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Sep 22, 12 at 1:21pm ^Golden Sun 4
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Edit: Dec 25, 12 8:03pm
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Jan 26, 13 at 10:38pm ^re: Golden Sun 4
THINGS TO INCLUDE IN GSWiki Pages •Golden SunGaTheZakk"What would you like to see in Golden Sun 4?"GAMEPLAY: -Everyone who reads this (these ideas are great, you WILL be enticed, just read them): Please spread my ideas as far as you can. I ask you you to put them everywhere you can- on blogs, forums, websites etc. to make Camelot more likely to find them (they check forums and sites and whatever related to them routinely). Please Encourage others to spread spread my ideas wherever they can . Whatever happens, Camelot simply
Spoiler:Large amount of text here.
-Make Golden Sun 4’s difficulty at least twice as high as the first two Golden Sun’s combined. -Another thing I must say is that fighting does not have to be the player’s main source of revenue. -Player can make poisons and antidotes out of wild plants on the world map, arrows, bows, crossbows, crossbow bolts, spears, shields and other wooden equipment out of trees on the world map. The player may also invent new weapons and enchant them with psynergy to give them an unleash ability with an effect the player invents (the game will place certain restrictions on the side-effects of weapons and armour) or chooses (the game will offer its own side-effects for weapons and armour within the rules of fairness and reasonability, so as not to overpower enemies). The player may also learn how place a metal rim or coating on the weapons he/she has made so they will do more damage or provide more defence etc. The player must learn, from a shopkeeper or blacksmith, how to do such things. A weapon shopkeeper will teach how to do the above with weapons, and armour-keeper with armour, and a medicine-seller will teach how to make poisons and antidotes. The player must pay money for lessons on how to do these things and will find that shopkeepers later towns in the game will be able to teach more than shopkeepers in early towns (this will prevent the player from knowing everything to early in the game). -Many different types of poison, each one reduces the status (e.g. attack, defence, luck, agility etc.) component it is named after by a certain amount per turn: 'Attack poison', 'Defence poison', 'Agility poison', 'Luck poison'. There should also be poisons for ALL INDIVIDUAL elemental powers and elemental resistances (e.g. 'Water Resistance poison' and 'Water Power poison'). The player can make these poisons out of specific plants and then enchant them with psynergy in different ways depending on which specific type of poison he/she wants. -The player should choose what a blacksmith makes out of a raw material and can receive lessons on how to forge things and make things and poisons out in the wild. The player can invent things that blacksmiths don't make. The player can also give his/her invention an effect/unleash.-'Combination Psynergies'-At some stage of the game (perhaps as a reward for completing the game or all the secrets/sidequests in the game, or the effect of a secret item in an extremely well-hidden secret dungeon in the game) the player should be able to combine ALL psynergies (up to 4 at a time), (including 'HP-restoring and 'Status-Healing' ones) (e.g. Whirlwind +Flare= 'Whirling Flare' or 'Pure Wish + 'Cool Aura'='Pure Aura').There should also be MANY new psynergies, even for the usual four elements. Here are my suggestions. I shall be heartbroken if they are not in the game. So, in other words, you must put include them in the game: EARTH: Have the usual “Quake” psynergy series but extend it beyond “Quake Sphere”; after ‘Quake Sphere, have; “Tectonic Shift”, then “TectonicDisturbance”,then “Tectonic Scrape”"Battle Formations/Actions"There shall be 'Battle Formations' in Golden Sun 4 and, just like any Golden Sun fan , I will not take ‘No’ for an answer: Shield Prepared’:‘ ‘Shield Wall’:‘Shield Bash’:‘Weapon Prepared’:‘Weapon Parry’: ‘WeaponWall’: ‘Prepared Charge’: FOOD- be turned ‘Off’ and ‘On’ by the player. I VERY STRONGLY aask that a ‘Food Option’ be in Golden Sun 4.-There MUST be an option that makes ALL close-quarters attacks (shield bashes, normal attacks done with weapons and so on) controlled by touch-screen.
