Golden Sun: The Lost Age

The final chapter of a story arch divided into two pieces, Golden Sun: The Lost Age more than lives up to its position as the conclusion to one epic tale. As an immediate continuation to the adventure that preceded it, the title smartly preserves its predecessor’s visual prowess, musical quality, battle system, and gameplay staples. Yet, it is able to move forward and surpass it with style by boosting the scope of its mandatory and optional content; unexpectedly shifting the plot’s focus to the party that, in the original, played the role of the antagonists; and, most importantly, finding a way to augment the three traits that allowed Golden Sun to stand out from the crowd of role-playing games: its exploration, freedom, and puzzle-solving. Consequently, Golden Sun: The Lost Age is a work as ambitious and flooring as the Game Boy Advance is able to sustain, and in the group of RPGs released for Nintendo’s systems, it is hard to come across a game that is as good, because the balance The Lost Age presents between being traditional and breaking away from the mold is a rare and pleasant sight.

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Golden Sun

As it infused a traditional RPG with a brand of cartoonish cuteness that is usually exclusive to products made within Nintendo’s own walls, it is clear Camelot did not forget to back up those fireworks in presentation with deep strategic layers and opportunities for gamers to toy around with characters and their skills. Therefore, Golden Sun is a balanced game that knows how to appeal to the two audiences it could possibly reach: those that are experts in the genre and want to experience a competent and large handheld adventure; and those that, lured in by its charm, will fall into the grasp of a compelling role-playing quest they would have probably stayed away from had it lacked the Nintendo seal. And in both cases, Golden Sun will please, because its polished mechanics, lovable characters, and gameplay experiments are successful enough that it is clear they were created by a company that had spent a good portion of the decade that preceded its release fine-tuning their skills as RPG creators.

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