The lights are on
Back in 2001, as the gaming world was entering a new generation of consoles and games, the "golden age" of the RPG was fading into memory. And then a little game called Golden Sun for the brand-new GBA came and rocked our worlds with its stellar graphics, mind-bending, intuitive puzzles, and a soundtrack fit for a John Williams concert. Its sequel, The Lost Age, was no less satisfying, as the entire world of Weyard was opened up for the grand finale atop Mars Lighthouse that would decide the fate of the world (of Weyard). Seven years later, the sun rises once again in the form of Golden Sun: Dark Dawn, taking place thirty years after the return of Alchemy. Has this series maintained its luster? Mostly, but while not perfect it is certainly a worthy sequel: a must-buy for fans of the series and worth a look for DS owners.
It's difficult enough to make a successful game: time, funding and expertise aren't always in plentiful supply, but when these resources are available the game in development at least stands a chance. Making a successful sequel is another matter entirely: struggling against the natural depreciation of successive installments is an uphill struggle that has sunk many of our most beloved franchises. So how did the folks at Firaxis manage to make the most successful turn-based strategy game of all time even better? By condensing options, adding depth to diplomacy and policies, and polishing the entire package with an intuitive and friendly interface, Firaxis' flagship franchise has triumphed once again, withstanding the ravages of time like no other.