"The Psynergetic Super Heroes are here again! Just can't get enough of Golden Sun!"

The Psynergetic Super Heroes are out to play again, in Golden Sun: The Lost Age. This sequel to the original Golden Sun RPG features Felix and crew while they try and light the four elemental lighthouses and bring back Alchemy, a powerful magic, to the world once more. All the while, someone, or rather, something is trying to stop them. A remarkable game is Camelot’s second fantastic episode of this wonderful RPG

Gameplay (9/10)
The game is standard RPG. First, there is the over world, where you walk to the different towns in the game. This is rather strange because you’re taller than some of the mountains you walk around. The towns and places range from a few people, to big huts, to intricate underground mazes. And each screen is literally another puzzle to figure out. To get through the game, you need to figure how to get past these obstructions, and you do it by calling upon your special powers known as Psynergy. Psynergy is the many types of, I guess you could call it, Psychic powers. These range from just retreating, to moving something unreachable, to blasting something to bits. Each character has different psynergies, and each type corresponds to its element, which are Wind, Earth, Fire, and Water. There are also special little creatures called Djinni that bolster your power and psynergy. There are Djinn (that’s plural) for each element, as well. You can mix and match Djinn to different characters to achieve different classes, such as “Swordsman” or “Gallant” or “Mage”. Each one has different psynergy and the more levels and djinn you get, the more and better psynergy you can get. The Djinn, besides getting better stats and Psynergy, serve another purpose. Summons! One of the best things in the game is watching the summons. By “setting” your Djinni, you can summon extremely strong spirits that will usually do tremendous amounts of damage to an enemy. Though this can sometimes make the game fairly easy, they cannot be used all the time, and to balance it out, you must wait for your Djinn to recover, before setting them and doing a summon again. There, as I said before, is literally puzzle after puzzle and the game can truly be just plain baffling in some points, but get some stronger weapons, get some new Psynergy, and you can do it.

Story (10/10)
Okay, so it ain’t FF, but seriously, what is? For a GBA game, this one shines in the story department. Basically, you take control of Felix and crew, which are he, his sister Jenna, and his would-be girlfriend Sheba, who is about 3 years younger than him, gross. On their travels they meet up with Piers who is from the ancient and mystical land of Lemuria and he is very old. Like your grandpa’s dad old. Anyway, these four people and their resident old man and know-it-all, Kraden, set out to light the remaining two elemental lighthouses (they lit the first two in the original) that will unleash Alchemy on the world. Along the way, they convince the main characters from the original Golden Sun to come with them, even though they were originally trying to stop Felix from lighting the lighthouse, but there is still something else that wants to stop them. There are certain parts where I think there is a little more dialogue than necessary but it does add to the story greatly, and that’s what a good RPG needs, story.

Graphics (10/10)
Golden Sun has excellent graphics. That about says it all, the game is amazing for a GBA, it isn’t a PS2 or a ‘Cube, but the pseudo-3D style of animation impresses and leaves awe in it’s wake. The backgrounds for the overworld are kinda weird, but really, it is the over world. The towns and people and such are brilliantly done, and here is the real icing on this triple-decker ice-cream cake with a pie on the side, the summons. The summons are beautiful works of art and you will instantly be amazed at the talent that even a portable game could have. ‘Nuff said.

Sound (10/10)
This section should not be called sound, it should be called musical score, because that is what it is, you will be swept away in the games incredible music and unwilling to return. You will find yourself just sitting in the Battle Mode, and listening to the Sound Test, the place where you can hear all the music in GS that you’ve heard so far, for hours. Just sitting and listening for hours. There are no electronic noises, but wind instruments and percussion, and strange foreign instruments probably from Africa that I have no clue of their names, whatsoever.

Replay Value (5/10)
This is definitely where it slips. Though you probably won’t mind playing the game over, you probably won’t want to do it again, after that. There are no alternate endings and no different special things that will affect how it ends, like in other games, with that said, it is still a game you won’t put down for a while.

Final Recommendation (9/10)

This is an incredible game and unless you find yourself going “duh” after every other word, or like to read the ingredients on foods for entertainment, you will love this game. It is worth every penny you buy it for, I give this game a solid A. If you have a GBA, you will get this game, the two go hand in hand.


Reviewer's Score: 9/10 | Originally Posted: 09/04/03


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