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Retro Golden Sun Writeup

Thread Description
Revisiting a childhood favorite

Christi Junior

Cunnysouir
Regular
varishangout.com
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I have a ton of nostalgia for Golden Sun, since it for a long time was THE defining non-port GBA game, at least in my eyes. With its impressive pseudo-3D battles and spectacular Summon animations, not to mention its sensational soundtrack, Golden Sun was the game that truly showed what a huge leap the Game Boy Advance really was over the Game Boy Color – but even beyond its superior graphics and sound, it just felt like such an amazing, epic adventure to someone like me, who was still very new to the JRPG genre at the time due to only truly coming of age as a gamer back when the N64 was my primary console (the GBA Breath of Fire port was my first “proper” JRPG, while Golden Sun was my second). I love the N64 to pieces, but its JRPG selection is just comically bad, unless you count stuff like Paper Mario and Ogre Battle 64.

So a lot of my love for Golden Sun is definitely due to both the state of handheld gaming at the time, as well as my personal gamer profile. Nowadays, when handheld consoles like the Switch 2 and the Steam Deck can handle the likes of Cyberpunk 2077 and Elden Ring, the Wow Factor that Golden Sun benefited from is obviously long gone. Moreover, as I started playing more JRPGs this resulted in Golden Sun steadily falling in my estimation, due to its middling story and characters, short length and Cliffhanger ending making for a seemingly far less substantial and satisfying experience than offered by many other games in the genre. I kinda started to suspect that the game’s superlative music had at the time caused me to view the whole thing as far more grand and profound that it really was.

HOWEVER, as I played even more JRPGs and actually got around to replaying Golden Sun when it became available on the Wii U, something surprising happened: My opinion of the game sharply rose, and after my latest playthrough a couple of weeks ago my view of Golden Sun now is actually not that far behind how I viewed it back in 2002. So what happened? Well, while the game’s shortcomings are still all there, a much greater familiarity with the JRPG genre has actually given me far greater appreciation of Golden Sun’s unique strengths, especially in terms of gameplay and puzzles - in many ways this is Zelda reimagined as a Classic 16/32-bit JRPG, complete with huge and elaborate dungeons/temples!

The defining mechanic of Golden Sun is Psynergy, the game’s version of magic, a lost art nowadays safeguarded by the inhabitants of Vale, an isolated village situated at the base of Mt. Aleph – and it turns out that Psynergy is a highly versatile power, which is good for far more than just battling monsters. You can for example summon a giant hand to push blocks from various impossible positions, freeze a puddle of water into an ice pillar or turn completely invisible under the cover of shadows. These Psynergy powers act like Items in Zelda, allowing you to solve all sorts of environmental puzzles and opening up access to a great many new areas, as well as enabling you to finally grab various hidden goodies in familiar locations.

Golden Sun actually boasts quite a few more Psynergy powers than I remembered, and they’re all put to good use. This extensive moveset and myriad of ways to interact with your environments makes for a FAR more gameplay-intensive experience than most JRPGs – indeed, just like in Zelda most of the game’s challenge is related to puzzle-solving, not combat. Combine this with a pseudo-platforming element (auto-jumping between closely positioned platforms in a manner very similar to the pre-BotW 3D Zelda titles), and you have all the tools necessary for a fun and satisfying action/adventure experience, even ignoring the JRPG elements.

While short by JPRG standards (this time around it took me 20 hours to beat the game and its optional challenge dungeon, as well as collecting the vast majority of secrets), Golden Sun’s gameplay-heavy approach to the genre must be factored in when judging its size, which results in the game coming across as quite a bit more substantial that I remembered it. Ultimately, there’s tons of clever and varied puzzles to tackle both inside and outside of dungeons, plenty of different environments and a good amount of towns to visit. Combined with a consistently high level of quality and polish, not to mention the lower standards first applied to handheld games and later on to Retro games, and I’ve yet to actually feel shortchanged whenever playing through Golden Sun.

Outside of the Psynergy powers and environmental puzzles Golden Sun is quite the classic JRPG, with turn-based combat, random battles, a top-down perspective and an old-school JRPG world map. However, the game DOES boast an additional mechanic that adds some welcome depth to combat and team-building, namely the elemental Djinns that you can collect and equip. These guys come with all sorts of beneficial effects in- and outside of combat (like unique attacks or buffs, boosted stats and the unlocking of new Psynergy powers) that always makes it very satisfying to track one down, but the way they work in combat is especially interesting: using a Djinn in battle places it in Standby mode, costing you its boosts as if it was unequipped, but also making it available for a Summon attack (you can also put Djinns on standby outside of battle btw). The more Djinns of the same elements you have on standby, the more formidable the Summon, and the most powerful Summon (which costs you 4 Djinns) deals truly ridiculous damage as well as temporarily boosting your elemental powers, and is something that ALWAYS gets used by me during boss fights. However, the fact that you have to purposely Weaken yourself in order to access these summons makes for quite the ingenious risk/reward system.