‘Chanting’- 1+ party member(s) chant at one enemy each to intimidate them. This will not always work (especially not on bosses), but will always increase the ‘Morale’ of each party member (especially the ones adjacent to the ‘Chanter’).-ANY enemies should be able to perform ANY ‘Battle Formations/Actions’ (including ‘Retaliation’ and ’Charges’)- ‘Retaliation’, ‘Melee Duels’, and ‘Brawls’ are all done in real time with the 3DS’s button-controls -Any of the above battle actions may (theoretically) lead to a ‘Melee Duel’ or a ‘Brawl’. Camelot, I want you to make this true.-‘Advancing’ may be done at any time, whether during a ‘Melee Duel’, ‘Brawl’ or during a normal battle situation, but if done by a single character, it may expose that character to enemy attacks a bit more. This applies to ‘Melee Duels’, ‘Brawls’ and a normal, turn-based situation.-all-out, Real-Time brawls with each party member fighting one enemy and helping his/her allies after defeating an opponent. The player can use a touch-screen icon to flit between the control of different characters during the brawl while the characters not controlled by the player are bots and controlled randomly by the game within the effects/limits of their (and their opponent’s) armour and weapons. There should be particular controls for 'Melee Duels and ‘Brawls’ that are different to a normal battle situation: E.g. 'Retaliation' is initiated by the pressing of an icon on the touch-screen, (but will not be viable once the attacker retreats too far away), R Button for 'Shield-Block', A Button for 'Attack', L Button for 'Dodge' and Circle Pad for general movement (I expect GS4 will be on the 3ds)). Whenever the player is in a 'Melee Duel or ‘Brawl’', controlling one of his/her party members, he/she can call for support from allies by pressing a touch-screen icon. *'Morale': Morale is a new stat I must suggest. Every character has it, and it can either be reduced or increased. It can be increased by the revival of downed allies, healing, and the fall or serious injury of enemies. It is reduced by being advanced upon, the fall or serious injury of allies, the arrival of new enemies and the healing of enemies. Morale should be reduced by 'Morale poison' and should be an optional stat which the player may switch on and off. Camelot, I BEG you to put the ‘Morale’, ‘Retaliation’ ‘Battle Formations’, ‘Melee Duels’ and ‘Brawls’ in GoldenSun 4. Do NOT disappoint. IMPORTANT, MUST READ : ALL things that can be done in battle, from ‘Attacking' to ‘Charges’, to ‘Walls’, to Djinn to Summons , even to items MUST, I insist, MUST be controlled by touch-screen based mini-games, puzzles and drawings which are randomly chosen by the game.. Also, poisons, antidotes, and weapons made by the player are made by the completion of touch-screen based puzzles randomly chosen by the game unless the player turns that particular feature off (in which case, the player will just have to press buttons or something to make/design/prototype a weapon he/she makes/invents) . Any weapons or armour the player invents are prototyped and completed on the touch-screen if the ‘Overworld Interactive’ option is chosen.REGARDING CAVALRY: There MUST be cavalry in Golden Sun 4. They can be large, monstrous dogs or elephants or horses or mystical creatures that have their own abilities and unique cavalry may also be acquired just as unique weapons such as the Tisiphone Edge and Vajra Mace can.ATTACK AND DEFENCE-Good defence, average attack. SPECIAL ABILITY-Have a ‘Trampling’ Special Ability. ‘Trampling’ is performed by 1+ character(s) the enemy will usually defeat small enemies outright, if not, leave them stunned.ATTACK AND DEFENCE- Very high attack, and even higher defence.SPECIAL ABILITY- Can ‘Roar’ and ‘Stampede’. ‘Stampede’ is performed by 1+ character(s) effective against almost everything and will defeat out all non-boss enemies outright.Camelot, you decide on what certain calvalries are good at and what their weaknesses are and what they arecalled. Just take them from the Mythologies of ancient cultures in reality. -All cavalry can wear armour (E.G. horses wear horse armour, elephants wear ‘elephant armour’ etc. There are the same pieces of armour for cavalry as there are for humans: helmets for head protection, body armour for torso protection etc.)-ALL ‘Battle Formations’ and ‘Battle Actions’ can be performed by a character even when he/she is riding a ‘Cavalry’.Cavalry’ should be considered separate from the rider. This means that an enemy must choose between attacking the animal, or attacking the rider.After a ‘Stampede’ (from a elephant) or ‘Trample’ (from a horse), it will take 1 turn for the horse or elephant (and its rider) to return back to the battle. While that character is gone, the player can choose to either replace him/her or continue to fight with one less character until the rider returns. If the rider returns, but the player has replaced him/her with another character, the player then chooses to either keep the new character in the frontline and send the returned rider to where the new character came from, or send the new character back to where he/she came from. - A cavalry animal can be healed, but cannot be revived once it has been four turns since he/she fell. A Myth-Cavalry can either always be revived, or die after 8 turns (you decide on the Myth-cavalry one, Camelot!).Healing moves can heal both a cavalry and his/her rider or just one of the two, but healing both would mean dividing the power of the healing move equally between them.As a character uses a certain cavalry more, that character will become better at mustering and riding that type of cavalry and that individual cavalry (the player may name the cavalry to tell them apart). This makes the rider better at performing all ‘Battle Formations’ and ‘Battle Actions’ with that type of cavalry (horse, elephant etc.).WEAPONS AND AROMOUR: ALL characters MUST be able to equip ANY weapon or piece of armour, it should just be that some characters are better with some weapons and armour than other characters are.
