Golden Sun: Dark Dawn - Was it genuinely that bad? (Spoilers for the story) (Long read)
Coming off the heels of completing Golden Sun and Golden Sun: The Lost Age, I was hesitant to try out Dark Dawn. It's a title many have noted frequently as disappointing, bland, or just flat out bad. I wasn't keen on souring my very high opinions on Golden Sun so I wasn't sure I was going to give Dark Dawn a go. That said, I'm glad that I did. While some fans may have you believe it's an absolute travesty, the honest but boring answer is that it's just an okay game. Therein lies the issue because it's not an excellent game like the previous two titles. On its own, it's a sort of forgettable DS JRPG that came and quickly went. It's not what one would hope for as a followup to the previous games. I'm going to try and allow Dark Dawn to be viewed in its own light, but I will have to draw frequent comparison to the original GBA games.
For the sake of brevity, I'll refer to Golden Sun 1 as GS1, Golden Sun The Lost Age as TLA, and Dark Dawn as DD.
If you were interested in reading my thoughts on the original two games, the link is here
General Plot Overview Thoughts - Major spoilers for the story
30 years have passed since the Golden Sun event at the end of the Lost Age. Alchemy has returned to the world saving the land from crumbling apart. Alchemy flows throughout the world now, with common folk now generally knowing what adepts are and how alchemy works. With this new power comes what was warned in the previous titles - a return of old powers, the rise of civilizations, and wars.
Similar to Golden Sun 1, and many other JRPGs, Dark Dawn starts off slow with lots of text and cutscenes. You take control of a new protagonist, Matthew, son of the renowned Isaac. Visually speaking, he looks practically identical to how Isaac looked in the first games. Similarly, you meet his friend Tyrell who looks pretty much exactly like how his father, Garett, looked in the originals. Isaac and Garett are living near Sol Sanctum, where their hometown village of Vale once stood. Nothing of it remains after the Golden Sun event, but they have been seemingly living in the area for quite a while looking to investigate these strange voids that have been opening up in the world that suck up alchemy.
If I understood correctly, their mission appears to be to re-enter Sol Sanctum, though with much of the geography in the area changed, it has become impassable. I'm not entirely sure what they were doing for the past 30 years, but at the start of the game, they get their hands on a soarwing, invented by Ivan (who doesn't appear at all in this game) to try and fly towards Mount Aleph and find their way back into Sol Sanctum.
When I first started, I was really intrigued by the general plot points that were being set up. It seemed like there was a lot of promise to the whole thing. Strangely enough, most of these plot points are abandoned after just a couple of hours. Instead, the game starts with Tyrell grabbing hold of the soarwing, taking it for a ride because of his ego, and ends up crashing it because he can't operate it properly. The entire game's plot and main quest focuses instead on having you trying to hunt down a rare bird to get a feather to fix the soarwing. The stakes feel very low.
For the first few hours after, you do appear to be following in the plotline by meeting up with Kraden, solving some puzzles with some voids, and meeting mysterious soldiers/henchmen using strange technology that appears to be linked to the voids. You also come across two new villains, Blados and Chalis, very much in the same vain as Saturos and Menardi from GS1, or Karst and Agatio from TLA. Alongside them is the ever mysterious Alex who now goes by Arcanus, who never had his plotline ever resolved in the original two games, and sadly will similarly not have anything resolved here either as he barely makes much of an appearance throughout.
This whole opening sequence feels so different in comparison to the first GS: a massive boulder during a heavy rainstorm comes crashing through your starting village, with some of the characters seemingly losing their lives while you come across the villainous duo of Saturos and Menardi who beat you to a pulp and leave you knocked out. You then head off on a quest 3 years later after uncovering more intrigue regarding the mysteries of alchemy to try and save the world. Though it's text heavy and a bit of a slog to get through, it's a very strong start and pulls you in to the world. Compare that to your dumb friend crashing and breaking a glider and having to go on a quest to fix it. It's like a world-spanning trip to a mythical hardware store.
