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Golden-sun-dark-dawn.33308234
9.1 out of 10

Golden Sun: Dark Dawn

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Reviews and Problems with Golden Sun: Dark Dawn

Showing 1-5 of 5
Overall 9
8.6
Gameplay 9
9.1
Graphics 9
9.0
Sound 8
8.0
Storyline 8
7.9
Control 9
8.5

Expert Review

RPGFan
2 February 2011
  • Conclusion: An accessible RPG with fantastic dungeon design and charming graphics, but light on story.
  • Pros: Brilliant dungeon design, lovely graphics, feels just like the old Golden Sun games.
  • Cons: Weak story and characters, bland musical score.
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Overall 9
9.0
Graphics 10
10
Sound 8
8.0
Storyline 8
8.0
Originality 6
6.0

A New Day Has Come

RPGamer
11 January 2011
  • Excerpt: It had been eight years since Camelot last made an RPG with the Japanese release of Golden Sun: The Lost Age in 2002. In the interim the company had made nothing but Nintendo sports games, forcing fans to wonder if Hiroyuki and Shugo Takahashi were no longer interested in RPGs.
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Overall 9
9.0

Golden Sun: Dark Dawn Review

AusGamers
3 December 2010
  • Conclusion: To both newcomers and old-school Golden Sunners alike, it’s going to be a stretch to get into this gloriously awesome game. See, clearly I did do the stretch (because that’s partly my job), but really, the first hour or so of gameplay is a slog; wrought with far too much conversation, which is then repeated ad nauseum, along with a lot of arbitrary first-person expressive options that don’t hold much barring a different response regarding the same outcome.
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Overall 10
10

Golden Sun: Dark Dawn

Push Start
11 March 2012
  • Excerpt: Passaram-se sete anos desde que o segundo capítulo desta série foi lançado no Game Boy Advance e, dada a falta de notícias em contrário, por esses muitos anos se julgou que Golden Sun se tinha ficado pelo segundo jogo. Devido a crises internas no interior da Camelot, só se ouvia falar de um terceiro jogo em rumores inventados por outros fãs igualmente desejosos.
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Overall 9
9.0

Golden Sun: Dark Dawn

Страна игр
26 February 2011
  • Excerpt: С партийными пофазовыми jRPG Хироюки Такахаси знаком не понаслышке. Он их в некотором смысле изобрел – еще в далеком 1986-м, когда руководил разработкой Dragon Quest 2 . Но в отличие от коллег-конкурентов предпочитал не устраивать революцию в каждом сиквеле, а вносить только необходимые изменения. А по сюжету тем временем прошло аж 30 лет с событий последней игры. Мир Вейярд пережил возвращение четырех элементов Алхимии.
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