Temple of Kraden News:
| Greetings, heathen. Perhaps some fortuitous blessing of Kraden's grace hath led you to our humble Temple, or perhaps you are simply curious about this strange and wonderful cult. Should you be willing - and dare to hope - to achieve enlightenment, the door opens before you. Lo! Leave your old life behind! For once you step through, you become something more than just yourself. You become a Kradenette. Are you willing to make the rapturous plunge? Do you have what it takes? One of us! One of us! One of us! Already one of us? Make your presence known: |
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| A Hateful and Vitriolic Rant Cleverly Disguised as a Review (massive spoilers, obviously) | |
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| Tweet Topic Started: Dec 4 2010, 11:45 PM (1,592 Views) | |
| Deleted User | Dec 12 2010, 03:27 PM Post #21 |
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I can get behind this. ![]() On a more serious note, while I do agree with a fair few things in the OP, Dark Dawn remains to be a spectacular RPG. I thouroughly enjoyed all of the game. The paltry difficulty of most of the game is my main beef with it. If the difficulty was cranked up, then it'd have been even more amazing than it already is. EDIT: I also didn't like the laser cannon at the end either. Didn't feel Golden Sun-y at all. But that's a relatively minor point on the big scale. |
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| Saturos | Dec 12 2010, 03:44 PM Post #22 |
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heart-under-blade
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This topic: haters gonna hate Personally, with a couple of exceptions, I think they did a decent job. I don't think it's as good as the first two, but they do do a good job of continuing the whole "positive side of Alchemy" theme with the various Alchemy machines (setting up the forge was super epic), and then inverting it and looking at the negative side with the Eclipse Tower, which was a super creepy but awesome sequence in general. Similarly, the Apollo Ascent and its music were also epic... Also, regarding Blados' name: as Kraden pointed out, it's actually doing the original Japanese name one better. Instead of going to playing cards, they're skipping back to Tarots and using the minor arcana: swords, cups, etc, and Alex is standing in for the greater Arcana. I do agree that having so much missable was a bad choice. And I do agree that it was mostly all set-up and little resolution: but really, if you look at GS1 as a stand-alone game, you get a similar picture. I think it's unfair to compare Dark Dawn to GS1 and GS2 together, since together those two make a 50 hour game at least. I'd rather wait to judge the series as a whole from the second part, so after GS4 comes out. Also, on What Happened to Angara: it says the Golden Sun ended up destroying basically the whole country, or at least totally reshaping it. Though there are a few too-long aspects of history that's difficult to buy, but then, it could just be a part of the world that you hadn't explored at the time. |
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| Deleted User | Dec 12 2010, 03:49 PM Post #23 |
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This, fifty million times over. Honestly, Apollo Ascent's music set the feel of a final dungeon WAAAAAY more than the Apollo Gate or Apollo Sanctum's music did. Also, I'm certainly not a hater by any stretch of the imagination. If anything, I too don't see why the game gets so much negativity. Sure, it has flaws, the main one being the difficulty, IMO. But it's still an incredible game. |
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Dec 12 2010, 07:56 PM Post #24 |
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Disciple
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wtf is vitriolic sound lik penis drug lol |
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| ShmittlesThePoe | Dec 16 2010, 10:22 PM Post #25 |
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Pirate Wavemaster
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I was kind of annoyed by the amount of "ancient" things in this game that would have been completely unmissable in the older games, as well as the unnecessary recycling of all kinds of stuff in impractical ways. I didn't really care for the ending trying to look like everything was resolved and then throwing the giant vortex in your face like an afterthought with a "the end?". I very much like how GS1 did it, where they were very in sync with the fact that the issue was nowwhere close to resolved all the way through, and that the original problem was the main focus of the game all the way through (i.e. the lighthouses). The main objective in this game was always shifting, whether it be Roc's feather, vortexes, or eclipses (two of which were the party's own stupid fault). one thing that bothered me that I don't think anyone's mentioned yet is its menu system. I liked the original menu system much better where you selected items and Psynergy and whatnot from a grid rather than a single repeating line. Also, outside of battle, setting each djinn manually (by hitting "A" twice) rather than scrolling over and hitting "R" is really annoying, how could they have missed that? You'd think they would've made menus more efficient when they were given two screens, by they definitely made it worse. Despite this ranting on its negative traits, it was a pretty decent game. I'll still keep it held high among my treasured RPGs. |
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| Hinoa | Dec 17 2010, 12:11 AM Post #26 |
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Enabling Terrible Ideas since 2012
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Protip: X to set/unset a Djinni without the hassle of menus, tap a character's portrait to set/unset all their Djinn, and Y to do the same thing w/ your entire party. |
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| ShmittlesThePoe | Dec 18 2010, 05:24 PM Post #27 |
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Pirate Wavemaster
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whoops. don't know how I missed that. I thought I'd mashed every button in an attempts... oh well. Still, the whole item selection thing seems significantly less efficient to me. |
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