A Good Ol' Classic, Made New and Exciting
You know, I, as an avid fan of Final Fantasy IV, had picked up Final Fantasy IV: The After Years (the sequel), and found it a treat. Recommending it to my friend, someone who hasn't played IV, proved to be a waste of time, as The After Years turned out to be a treat (a very unoriginal treat at that) to Final Fantasy IV fans. Now, Golden Sun: Dark Dawn is set 30 years after the events of Golden Sun and Golden Sun: The Lost Age, but by no means is it a disappointing sequel meant to give fans a little tickle - rather, it's an approachable game for both fans of the series and newcomers who didn't have the chance to grab the first two (although there is no question that fans would enjoy it more).
Golden Sun: Dark Dawn is the third in Camelot's fairly successful Golden Sun series. Taken 30 years after the adventures of Isaac and Felix, Alchemy has been restored to the world through what has been called "The Golden Sun Event." Unfortunately, things aren't perfect, and the new problems that Isaac's son, Matthew, has to face, make up the core of this game. There's no need to spoil the story, except for the fact that you will control many of the children of the "Warriors of Vale," the 8 heroes from the first two Golden Sun games.
The Good

Newcomers would be unfamiliar with "Psynergy." This is the series' form of magic, allowing the Adepts (wielders of Psynergy) to not only give them an edge in battle, but solve puzzles in the field. There are some Psynergy that can only be used in the field, some that can be used in battle, and some that can be used in both areas (given the situation is right). Psynergy can be divided

Dungeons are full of puzzles, which range from easy to hard, although all are very creative. One must have the characters to use in-field Psynergy to complete these puzzles and traverse through the dungeon. This can range to using the "Move" Psynergy to... move pillars into a more desirable place, using the "Cold Snap" Psynergy to freeze pools of water, or use the "Fireball" Psynergy to... burn things. Psynergy costs PP, or Psynergy Points, but they can be gradually restored by roaming in the field or in dungeons.

Djinn (Djinni is singular) are these little critters, and like Psynergy, they come into 4 categories: Earth (Venus), Fire (Mars), Wind (Jupiter), and Water (Mercury). In the game, there are a total of 72 Djinn for you to use, 18 of each class. Each character can have up to 9 Djinn, but Djinn insist that they must be divided equally. If you have 8 Djinn, you can't give them all to one character - you have to give one to each character. So, until you have 65+ Djinn, no character can have 9 Djinn at a time.
But what do Djinn exactly do? Well, they dictate two things - Class and Summons. You see, Djinn have three "modes": Set,


Golden Sun: Dark Dawn impresses graphically over its predecessors (obviously), blending beautiful color with those chibi sprites. The somewhat grotesque dialogue windows from the previous games are replaced with cleaner dialogue "Cartoon bubbles" that make dialogue easier to read. Having a top and bottom screen allows you to see a Map at the top for navigation purposes and cleans up the Status window, allowing you sift through characters with general ease. Summons are absolutely gorgeous and intricate, and are always a pleasure to view... but you can skip them if you so wish.
Musically, Golden Sun: Dark Dawn showcases more of Motoi Sakuraba's excellence, throwing in the catchy synthesizers with more "orchestra" sounds.
The Bad
Golden Sun has never been an overly difficult franchise, and unless you starve yourself of levels, Golden Sun: Dark Dawn is no exception. In fact, this new installation is easier, save for the Superbosses (far stronger-than-usual bosses) that await you at the game's end. You can breeze through the game and think it went quickly. Dungeons, and even the World Map are disgustingly 
In Battles, you'll probably never lose. Soon enough, you are going to get reliable healing Psynergy, and then you'll have so much money pouring out of your ears that you can always afford the best equipment and items.
The menu system, while better, is still very clunky, and later on in the game, you are going to have to sit down and spend a good 20 minutes organizing items between characters and selling what you don't need.
But perhaps the biggest flaw of this game is that there isn't anything new. Despite the handful of new Summons, Djinn, Classes, and Psynergy, there has been no change to the overall formula of Golden Sun. Sure, the formula works, but Camelot should try and add to this success.