In all honesty though, on its own, this intro really wouldn't really have been a bother as I felt the developer's intent must have been to use a fairly standard JRPG trope of using something on a small scale as an excuse for you to experience how the world has changed over the past 30 years and uncover new troubling plots as you progress. Throughout your journey, you'll travel through towns and cities and learn about the power of the ancient civilizations that once existed that is now returning to the world. You'll also see that rising powers are already waging war on each other and tensions between other neighbouring regions are growing. I'll be honest, I couldn't really tell you why some of the wars were occurring. Much of it felt quite forgettable. A lot of names I couldn't remember with the alluded backstories being equally forgettable; some leader doing something or another against another leader that I couldn't really care much about. I think the characters in each region were just fine but the subplots were forgettable.
I think this exploration of the new world and uncovering the mysteries and powers of the ancient civilizations was pretty cool but if I stop to think about it, I don't think it necessarily makes a whole lot of sense. From what I remember of the first two games, the knowledge of ancient civilizations had long passed. All the world tends to really know is that these civilizations were very powerful with amazing powers, wars were waged, great destruction occurred in the world, and then that power was then sealed away. These civilizations, all except Lemuria, faded away. Their power and knowledge was lost to the ages, with Lemuria entirely isolated from the rest of the world. In Dark Dawn, it was a bit surprising to find that many ancient ruins never really mentioned in the originals were mostly rebuilt for people to live in with much of the old technology still in tact and now powered up with the return of alchemy. In just 30 years, everyone seems to know the history of the ancient people who lived there while also having an understanding of their technology. Unless I'm missing something, that really doesn't align with the lore of the original titles.
I found Dark Dawn, at least for the first half, leans quite heavily on the Warriors of Vale and the events of the first two games. Lots of not-so-subtle nods to how great that journey was with those characters. An entire beginner area after your adventure starts summarizes many of the main plot points of the originals while teaching you basic puzzle solving and psynergy mechanics. They even have books you can find or buy that recap the story of the original titles with nice little picture book style animations. I wouldn't say it's in poor taste or anything, but it often gave me a strong feeling like Dark Dawn had a very "fan-made game" quality to it, which I wouldn't say is much of a compliment.
In the first half, I was pretty high on the game. I loved the puzzles and dungeons, and the exploration was not too bad (even considering the points of no return). The story was a bit boring but the gameplay was interesting enough to get me to keep picking it back up. The second half, or perhaps final third of the game, I really started to dislike my whole experience with the game. Things both seemingly started to feel rushed and also incredibly dragged out. Once you get to a castle town called Belinsk, an area where Beastmen live, the story ramps up very quickly in stakes. A catastrophic event referred to as the Grave Eclipse occurs that blocks most of the sun in a large part of the land, spreading aggressive monsters and gloom all over, killing loads of people. It is a pretty dark (unintended pun) progression considering all the events that came before it. You escape Belinsk and set off on a boat to copy a similar exploration format as TLA with Eoleo joining your party, the son of Briggs, who was just a toddler in TLA. The linear nature turns very open world, but in a much smaller area compared to TLA. You set off to find some map and some Umbra Gear and some other mcguffins and here's where I really lost interest as to what was happening. I didn't understand what was going on plotwise and I didn't really care. You quickly meet the final member of your party, Himi, who just has some magic power that tells you what to do next and then now she's with you on your quest. She has no real personality of her own and is more plot device than character. You were supposed to find a map that tells you where the Umbra Gear is, but I just ended up wandering all over the place and found it all myself and ended up finding the map at the very end.
