Summon Night: Swordcraft Story Preview
Written by Cody Musser on Wednesday, July 12, 2006
Standard-fair RPG, or something more? We take a look...
I've been excited about Summon Night: Swordcraft Story for some time now. Not necessarily because I'm expecting the game to be amazing, or even removed from the standard RPG cliches. The truth is I'm just a sucker for old-school RPG's, even with all their faults. Luckily, Atlus seems to have a game with enough depth and creativity to impress not only me, but everyone else as well.
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The game offers an overwold map setup that is reminiscent of any SNES-era RPG. Dungeon crawling makes up the core of gameplay, and the standard cities, shops, and AI characters are present as well. Nothing here really screams out of the ordinary, and while stale for many players, these elements seem much like a throwback to the heyday of RPG's. However, for all the players that aren't interested in nostalgia, the depth of the title soon becomes apparent in the crafting and battle systems.
Hence the "craftlord" title, Summon Night offers players a chance to craft their own weapons as they go. Materials to create weapons can be either purchased or won from battles, and the diversity of weapons will have players choosing whether a particular battle can be best won with a sword, axe, ... or ladle. Not only can players craft weapons, they can even change their weapons mid-battle to suit particular situations where that ladle might not be so effective. Changing weapons doesn't simply alter the attack power of any blow; it also changes the entire style of combat. There are five categories of weapons within the game; sword, axe, spear, knuckle, and drill; and each can be upgraded and mastered to suit a player's style.
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Numerous seems the only way to describe the battles in Summon Night. Random battles have long been the bane of RPG players, and Summon Night doesn't seem to have an issue with hurting anyone's feelings on the matter. Random battles seem to occur on average every couple of seconds in the games dungeons. With battles happening so frequently, hopefully the chance to gain materials and the creative battle system will keep fighting from feeling tedious.
It's hard to determine yet if Summon Night will be more than just another cliche-filled RPG. It has the potential and creativity to become a highlight in the GBA's catalogue, but its depth seems to be present mostly to counteract the issues that most players already have with the genre. It's a tough thing to sell an RPG these days, but offering players the chance to do battle with a ladle always helps.