For example (weapons): Rief should be able to equip an axe (he couldn’t in Dark Dawn) but it greatly reduces his agility when he uses it (because he is not too physically strong) and Tyrell is better with it than Rief is (at first). If the player keeps training Rief to use it, Rief will become better at using it; he will do more damage with it and gradually regain his Agility with the axe and his overall physical strength will improve, increasing his overall attack with all weapons. Eventually, Rief could become as good as (if not better than) Tyrell at using axes. If he begins to use an artifact weapon he is not used to, he will have train up to rebalance his agility when using it.Another example (for armour): Karis should be able to equip body armour, but it greatly reduces her Agility since it is so heavy for her. Matthew more-or-less maintains agility when wearing body armour because he is used to it and is physically stronger. If Karis keeps wearing it, she will gradually regain her Agility since she becomes physically stronger and may eventually become better than Matthew at being Agile when wearing it. This will also mean that Karis does the same with most body armours (non-artifact ones). If she begins to wear an artifact armour she is not used to, she will have to train up with it to rebalance her agility when wearing it.-If a character is trained to use a weapon or armour that he/she is not naturally skilled with, the character will gain an overall statistic-benefit for the status that the weapon/armour focuses on (e.g. if Rief is trained to use an axe, his overall attack status will increase (even when he does not have an axe equipped). If Karis trains to wear a piece of armour she often doesn’t wear, for instance, bronze armour, her overall defence statistic will increase, even while not wearing the bronze armour. However, if a character gets used to using a piece of armour or a weapon he/she is not naturally suited to and then stops using that weapon or armour, that character will gradually lose the benefits that were granted by training with that weapon or armour (e.g. Rief gets used to using an axe, regains his agility with it and his overall physical attack improves, but then he stops using it for a while so his agility with it decreases and the overall physical attack benefit he gained (from training with the axe) will gradually decrease. If this happens, the player may train Rief to use the axe well again- retrain him to improve his attack and agility with it etc.).Weapons should become dulled from parrying and armour should become damaged when hit. Eventually, the weapon or piece of armour may be destroyed if it runs out of HP. As a weapon is dulled it will do less damage. As a piece of armour is damaged it will provide a little less defence. A weapon can be re-sharpened if dulled, and a piece of armour may be repaired if damaged, totally restoring the benefits they offer to the wearer. These can be done at a weapon or armour store. If a weapon or piece of armour is destroyed, it may be reforged at a store, but it will do a little less damage (in the case of a weapon) or provide a little less defence (in the case of a piece of armour) once reforged. However, a specialist blacksmith may reforge an item to its original state and reforge destroyed artifact weapons and armour. You MUST put these in the game.DJINNI: In Golden Sun 4, Djinni MUST have more various effects than before. In this case, the word ‘No’ is totally foreign to me and no longer a part of my vocabulary. The new effects could be; -Stealing HP from all enemies and giving it to 1 ally.- Making an enemy or ally go rogue (can attack or heal anyone) for 2 turns but double the effect of anything he/she does during those 2 turns.A djinni that does great damage to both parties but focuses on one of them randomly chosen by the game. -reduces the user to 0 HP but has a 100% chance of reviving all downed allies in the front lineline.Prevents all enemies from attacking the person with the least HP in the party.Deflects enemy attacks with a 50% chance of hitting the enemy who attacked the player’s party
-Makes the enemy party receive 50% of the effects of the attacks they throw at the player’s party, while the player’s party takes the other 50%.- Makes a party member (chosen by the player) the life-source of the rest of that line of the party, so, if downed, the rest of that line of the party will also go down, but all their abilities’ effects will be enhanced by 50%, and the life-source character’s abilities will be enhanced by 100%.
-Increases a party member’s defence each time that party member is attacked. Lasts for one turn. [The same effect could be used for attack, agility, luck, and elemental resistances and powers.]-Doubles a character’s RATE of mastery (the SPEED at which the character is mastering that weapon/armour) with an un-mastered weapon or armour (lasts for 2 turns).-Doubles a character’s CURRENT LEVEL of mastery with an un-mastered weapon or armour (lasts for 2 turns).- Boosts either attack, agility or resistance ( one of them is randomly chosen by the game)-Targets all enemies and makes them either flee, defend, or use a healing move (rather than attack the player’s party)One ally goes berserk and attacks all enemies with extreme force, but is then reduced to either 0 or 1 HP.-Immunizes the party against ailments for four turns (for four turns, the frontline party members cannot be stunned, deluded, poisoned, put to sleep etc.). Also, two turns after being unleashed, this djinni will rid the party of any ailments received before its use.