Combat
The combat in DD is still the same system as before, no real changes, and that's perfectly fine with me. The combat difficulty, however, is a definite step down from the previous titles. I think there was a lot of throwaway random encounter combat in TLA and I found GS1 had better difficulty balance and combat pacing. Dark Dawn's general combat feels just as trivial as it did in TLA. You level up very easily and it's rare to have much difficulty with any of the combat. A huge criticism I have of this game is that there really aren't many boss battles at all and they barely push many of your abilities. One of the best parts of the originals were how you had to really balance your usage of djinn so as not to bring your stats down mid-battle too much, use powerful summons, stat buffs, heals, revives, shielding, and offensive skills to find sort of a rhythm to defeat lengthy and challenging bosses. In Dark Dawn, I felt really overpowered. Even if one of your party members happens to get KO'd, it's more of an inconvenience than anything to worry about. Regarding djinn and summons, there feels like there is little to consider in their usage as spamming them feels like a perfectly viable strategy now. This is all true right up until the final boss, who is incredibly challenging and a massive difficulty spike. Unlike the previous two titles, I really didn't enjoy this final fight. I found it to be pretty unfun and tedious. I think there is one main reason for this that will take a little more to explain why:
In GS1, you follow a party of 4 and get invested in all their skills, weapons, djinn, etc. Same thing with TLA except with a different party of 4. Each party member is introduced steadily and you understand all of their abilities essentially one by one and it's something I didn't really think about until playing Dark Dawn. For the final third of TLA, you get all 8 party members joined together with a new mechanic of being able to switch between them mid-battle. Since you are already invested in all these characters and know how to use them and their abilities, switching when necessary becomes pretty useful and fun, especially during the final battle. It felt incredibly satisfying to utilize all 8 characters based on the conditions of the battle and it was a perfect way of ending that series.
In DD, you are introduced to all 8 characters in one adventure with no real use for most of the them. The only switch I made was when Amiti, a Mercury adept, was introduced - I switched him in for Rief because Rief felt kind of useless in comparison. Once you get Sveta, a Jupiter adept, I felt no real need to switch her in for Karis as I felt Karis was strong enough. That means I never realized how different Sveta is. She has a full on beast transformation that gives her a secondary moveset along with some other unique skills. I used her only two, maybe three times, throughout the whole game and still felt no reason to switch her in over Karis or anyone else. Then you get Eoleo, a Mars adept, who feels like a worse Tyrell so same thing, I never really used him. Then finally, Himi who is the most forgettable of all of them and would be a potential sub in for Matthew as the other Venus adept. I never used her so I don't know what she's capable of. Because of the way these characters are introduced, I had little interest to do the mid-battle switch function like I did in TLA for the final battle. I was forced to a couple times but it felt like more of a necessity since I felt no attachment to the other characters.
Throughout the game, I also never once died or had my party wiped out. I remember this happening at least a few times in the original games. I also never really needed to rest at an inn - your passive HP and PP recovery was super high just walking around. If I had ever reached a somewhat low health state, I would just use a heal spell and my PP would be recovered in no time. By the time I ever reached the next destination, there would be no need to stop by an inn, I was already full health and psynergy. I remember having to go to those sanctuaries and pay good money to have my party members revived a few times. I never had to do that here in DD. That's really a shame too since I felt that the character abilities, djinn, and psynergy spells seemed pretty well thought out and unique, but there's never a challenge that actually lets you utilize them to their full extent except at the final boss.
A few bonus points I would give to DD are that I felt like the random encounter rate was lower overall (except in the Grave Eclipse areas which started to be really annoying) and the monsters at least more visually threatening in their design compared to the previous titles.
Switching to 3D graphics has slowed down the pace of combat a bit but I was pleased that it's still quite snappy and easy to navigate. The animations are quite nice and combat doesn't take long to get through. The summons are really nice to look at, spanning both screens for satisfyingly powerful attacks. I'll discuss the series' 2D to 3D transition a little more later.
While the challenge of combat isn't well balanced at all and despite my criticisms, it still mostly works. That classic JRPG style that this series nailed so well is still here so it still scratches that itch.
General Gameplay
In terms of pacing, dungeons, puzzles, and exploration, I think Dark Dawn does a mostly great job and is the strongest part of the game. Before I discuss the oft-reviled points of no return, I have to note that I had a lot of fun with traversing the world, finding djinn, solving puzzles, and completing dungeons. I felt it was much more in line with the first GS, where the pacing is quite linear, the dungeons are not particularly lengthy, and the puzzles are not that hard. Even though I found the challenge of puzzles quite straightforward, there's just something so satisfying about completing them and progressing that I think Golden Sun in general just nails, with DD being no exception. That said, there were still several instances where I found puzzles had me a bit stumped and were really well designed, with satisfying rewards at the end (usually another overpowered piece of equipment or a new djinn).
