I just defeated the last extra boss, and despite absolutely loving the hype factor during the battle I am disappointed that the same strategy I used in the previous games worked once again here. It's a shame because at that point the game finally ramped up a bit in difficulty, and it had me doing more than just mashing A to go through. Anyway:
GOOD
+ The battle system is still very fun to use.
+ The puzzles are amazing. They are not what I was expecting regarding touchscreen implementation (the one with the goats would have been a lot easier if they let you use the stylus instead of pushing them around), but all the puzzles in the game have a really natural flow that don't make you question what the well were the architects of the dungeon thinking.
+ Plenty of fanservice to throw you a cookie and make you grin like an idiot.
+ The story is kept simple enough. Nothing too surprising, but nothing too cringe-worthy.
+ The interface is streamlined, it's just that some people (like myself) focus on the touchscreen almost exclusively after being conditioned by almost every other DS game these past six years.
+ Very well paced. People who complain about the fetch-questing around the 80% mark must have cried their hearts out when
Final Fantasy VI's World of Ruin sets in.
+ Music. I think this is Sakuraba's best work in quite a while.
+ Graphics are gorgeous. It's wonderful to look at this game in motion, and little touches like giving each Djinn an original sprite are magnificent.
BAD
- Game is too easy.
- Eight party members are too many. It worked in
The Lost Age because you spent an entire game with each group, giving you plenty of time to become attached to each one of them. The characters would be pretty likable if we just went to the beach together and ate ice cream.
- Too short. The plot ends leaving you baffled at how much stuff is unresolved, and just how the stuff that got resolved got resolved so quickly.
- Too many Djinni are just given for free.
- Game is too easy.
It seems to me that the Takahashi brothers were trying to make an entry-level RPG, who knows what for. And that's okay, really -not every game has to cater with my obsessive masochistic addiction of CHALLENGE CHALLENGE CHALLENGE. But in doing so they forgot that at least the first two
Golden Suns had more to offer beyond the flashy summons, and that they actually encouraged a careful balance of Psynergy vs. Djinn utilisation. That was an integral part of the
Golden Sun experience, if not the most important part, and it could have easily been solved by either handing out less EXP (I was level 40 when I entered Crossbone Isle, and I came out as level 52; I was there for less than two hours and most of that was spent on puzzle-solving) or adding difficulty levels.
Golden Sun Dark Dawn looks like
Golden Sun, smells like
Golden Sun, and tastes like
Golden Sun. It just doesn't have enough meat stuck to the bone to delight your
Golden Sun-craving palate.
I give
Golden Sun Dark Dawn three funny-looking Mercury Djinni out of five.