-Use on any party member in the front line. If a different party member is downed within the next two turns, the target of this djinni will severely attack the enemy who downed the other party member.
- Target on any party member in the front line. If that party member goes down within the next 2 turns, he/she will down the enemy responsible, and if a boss is responsible, the downed (now revived) character will not down the boss, but will attack it with great force (once revived by a fellow party member).Seriously, Camelot, there are HEAPS of djinn effects you haven’t used yet. The sky’s the limit. Go crazy.MULTIPLAYER: Multiplayer in Golden Sun 4 should be vast. Here’s how to make it so:Trading between two players (either over the internet, or locally). After a ‘Trade’, the giver of the item, djinni etc. will still have a copy of the thing he/she gave to the other player.-Trading items with another player for anything or nothing. -Trading djinn for other djinn, for anything or nothing.-Trading summons for anything or nothing. (Camelot, you may like to exclude this one, as it can mean a player can have a very powerful summon early in the game. But perhaps you could make it so that a player can only receive summons that he/she could already have, but simply missed them).-Trading psynergy for anything or nothing. (Camelot, You may like to restrict this by making a character unable to learn an entire psynergy series stemming from one psynergy he/she received from ‘Psynergy Trade’ until the character is on the right level to learn the other psynergies in that psynergy series).-Trading characters for anything or nothing. (Camelot, you may like to restrict characters received from ‘Character Trade’ at the battle arena and multiplayer, so they cannot be used in the quest before the player gets them in the Quest Mode).- Trading music for anything or nothing. The music received from this can only be played at the ‘Music Box’ at the arena.-Also, please make all multiplayer components both local and online. I will be disappointed especially if there is no online multiplayer. You may like to build on these suggestions, Camelot.Multiplayer Fighting-MULTIPLAYER COLOSSO: Multiplayer contest, ‘Colosso’ style. There should also be a ‘Single Player’ version of this. Plus, If you include up to 4 (or even 6!) players, there could be a “Team Mode” for this in which the numbers of players can be divided. This means there will be alliances e.g. 3 against 3, 2 against 4 (any combinations, really). There MUST also be a ‘Single Player version of exactly the same thing, teams, alliances and all. Obviously, the ones who aren’t the player are controlled by the game.MULTIPLAYER PUZZLE RACE: Multiplayer race to the finish line (on foot) with puzzles to complete but without the battle at the end. There should obviously be several different courses for this and a Single Player Mode. Plus, If you include up to 4 (or even 6!) players, there could be a “Team Mode” for this in which the numbers of players can be divided. This means there will be alliances e.g. 3 against 3, 2 against 4 (any combinations, really). There MUST also be a ‘Single Player version of exactly the same thing with teams alliances. Obviously, the ones who aren’t the player are controlled by the game.
MULTIPLAYER ARENA: 2+ players fight against each other in the arena (with their own parties from the Quest Mode). There can be alliances (e.g.2 players against 2 players) and up to 6 players (okay, six might be pushing it!) But at least 2 players. Some players should be able to play as the random monsters. There should also be cooperative player in which 2+ players working together to defeat arena monsters, but the arena monsters are stronger or more numerous than they would be if just one player were to fight them.
-As with everything I have and will mention, Camelot, the sky is the limit. Go crazy (but within reason).
