Golden Sun: Dark Dawn details/quotes from the director and scriptwriter
“With the previous games we intended to craft the prologue for a series that could extend for a long while story-wise. The idea was to spread the main story out around this core, but in the end, it took quite a bit of time.” – Hiroyuki Takahashi, scriptwriter for the series
“We’ve received a lot of encouragement from fans regarding their expectations for a sequel, and the fact we’ve finally been able to get the environment together to start developing it is an emotional moment for me.” – Shugo Takahashi, Dark Dawn director
“We came up with the idea for Psynergy, as an answer to the inherent contradiction where you have enough power and magic to blow up the planet during battle, yet can’t break a locked door open in a dungeon.” – Shugo Takahashi, Dark Dawn director
“It’d be a lot easier for us to make it so you have to track down keys to open doors, but using Psynergy to move stuff or make ladders to open the way forward makes it more fun for the player and gives him a greater sense of achievement. That’s the fun part about Golden Sun and I think it’s indispensible.” – – Hiroyuki Takahashi, scriptwriter for the series
“We’re trying our best to have puzzle-solving aspects like that accessible with the DS stylus. You’re free to use the buttons, of course, but if you see a stylus icon onscreen, you can see that as our sort of invitation to try using that instead.” – Shugo Takahashi, Dark Dawn director
“It’s important that we have fun things for series veterans to discover, certainly. I can’t go into details, but I think you can expect surprises like that.”
“No. It’s a single game this time, although we will leave it up to the player to imagine what the world will be like after it’s over.”