Game Review Data
 


Game Title

Golden Sun
Publisher
Nintendo
Features
Battery Save (3 Slots), 2-Player Battle Mode
Format
RPG
Reviewer
Neil Aschliman


RATING

Excellent!


Ratings Scale:

Excellent!

Good!

Playable!

Ho-Hum!

Yuck!


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Introduction

Camelot Software Planning, home of the masterminds behind Sega's Shining Force series and more recently the first-class Mario Golf and Tennis, has released an unforgettable RPG adventure for the Game Boy Advance. Golden Sun is the system's first traditional role playing game, and is by far one of the most spectacular representatives of its genre in recent years.

In the sleepy town of Vale, a magical force known as Psynergy is cultivated in the minds of gifted individuals. This power is related to the long-sealed art of alchemy, and has largely been confined to the citizens of Vale at the foot of Mt Aleph. The mysterious Sol Sanctum lies atop the mountain, looming over the village as wondrous, earth-shattering events begin to unfold and begin to forever change not only the life of a young man named Isaac, but the entire world…

Screen Shots

GamePlay

Golden Sun is a marvel, a glittering gameplay gem in the GBA's already impressive crown. It begins slowly, introducing the title's extensive plot on a dark and stormy night, but after the first hour breaks into a runaway surge of fun and fast-paced action that rarely slows. The plot, while perhaps a bit sluggish to unfold, proves to be a deep and moving tale… and is only the first chapter in a larger series. Not much more will be said here, as it is something to discover for oneself.

The game is forged in the fashion of a traditional RPG: travel the land, recruit party members, slay beasts, and acquire items and loot. Golden Sun stays close to the tried-and-true formula much of the time, and includes several overtly hackneyed references to amuse veteran RPG players. This title resembles many others in that it features some of the same elements, including dungeon-crawling, traversing a Mode-7 map, and speaking to everyone in sight. However, it utilizes certain tricks rarely seen, such as being able to read a person's mind to determine whether they're lying or hiding vital information.

Psynergy endows its bearers with fantastic abilities, and Camelot has incorporated countless puzzles in which they must be used. The Grow power causes the rapid expansion of scalable vines up a wall, while Freeze can craft a mighty pillar of ice from a small puddle. One of the more interesting and useful skills, Reveal, uncovers hidden passages, items, and enemies where they are least expected. Later in the game, several powers must be used in conjunction to solve tricky puzzles. Not only must one determine which skill to use, but he must also learn how to simply obtain it to begin with. Each of the four protagonists has his or her own host of abilities, which can be altered or augmented with an increase in level or the attachment of a Djinn, discussed later. Button shortcuts can be defined so that a technique is activated with a single click, rather than navigating menus every time Mind Read is needed (frequently). Psynergy runs on a point system, much like Magic Points in other games. It is slowly replenished as the party walks through enemy-filled regions, or can be quickly filled with items or even Psynergy skills!

The battle system in Golden Sun is truly remarkable. It is evident that Camelot consciously remedied many of the issues plaguing other games, the result being a rapid, slick experience that is easy to learn but incredibly deep and more difficult to master. The only real problem with battling is what appears to be a curious oversight on the developer's part: when a character has been assigned to attack a recently defeated enemy, he will simply defend instead of striking the next in line. This can be frustrating at first, but gradually incorporated as a tactical skill with practice.

One of the most delightful aspects of the game is the Djinn system. Djinni are small beings rich in Psynergy, and represent one of the four elements in the game: Venus (earth), Jupiter (wind), Mars (fire), and Mercury (water). There are seven of each type hidden cleverly throughout the world, or in one case very conspicuously. Djinni can be utilized in several fashions, in what has been described as “Final Fantasy VIII's junction system done right.” On a very basic level, these creatures must be assigned to party members in a fair ratio, but can be either “set” or put on standby. Setting Djinni can dramatically increase the stats of a character, magnifying his strength and health while altering his repertoire of Psynergy skills. Using one in battle brings about the effect of one of many Psynergy spells, unique to each individual Djinn, but at the cost of zero PPoints. At this point, the Djinn is on standby and can either be reset or, more impressively, used to summon an awe-inspiring mythical being to smite enemies. Djinn can be put on standby in any number before a battle, with each additional one increasing the power of the potential summon (up to a ceiling of four). The only expense is the lack of stat-pumping and that after a summon is cast, only one Djinn will be reset at each turn. With seven possible Djinn of each element, it is possible to both use summons and keep large physical bonuses simultaneously. This must in fact be done to truly succeed at the game.

Controls

The controls in Golden Sun will be familiar to RPG veterans, and don't deviate drastically from the classic scheme. Control is slick and responsive, and the Psynergy shortcut keys are a blessing in that they save vast amounts of time otherwise spent wading through the menu interface. No task is so complicated as to cause the player to randomly press buttons, and everything is quite intuitive.

Graphics

Camelot's new masterpiece will undoubtedly draw many gamers through its spectacular graphics alone. The towns, fields, and all other areas in the game are immaculately drawn and boast one of the most breathtaking uses of color and style ever seen on a handheld. Much of the game features a soft pastel look, but gives way to more harsh schemes in the depths of caverns and labyrinths. The characters are drawn well, with anime-style faces appearing when important characters speak.

Undoubtedly, any discussion on Golden Sun's graphics will quickly turn to the battles. At the start, seamless wrap-around background textures can be seen which rotate and scale smoothly. The true power of the Game Boy Advance is revealed through the game's jaw-dropping particle effects, though. Certain spells like Plasma shower the screen with a beautiful, ethereal rain of glowing sparks while Fireball features a Matrix-style camera spin as dozens of embers rise into the sky before striking a target. Even these simple Psynergy attacks demonstrate the GBA's wonderful powers, and must be seen in action, not through words or even screen shots.

The summons are as impressive as many of the spells, but one stands head and shoulders above the rest. SPOILER: The fourth-level Venus summon, “Judgment”, is perhaps the coolest thing ever seen in a handheld RPG. A winged warrior with a lion's head on one arm soars above a beautiful valley, then nukes it with a brilliant burst of blue energy. The sphere rushes onward in "Akira" fashion, eventually overtaking the enemy and dealing unbelievable amounts of damage. END SPOILER

The only lackluster aspect of the graphics department is the so-so scaling of some of the enemies. When similar sprites are used for fiends of different sizes, the larger ones can appear quite pixilated. This is especially noticeable in some of the boss battles, where a less-than-stellar enemy model stands out against otherwise immaculate effects.

Sound & Music

Out of habit from playing handheld RPGs for so many years, the volume on Golden Sun wasn't turned up until long into the adventure. It was a grievous loss. This title features wonderful, soothing music with an occasional tune committing itself to memory. Gone are the days of obnoxious bleeping, thanks to the GBA's comparably talented sound processor. Throw on some headphones and the experience is even better.

The sound effects are a mixed bag. Battle noises and the such are the typical RPG staple… they're practically identical from game to game. For reasons unknown, Camelot implemented grating, monotonous beeping when a character speaks, but this can be turned off. On the whole, the sound fx are unremarkable.

Final Comments

Go buy Golden Sun. Right now. GO! This is without any doubt the grandest handheld RPG in years, reminiscent of the 16-bit glory days before FMV or Stalesoft's falling into a rut. The greatest flaw in this magnificent game? It may be over too soon for some gamers, and the sequel does not have a concrete launch date. The open-ended storyline is captivating, its graphics are without peer, and even the sound is impeccable. With prices for this stellar game reaching as low as a ridiculous $25, one will find that every last penny was well spent on what may be the handheld game of 2001.

@ EAGB Advance 2002. All rights reserved.