-Also, I presume there will be a part of the game’s story in which the player competes in Colosso. Colosso should involve death. If the player defeats an opponent in Colosso, the player should be able to choose whether his/her opponent lives or dies. But the crowd who are watching should play a major role. If the player has defeated an opponent, the crowd will say whether that opponent should live or die. If the player goes against the crowd’s decision, the player will most likely be disqualified from the Colosso tournament. Also, if the player his/her opponent live, then that opponent may thank the player by giving him/her a special, artifact item later in the game, regardless of whether the crowd had said that opponent should live or die. BOTH should apply to Colosso in both the Quest Mode and the Single Player/Multiplayer Arena Mode. Also, the player may be killed by his/her opponent in Colosso in both the Single player/Multiplayer Arena Mode, and Quest Mode, but this may not be necessary because the player could just try again. I must add that death in Colosso is not entirely necessary, you may exclude it if you wish.-There should also be ‘Multiplayer Hot Seat’. In Multiplayer Hot seat, two (or More if you include ‘alliances’) players will fight each other (in turned-based style). When one player has given orders to his party, he will hand the 3DS to his opponent, then the opponent will give orders to his party. However, unless you guys find a way to circumvent this problem, this turn-based setting will mean you cannot use any of the ‘Real Time’ battle components like ‘Retaliation’ and ‘Melee Duels’ and ‘Brawls’.PRESENTATIONObviously, Camelot, all of your fans expect fantastic graphics (and 3D if on 3DS) for Golden Sun 4. NO Question. You know what to do.There are some other things you could do to make GS 4 look awesome.- Display armour that characters are wearing. Both in battle and out of battle. On areas of a character’s body without armour, just place his/her Character Art. The armour display should be optional for the player.- Also display armour that cavalry wear.OTHER-Make Golden Sun 4’s difficulty A UNIVERSE greater than Dark Dawn’s. Dark Dawn’s was almost criminally low, in terms of battles and puzzles. Do not let that happen again.-Do not put childish talk in GS4 like you did in Dark Dawn. Words like ‘Yeah’, ‘guy’, ‘dad’, ‘mom’, ‘kid’ Must not be included. And NO teenage American accents. Teenage American accents could bring down the WHOLE voice-acting scheme of the game!-Give the player the ability to skip cutscenes and always make perfectly obvious what to do next.-Have no points-of-no-return. They did not affect me in Dark Dawn, but plenty of people have been annoyed by them. If you guys think you’ll need to put one in, don’t. Just cleverly surpass the need to do so. e.g. perhaps in Dark Dawn you could have made it so that the player was allowed to go back to the Goma Plateau but the Tuaparang had used dark psynergy that makes you unable to see and hear the people there but does not physically block you from anywhere. Also, the icebergs preventing the player from returning to Belinsk during the Grave Eclipse were not necessary. The player should have just been able to go back to Border town and Saha town and Belinsk and Kolima Village to find everyone in safehouses with torches to keep the monsters away.-Fill the plot hole of how Garet isn’t weakened and Ivan and Mia don’t fuse at Mercury lighthouse in Golden Sun 1, how Isaac neither recovers PP, nor fuses with Garet (and Ivan isn’t weakened) at Venus lighthouse, how Sheba, Ivan, Mia and Piers don’t fuse at Jupiter lighthouse and how Felix and Isaac don’t lose PP there and how characters don’t fuse and aren’t weakened at Mars Lighthouse after the battle with the Doom Dragon. Also, remember in Golden sun 1 when you go to Kolima or Kolima forest and Tret tries to turn everyone in your party into trees but those psynergy domes protect you? Well, a few moments afterwards, Ivan theorizes that the domes were psynergy and psynergy protects an adept when he or she is in danger. Well, why doesn’t psynergy automatically activate to protect an adept during a dangerous battle? Please explain this in Golden Sun 4.-I would LOVE to see the 3DS’s gyro controls utilized. You could do this to change camera angles at ALL degrees at any time; during battle, during cutscenes, any time, (also to move your character in battle during ‘Melee Duels and ‘Brawls’) and on the world map. -Some of the music in dark dawn was simply brought down by bad instrument choices:‘Boss Battle theme 1’: energetic and excellent, but has an annoying, high-pitched, wonky instrument in the background that brings the theme down a bit. I’m positive that was not a glitch. I hate that sound. It is unnecessary and needless and horrible. It is abominable. Never use it ever again. It is also in boss battle theme 2, the Dark Dawn remix of Saturos’ theme, the ‘Under The Shadow Of The Eclipse’ theme and one of the cave themes (used on the world map when you go under the darkness of the Grave Eclipse).Also, the bells in The Dark Dawn remix of Saturos’ theme are kind of annoying and considerably mediocre. You could have used a vocal sound instead. I also did not like Battle theme 2. It plays during battles before Rief joins the party and has a Hammond organ in it. That is a CRIME. I also did not like the theme that plays when you battle Eclipse monsters. Just listen to it. It has a Haloween-style electric organ in it and other synthesized, Haloween-style sounds. That makes