Personally, I barely ever use the Djinns of my party healer Mia for the hardest battles, since her job is healing, not damage, and so I want her to be as durable as possible, with access to her best healing spells. Meanwhile, in the case of Isaac, Garet and Ivan I put 2-3 of their most useless Djinns on standby in advance, and then when the battle starts I use various support-oriented Djinns to Buff my characters (especially their defenses) in order to make them more durable in their weakened state, before nuking the boss with multiple Level 4 Summons in order significantly lower its health. I’m sure there are other, more Optimal strategies, but I like my approach and feel that it aptly showcases how the Djinn system gives you a lot of options and flexibility.

Additionally, while the standard approach is just equipping each character exclusively with Djinns belonging to the same element, mixing up your Djinns actually allows you to reclass your characters in all sorts of interesting ways that can result in entirely different movesets, many of them admittedly suboptimal – but there’s at least one complex Djinn combination that results in several classes that are straight up SUPERIOR to the standard mono-type Djinn classes, which makes experimentation well worth it. This level of character customization also somewhat makes up for the game’s small character roster (just 4 permanent party members in total).
 
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Besides its excellent gameplay, which truly is EXCEPTIONALLY good by JRPG standards, there’s also those other strengths which made me so impressed with Golden Sun almost 25 years ago. Now sure, its graphics already became dated even by handheld standards when the DS and especially the PSP came out, but with its appealing and colorful art style it has still aged much more gracefully than the graphics of something like Final Fantasy VII and many other PS1 JPRGs. Meanwhile, the game’s graphics also compare very favorably to most if not all SNES JRPGs, and especially its 3D Summon animations are still eye-catching enough that I rarely feel like skipping them. There’s of course nothing to match FFVII showstoppers like Super Nova or Knights of the Round, but the Golden Sun summons are still pretty damn impressive by GBA standards. And it’s not just the battle graphics either - in terms of just how detailed and advanced its environments are, I’d argue that Golden Sun was almost a full generation ahead of something like Pokemon Ruby/Sapphire, looking much more comparable to Diamon/Pearl on the DS are far as top-down games go.

What HASN’T really aged is of course the game’s music, which was only to be expected – an SNES game like Chrono Trigger still boast an all-time great soundtrack, and Golden Sun includes plenty of songs that are comparably sublime. Hell, every time I replay the game I encounter certified bangers that I’d completely forgotten about, lost as they were amidst all the other great songs the game has to offer. JRPG soundtracks do tend to be very good in general, but even within its genre Golden Sun’s music is something special, capable of capturing your heart with a sense of mystery and melancholy, taking your breath away with its awe and magnificence, as well as pumping you up with that intoxicating lust for adventure. Even if the rest of the game really was nothing more than mediocre, this masterwork of a soundtrack would on its own make the game well worth playing.

Thinking about it, all of Golden Sun’s actual flaws and shortcomings were readily apparent to me even as a kid. For starters, the dialogue is generally poor and often feels needlessly meandering, going on and on as characters spend a whole lot of time explaining, clarifying or suggesting basic stuff that could easily have been addressed in a handful of sentences, or better yet not brought up at all (I swear to you, right before the Final Boss, we briefly get bogged down in a discussion over whether a villainous character was yelling or not!). I don’t know if it’s because Camelot’s writers were just bad, whether they were going for a more “realistic” style of speech or whether the GBA’s small screen lent itself poorly to text boxes that could comfortably fit in coherent, yet natural-sounding conversations, but whatever the reason, Golden Sun’s clunky conversations were something that always annoyed me.

I should mention that unlike the story dialogue, quite a few bits of NPC dialogue can be quite charming and endearing – and there’s even a Psynergy power that allows you to read the mind of pretty much every single NPC character, which is a great way to show different sides of them. It’s always fun when the mind reading skill exposes fakes and phonies :)

The main story and characters are fine for what they are, and even before the far more ambitious sequel there were some intriguing story elements present, not least of which is the fact that your party, despite everything else they achieve, repeatedly FAIL at carrying out their main task. The early kidnapping of two characters you’ve grown fairly close to, as well as the mystery behind the real motivations of characters like Felix and Alex, does a good job of motivating you to advance the story and the stop the villains beyond mere duty, which also makes the setbacks sting all the more. You also do experience a lot over the course of your 20 hours, with plenty of subplots and more minor trials to overcome, as well as people to help out, so the game feels quite eventful despite there not being a lot of truly big twists or even major story developments.

I do find it a real shame that our protagonist Isaac is another Silent Protagonist (probably another Zelda influence, this one wholly negative), but again, the rest of the cast is decent enough. By the way, Isaac’s best friend Garet is a physically imposing, but book dumb bloke with red hair – the Xenoblade fanboy in my can’t help but wonder if he served as the inspiration for Reyn! Speaking of which, Jenna and Fiora also have quite a lot in common…

While no masterpiece, Golden Sun’s story is decent enough, with one glaring flaw: it’s incomplete. Hell, when I earlier described the ending as a Cliffhanger, I was being overly charitable – the original Xenoblade X had a Cliffhanger ending, Golden Sun’s ending is more akin to the end of a Disc 1, barely qualifying as the first half of a much bigger story. Of course, while it took 10 years for X to see its story finally be wrapped up, Golden Sun fans didn’t even have to wait 2 years, and honestly, the ending of Golden Sun 1 mostly succeeded in getting me hyped for The Lost Age, rather than mad about the lack of a resolution.