In terms of the points of return, in all honesty, they really didn't bother me at all and I don't really have a whole lot to say about them. Arguably, they are the least of my complaints about the game. There are I think 3 points in total where you are unable to turn back, blocking exploration of places you have already been to. So if you miss something, like any treasures or djinn or if you just wanted to talk to those NPCs and explore a bit of those areas again, well too bad. I can't say I really wanted to go back to any place though anyway but I feel I can understand the complaints that it turned some people off. Thankfully, I don't think it hampered or really even affected my experience at all. Maybe if I didn't know about them beforehand, I would been genuinely bothered by them, it's a bit hard to say. I'm not one to often backtrack to places in games unless I have to. I'll usually just move on, even if I missed something. Knowing beforehand that these points existed, I believe I had my expectations adjusted and I can't say they bothered me at all as a result.
I did end up missing one djinn at the first point of no return, but surprisingly managed to get the rest of the djinn without any really issue and I did so almots entirely without a guide. I did use one a couple of times after I had already found the location of the djinn myself if I couldn't figure out the puzzle to get them and was spending too much time on it. For example, there's one where you have to fish a djinn out a pond with a fishing rod. An NPC in the house next to the djinn tells you he wishes he had a sturdy stick to go fishing. I looked around for a stick in the nearby ruins with no luck. I was very much on the right track of looking to buy one in the store in the adjacent town but I couldn't find anything. I gave up and checked the guide - well I was almost there, I needed to check in the artifacts section of the general store, NOT the weapons/armour store. Little things like that I would look up if I felt really stumped an didn't want to waste too much time. I felt using the guide to get all the djinn affected my experience in TLA where I felt a little stronger than I should have been compared to the first title, where I thought the difficulty was really well balanced because I only had a small number of djinn. But here, even without a guide, I felt like I was drowning in djinn and was way overpowered. They were still fun to collect because of the puzzles you had to solve to get to them.
A little nitpick - with the transition to 3D and the design suited for a stylus on the bottom screen of a DS, I found I didn't like how you controlled Matthew. I played on a 3DS and I never used the stylus, just the 3DS thumbpad. Matthew's movements have a bit of momentum to them, meaning there's a bit of a build up between his stand still pose to his running animation. While I got used to it, I really disliked the feel of it throughout the whole game. It felt a bit slippery and less precise. I frequently found myself having to make slight adjustments to his position to get him to stand where I wanted to jump on certain platforms or use psynergy. Not too bad of a complaint, but still an annoyance that I felt merits mentioning.
Final Thoughts
I mentioned before that for the first half-two thirds of the game, I was pretty satisfied with it. The plot kind of sucked, but I think the main characters were actually more interesting (except Himi), but the gameplay was really fun. The puzzles were great and the use of psynergy/magic to interact with the world is something I don't think many JRPGs ever really do often. After the Grave Eclipse, I really started to sour on the whole thing. I couldn't tell you the details of the plot at this point, just that you have to stop this Grave Eclipse. I don't remember how it happened, why it happened, or what it was intended to do. I only know that you have to stop it. Arcanus/Alex is involved as usual manipulating the main characters into doing his bidding but his intentions are still completely unclear. The pacing also slows down a lot, where I just wanted the game to end after that. I kept coming back to it just to see it through. That's never a good sign.
After beating GS1 and TLA, I remember feeling really satisfied with the final battles and the overall experience. TLA's plot ending was pretty weak in that it felt like there was still a lot left unresolved, but gameplay wise I was happy. DD, the game ended after a difficult final boss that I didn't enjoy with lots of boring dialogue and some characters that I don't care about. Then the post credits scene where Matthew, Tyrell, and Karis return back to their home to meet up with Isaac and Garrett - but now there is a massive void opened nearby. And the game ends. I put the game down just feeling annoyed. I've written this review after a few weeks to let those negative feelings mellow but I think they haven't really subsided. I'm very tempted to say the game is bad simply because of how it had me feeling for the final third and how it ended, but it's really not bad at all. Even the final portion of the game has fun puzzles, cool secret areas, collectables, etc. I just think the plot felt like a generic Saturday morning cartoon with some generic villainous nonsense occurring that the good guys show up to stop.