it VERY mediocre. Do not use such instruments in Golden sun 4! -For Golden Sun 4’s music, I simply but strongly ask that Motoi Sakuraba use a couple orchestral or operatic-style layers in some of the themes as well as a few themes Mainly made up of orchestral instruments and voice. But overall, the music should follow the model of the music used in Golden Suns 1 and 2. Golden Suns 1 and 2 had the music that crystallized in my (and my brother’s) childhood. Make golden Sun 4’s music do that as well.Mr. Sakuraba,You know how to make phenomenal music. Mars Lighthouse’s theme, The original Saturos’ Theme (better than the Dark Dawn version), Tundaria Tower theme, and the Aqua Rock Theme, Vale’s theme, Karagol Sea theme, and the Golden Sun: The Lost Age Credits’ Theme and a few others that I can’t be bothered trying to remember are all perfect examples of your musical prowess! One other thing I must say to you, Camelot, is that my brother and I noticed all the Mario stuff you guys put in Dark Dawn: the Mario-style Deathwisps in the Tanglewood forest, the Mario style bomb in the Border-Town Mine (the place where you get the summon Ulysses), and that fairy woman displayed in the ‘FLORA’ summon sequence (she looks a lot like princess Peach) and (worst of all) the Clouds of Passaj. I noticed the Mario-style electric balls that zap you out of the sky if you fly into them, I noticed the staircase made of zol resting on clouds at the end of the ‘Clouds of Passaj’. In fact, I am 98-99% sure that the entire ‘Clouds of Passaj’ thing was taken off Mario altogether. There is a cloud ‘World’ in New Super Mario Bros. on the Nintendo DS. Also, the acknowledgement of the ‘Super Mario Club’ in Dark Dawn’s credits is a perfect explanation of the Mario stuff in Dark Dawn. Obviously, you Camelot guys got financial support from the Super Mario Club in order to make Dark Dawn. Now, I don’t mean to say that I like Mario, so you “shouldn’t take stuff from it”, but rather that the Golden Sun series is several universes better than Mario (well, at least the first two Golden Sun’s are). This means that you should never, EVER have put Mario stuff in Golden Sun: Dark Dawn. Doing that is abominable. Shameful. Never do it again. It is EVIL. And if doing that was part of the deal with the Super Mario Club, away with them! Get financial support from someone else! So, Camelot,I wish for you to include these ideas in the next Golden Sun and include your own awesome ideas. Also, the ’Battle Formations/Actions’ may be turned off in the ‘Options Menu’. If you guys detect ANY flaws in the game whatsoever, (especially plot holes and badly explained plots) fix them immediately. In Dark Dawn, the cutscenes were too long because what could have been explained in 15 speech bubbles was explained in 40 AND THEN the characters each had to express their own opinions on a small matter (like at the Alchemy Dynamo when you see Blados and Chalis). You took the long way of explaining the plot, and yet didn’t explain it properly AT ALL. You didn’t explain CRYSTAL CLEAR why Volechek wanted Luna Tower activated and how the Tuaparang had fooled him and Sveta. Seriously, I had to piece together almost the WHOLE middle part of Dark Dawn’s story with scraps of information that characters gave with HUGE gaps in between. This must not happen in Golden Sun 4. Make the explanation of ALL of the story IDIOT-PROOF and allow the player to watch cutscenes again at any time. Make the story phenomenal, give each character great charisma and give times for the player to adapt to each of them individually in the gameplay and cutscenes, and make the important cutscenes full of the appropriate atmosphere (e.g. give an atmosphere of exhilaration when you are on the verge of doing something like capturing an important villain or antagonist, or an atmosphere of grandness when in a place of great wonder and awe, an atmosphere of darkness when in a dark or deserted or despairing place. This would obviously be done through dialogue, silence, sound, and music.-Fill ALL boss fights with an awesome feeling of exhilaration. If the player wins , it should feel like the best comeback or struggle or outwitting of the enemy EVER. If the player loses, he/she should still feel that victory is achievable-that there is something he/she has not tried yet, and that he/she put up a good fight, that their defeat was rather humorous and energized, an awesome ‘way to go out’ and that he/she is still very confident and optimistic and thinking strategically. In Dark Dawn, however, the player could just spam attacks or choose them randomly and win either way. That must not be the case EVER AGAIN in the Golden Sun series.Some other things: In golden sun 4, the leader of the party must not be a wimpy, blonde-haired 16 or 17 year old boy whose voice hasn’t broken yet. Give the leader of the party more guts in Golden Sun 4. Make him say memorable, evil, villain-like, wise and deceptive things to the villain, make him physically strong instead of him just having a burly guy as his secretary who is only good at destroying things and taking orders.COPIED CHARACTERS: The characters so far in the series have been quite repetitive. The leader has always been an earth adept with medium physical strength, the strongest ones have always been fire adepts, the weakest ones have always been wind and water adepts who heal the party. In Golden Sun 4, make new mixtures of characters’ psynergies and physical strength. The fire adept could be physically average or weak, but could heal the party, while the water or wind adept could be the leader and be physically strong with green or brown hair and clothes (not blue), for example. Just mix up the character’s clothing and hair styles and main battle skills (e.g. strength, healing).