more. Depending on which character you select, that person can only equip a specific line of weapons.
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Besides the lax difficulty, the most grandiose problem I have with Dark Dawn is the concept of being able to permanently miss out on certain Djinn, summons, and items with no warning as to when these "points of no return" will occur. For completionists like myself, a guide was a necessity to find everything the game had to offer without missing anything. There's approximately seventy different Djinn to collect, multiple summons, and a gaggle of good items that can be cast to the wayside unintentionally. This is infuriating to know a player missed something, and if they're a completionist like myself, they'll probably want to restart the game to gather everything.
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Ultimately, Golden Sun: Dark Dawn is a competent RPG on a platform where RPGs are a dime a dozen. What makes Dark Dawn stand out are the terrific localization and the clever puzzles whether they be log-rolling, chasm-jumping, pillar-pushing, or whatever else. The game might be overly simple when challenge is concerned, and the points of no return may be a pain in the you-know-what, but for a game that can easily be completed in under 25 hours, Golden Sun: Dark Dawn shines rather brightly.
[SuperPhillip Says: 8.5/10]
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