Saturday, April 10, 2010

The Chosen Sun

WRITTEN BY: JOSH WILSON
It all started when I was only 12 years old, huddled over my Gameboy like it was an epic adventure novel, playing Golden Sun. The cartoon like animation of the characters, bouncing with every shift in intonation and the classic Gameboy score that was evocative of the cartoons shows I adored. The mythical battles were invigorated with clouds and plumes of color. Attacks punctuated with colossal swords, cataclysmic fireballs, and the onslaught of metaphysical deities and demi-gods. I went on to wring every drop of adventuring and awesomeness it could offer, and its sequel didn't was more of the same. Nowadays, I see how important it was for Golden Sun to have a great deal of cohesion between the story and gameplay elements.


UNIQUE STORY TELLING: In a unique approach to the storyline the first two Golden Sun games told the same story from two different perspectives. The first game was from the perspective of two young adventurers Isaac & Garet while the sequel Golden Sun: The Lost Age puts the player in control of the rivals Saturos & Mendari.

THE BASIC PREMISE:The story of Golden Sun takes place in the world of Weyard, where a few special individuals through the use of psynergy have mastered the power of Alchemy. Inevitably, the more vile traits of humanity gave way, and war breaks out between different Alchemy wielding factions. A few powerful Adepts (psynergy users) decided to lock its power away before the world was torn asunder. Generations later, you play as a young Earth adept named Isaac, living in a world where Alchemy has become a significant threat if in the wrong hands.

THE BATTLE SYSTEM:The story may be formulaic, however it’s the functionality of the battle system that gives the story an extended degree of significance, something a lot of RPGs have struggled with. Across the world where Alchemy is present small creatures called ‘Djinn’ can be found imbued with the power of alchemy. It is with these squat, creatures that the traditional turn-based combat gets its complexity. Each of the little buggers belong to one of the four elements of Alchemy (fire, water, wind, and earth) each endowing their user a new ability in combat or out in the field, and at the same time affecting the amount and type of magic that they possess.

Utilizing Djinn allows the player to cast spells or attack without spending magic points. This unique feature improves the pacing of each battle when compared to the general slow pacing of most turn based RPGs. The Djinn creatures can also be used to summon other more ferocious monsters to fight along side you in battle. However summons leave you vulnerable to a tide-turning volley, since the Djinn enters a cool-down state before they can be used again. Golden Sun demands the player to manage their turns effectively, making sure to minimize the enemy’s opportunity to attack. The battle systems use of the Djinn creatures offers a great risk and reward system, which really encourages the player to give specific roles to each member of their party.

Golden Sun’s carefully woven story and battle system has helped the franchise sell over a million copies. Camelot's founders, the Takahashi brothers said themselves that the two games were "prologues to the real event yet to come". With such spectacular games already notched on their belts and the “Real Event” still waiting to be revealed there are a lot of reasons to be excited for the upcoming Golden Sun DS game that is due out later this year.





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