-There must be plenty of new and inventive summons with new and strange effects and dazzling audiovisual sequences. Full stop.-You could include blood and screaming in battles and these could be alterable options (BLOOD:on/off SCREAMING:on/off)-There should be Morale-enhancing abilities (certain djinn, summons, items and psynergy could be used to increase morale of characters or the whole party).-In Dark Dawn, many of the puzzles were just a matter of casting one psynergy (perhaps repeatedly) or moving a few objects around and the puzzle was complete. Make Golden Sun 4’s puzzles far more complex, make them as gloriously ingenious as the puzzles of Golden Sun 1 and 2 with their own original, brain-mocking twists.-Also, there is another plot-hole like error in the game: the construction of the ‘Endless Wall’ in accordance with the changing of geography caused by the Golden Sun. If the Ancient Sanans built the wall in ancient times, during the last Golden Age, then that means that the wall would have been destroyed when the mountains shifted after the ancients sealed the power of alchemy away. Also, the ruins of the wall were not present in Golden Sun 1 or 2. You guys must fix this error by saying, for example, that the ancient Sanans built the Endless Wall during the last Golden Age and then it was destroyed by the shifting of the mountains on which it stands when the ancients sealed the power of the Golden Sun away. When the Golden Sun returned (thanks to Felix and Isaac and their group), the Sanan nation was reformed and the Endless Wall was reconstructed in such a way as to avoid crumbling due to any further shifting of the mountains from that point on (perhaps constructed this way through the use of psynergy or something).The same sort of thing goes for the new towns in Dark Dawn. They were not there in Golden Sun 1 and 2, but their inhabitants seem to say that their cities were around in ancient times. To fix the plot-hole of those cities not existing in golden Sun 1 and 2, you could say that those cities were around during the last Golden Age, then, when the ancients sealed away the power of alchemy, raw psynergy/alchemy became unavailable for the maintenance of the cities. The cities’ buildings to crumble due to lack of maintenance, and the lands’ natural resources became scarcer since Alchemy’s influence on the natural world was gone. This new scarceness of natural resources scattered the populations of cities from the Golden Age, giving way to smaller, more scattered towns such as Vault, Bilibin, Mikasala, Garoh etc. and all of the towns and villages from Golden Sun 1 and 2. But then, when Alchemy was returned, the people found evidence and eventually proof of pre-existing cities which were around during the Last Golden Age. The people discovered ancient records of events and the ancients’ ways of life, telling them all they now know about the Exathi, the Jenei and the Fori and all other ancient peoples (if any). Also, how often does the Mourning Moon appear? Every ten years after the Golden Sun? I’m a bit confused. I think Isaac’s diary says every ten years, but the In-Game Encyclopedia entry for the Mourning Moon says ‘This immense Psynergy Vortex once caused unimaginable destruction in Angara…’ Do you mean it appeared ONCE, as the Encyclopedia entry says, or every ten years after the Golden Sun, as Isaac’s diary says? Please clarify in Golden Sun 4.Seriously, Camelot, it was pretty amateur of you guys to not say in Dark Dawn what happened to some of the towns from Golden Sun 1 and 2 and even more amateur of you to not explain how come all of these new towns (seen in Dark dawn) suddenly came into being, and worst of all, you guys had not mentioned anything of the Exathi and the Jenei and the Fori in the first two Golden Suns, you just introduced them quite suddenly in Dark Dawn as if you had just sloppily thought of them while making Dark Dawn. You MUST fix this stuff to the best of your ability by saying the stuff I have suggested in the above paragraph (unless you can think of something better). Also, what happened to Blados and Chalis at the end of Dark Dawn? Are they dead or still alive? Personally, I think it would be very poor of you to say that they are still alive.-Dark Dawn’s story was like this: You spend 1 third of the game trying to get to Belinsk, then once you do get to Belinsk you spend another third of the game looking for Kraden and the Mountain Roc and breaking into Luna Tower and activating it. Then, once you have activated Luna Tower, you spend the last third of the game trying to end the Grave Eclipse. So, the first bit of the game is spent trying to just GET to Belinsk, and much of the rest of the game is spent doing something unrelated to the original objective of getting the Mountain Roc feather. Also, the game ultimately told us nothing about the psynergy vortexes. Doing all these things is called ‘Stringing Out The Plot’. Don’t do this in Golden Sun 4. Do not make the player spend a large chunk of the game doing something that yields hardly any results and then gets the story sidetracked. Just don’t do that again.One other suggestion is that the player must be surprised (and not to mention severely challenged) by all the bosses in Golden Sun 4- ‘optional’/’secret’ and non-optional bosses. One of these surprises could be that