Some more minor issues with Golden Sun is the relative lack of quality of life features – there’s no fast travel, and no airship or even boat to make traversal quicker and more convenient – though the relatively small and compact world map, as well as various shortcuts gradually opening up, keep this from being a major flaw. Random battles can become quite intrusive and annoying – though before too long you DO gain access to items that can keep clingy monsters at bay, even if the effect doesn’t last as long as you’d like – and also doesn’t work if you’re underleveled. That said, only on rare occasions do random battles get truly aggravating. The lack of skippable cutscenes/story dialogue is also an issue – let’s just say that you REALLY do not want to lose to the final boss.

In terms of Based Morality, I’d say the game is Neutral. As a 2001 Nintendo game, the complete lack of faggot propaganda could be safely taken granted, and there’s also no conspicuous Diversity to darken its doorsteps. More surprisingly, but all the more welcome, is the fact that the game also avoids classic JRPG tropes like Religion Bad (pretty much all the priests in the game are good people serving useful purposes) or Racism Bad (ethnic homogeneity is how you prevent racism!). There’s certainly a warning about deforestation to be found, but I’d hardly consider fantasy environmentalism objectionable or even overtly political. Also, I did see traditional gender norms be affirmed a handful of times throughout my latest playthrough, and that’s always nice. On the whole I think my Neutral score makes the most sense, though if you’re grading on a curve you could definitely go with +1, given how even a lot of classic JRPGs promote subversive or otherwise unfortunate themes.

It’s always sad when you revisit a childhood favorite and end up finding it thoroughly underwhelming when not viewed with nostalgia goggles. In the case of Golden Sun however, the opposite proved true: my childhood love of this game was thoroughly vindicated, and if anything it was my more critical reevaluation that had failed to give the game its due. Because it’s such a unique, yet polished JRPG that boasts extreme strengths, Golden Sun is a game that will always stand out and have a special place in my heart no matter how many other JRPGs I play – hell, if anything increased exposure to the genre just seems to increase my appreciation for this particular game!
 
I'm glad to see you back with these Video Game threads! Golden Sun is a game that I never played despite it being lauded by the majority of JRPG fans. Reading your review definitely makes me interested in playing it. For now, though, I'm busy playing Fire Emblem Echoes (a underrated FE title that I would argue is miles better than Three House). Also, I would argue that while Golden Sun could be said to be one of the defining non-port GBA title, Fire Emblem Blazing Sword also deserve some spotlight in the GBA library, especially since it was the first FE title to release in the West
 
I certainly like Blazing Sword a lot! I actually find it really weird that the game wasn't included in the 3DS Ambassador Program, the Fire Emblem rep instead being Sacred Stones. I guess SS's reputation as one of the easiest Fire Emblems made Nintendo consider it the best entry point game, but the entirety of Lyn Mode is basically just one big Tutorial that's actually kinda perfect for Fire Emblem noobs. Meanwhile, SS demonstrably failed to get me as a newcomer into FE, which I've actually gone over here. I can't be sure, but I do believe that if Blazing Sword had been the Ambassador FE game instead, I would have stuck with it and Lyn Mode for long enough to get sufficiently invested in the story and characters that I'd be more willing to stomach setbacks and eat my resets.
 
When I do my Golden Sun: The Lost Age writeup I might go more into what I consider to be the absolute best original GBA games, because that one is certainly a strong contender. Golden Sun 1 does however really stand out to me as a Defining GBA game, not just because it towered over its peered from a technical standpoint and had such a strong core, but also because 2001/2002 was when I really started browsing GameFAQs a lot, and back then Golden Sun was the #1 GBA game on the site in terms of both Walkthroughs and Message Board for what seemed like forever. The GBA was actually my primary console at the time, making that level of dominance particularly memorable to me.
 
i loved golden sun a lot in middle and high school but when i replayed it in college and i still think its a great game. my biggest gripe with 1 at least is that the overworld graphics look... really bad. i know the battle graphics are absolutely killer and would be impossible to replicate on the gba but man everything just looked so dopey. but if you so much as start the word "remake" ill tell you to shut up, its a product of its time and it has no reason to be ashamed of that! i remember liking 2 around the same the first time i played it but i havent played it again in so long...
 
I was never really a fan of the graphical style of Golden Sun, especially the blocky zoomed in battle graphics. As a fan of Shining Force series (made by the same developer) before playing Golden Sun, it seemed like a downgrade from the beautiful pixel art battles of those games.

I thought the class system was cool at least, don't really remember anything else.
 
Loved the game tbh. I don't think I beat the second one but I do know what happens in it. Personally I'm not keen on the overworld artstyle but it has its own charm, so I can't deny it that. Especially since I love the game so much.
 
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