just when the player has won an epic but gruelingly difficult boss fight and is about to leave the room, another huge monster appears, providing a much stronger and more epic and energetic battle than the monsters the player has just fought. This would be best used for an ‘optional’ (‘secret’) boss fight because it would add to the player’s feeling of awe and excitement at making a huge discovery involving an epic summon and maybe some awesome, never-before-seen item. Also, hide secret bosses ingeniously, Camelot. Maybe you could make a sort of riddle or clue out of things that some random people say in different towns across the world or you could put a subliminal clue as to where an optional boss or other massive secret is in the game (maybe on the map that the game provides to the player to help him/her navigate).Generic Villains- Camelot, Please do not make Golden Sun 4’s villains generic. What makes a villain generic is them saying things like ‘Hahahah… I hate to tell you, but you’re too late.’ and ‘This won’t be like last time, I’m stronger than ever now!’ and ‘I will have more power than ever!’ I am sure that you guys can make Golden Sun 4’s villains original, especially Alex- he could say wise and true things despite being a villain. Just work on that a bit. You could also have great story- revelations of conspiracies in a couple of cut scenes. Like some great deceitful plot device among a couple of villains or between someone the protagonists trust and one of the villains. This would be especially effective if the cutscenes did not involve the protagonists- the player would be left gaping at the screen because he would know something that the protagonists do not. Think about it this way- think of a fictional TV series that you like, for example. You are shocked when you find that a character whom you thought was normal turns out to be an insane, sadistic serial killer on the inside! And you’re thinking ‘Wow! I didn’t expect a plot twist like this!’ This kind of thing should be in Golden Sun 4. I’m not saying that there should be a serial killer, but just a plot twist that runs on the same lines. -You may also like to add the option of replaying battles but that is entirely up to you, I don’t mind if it’s not in the game. I kindly ask that you guys at Camelot MUST include the ideas I have suggested, but you may exclude the ideas which I said you may exclude, but I simply demand that the others WILL be in Golden Sun 4.
-‘WE are the fans. WE are the power!’
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Mar 03, 13 at 12:39pm ^re: Golden Sun 4
The Trainers Whip
Let us go more places, I'm sick of Ei jei or whatever that area is where Ayuthay is, tare down that wall Camelot, its annoying, maybe come up with something where Sveta tears it down as Queen's orders.
Too much boat travel, cut down on that, I didn't like it in Lost Age, I don't like it in Dark Dawn, most of all I don't like the boat music in either game, and random battles are the most annoying at sea, maybe consider cutting random encounters on the boat and at the same time making the boat less used.
As for Golden Sun monsters, I wouldn't mind the overworld monster being stronger, they're dead in two attack phases, thats weak, they could at least double thier hp.
I think the boss diffaculty is fine as it is, I don't want any bosses hard in diffaculty, unless they turn Alex himself into Dullahan 2.0 that can use Cruel Rail 3 times in a row, I'd rather they go all out with Alex than any of the other bosses since they tend not really matter overall.
Camelot really needs to review Lost Age, Golden Sun 4 really needs to be a sort of reincarnation of The Lost Age, bring back some things Lost Age featured, also it needs to have the perfect cast.
Edit: Mar 06, 13 11:23am
Knockouts VP: She gave me her power!!!
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Aug 18, 13 at 7:51am ^re: Golden Sun 4
quote GaTheZakkYou are right about the bring back part... I also want the mind read part.... spirit sense is stupid..... the track psynergy was stupid and useless....
But I like the Jenei parts... I also want to be able to go back to all the places in the map and have dark adepts in my team
AQ warrior character
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Nov 05, 13 at 3:29pm ^re: Golden Sun 4
quote GaTheZakkYeah, agreed, but add MORE. More Jobs, Equipment, as well as make things customizable.
quote GaTheZakkUm, I hate to break it to you? But if you hated it in Lost Ages, you're going to have to deal. It's what makes up most of Weyard. That wall leads to the Apollo Lens. Tear it down, and it comes down with it. No. Random Encounters were just fine. Either buy Sacred Feathers, or cast Avoid. Don't be lazy.
quote GaTheZakkHave you ever once considered that maybe you're just too damn high for the Overworld? Everyone knows you level up for the last bits in Venus Lighthouse, Crossbone Isle, Mars Lighthouse, or that place with those Bird monsters. I don't think Alex will be a Boss, but possibly an Anti-Hero assist now. Deal with it. You have to face the Tuaparang as well as the Empyror. I'm too busy with trying to witness the story than gripe with the whole 'Battles' nonsense. My guess? Proxians became the Tuaparang.
quote GaTheZakkNo, I think you need to review them all three again, and this time, pay close attention. You only pay attention to the battles, and the like, never the story as well as gear.
Lastly, anything in Bold I fixed for you. Please remember to do this?
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