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The music quality is slightly better, and the writing is roughly about par with the original game. It's still pretty linear, so functionally it's the same, but it looks and feels less restrictive. There's no longer a single dungeon to explore, as you can leave the central town and explore different areas. Also, your weapons don't regenerate after combat, forcing you to return to your home base every once in awhile to repair them. You can switch between weapons when exploring, which can be used to cut down different obstacles.
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Probably a boy, but this point is of contention.Įssentially Swordcraft Story 2 is the same as its predecessor with some minor improvements. Pretty ripped off from Etna of Disgaea.Ī somewhat dense beast child. It's up to them to make sure this long sealed monster stays dead.Ī schizophrenic devil/angel girl. In Summon Night Swordcraft Story 2, you play as an orphan who watches as a great evil has been reawoken - by your former best friend, no less. Summon Night Swordcraft Story 2 / Craft Sword Monogatari 2 (2004) - Gameboy Advance At least it offers a unique experience, and it's certainly not any worse than most non-ported GBA RPGs.
Summon night swordcraft story gameplay series#
It's nice to see the series come to America, but ultimately it's a bit too longwinded and simplistic to be too gratifying. The graphics are generally pretty drab, and the music quality is extremely poor. It's a bit odd that the game was released in the USA in 2006, three years after the Japanese release. The only saving grace is some clever writing and amusing lines spoken by some of the NPCs, inserted courtesy of Atlus' excellent localization staff. But no, it's overwhelming when it's in English, and most of the plot is pretty boring. I figured the dialogue on the console Summon Night games was only excessive because it was in Japanese. Weapons can break mid-battle too, requiring that you switch to back-up armaments, but they regenerate after every fight. The controls are pretty tight (other than making you jump by pressing "Up"), but they tire out pretty quickly - you're either mashing buttons or timing your defense moves correctly, neither of which are very fun in the long run. Other than your Guardian Beast, who can be called out to cast various spells, you never get any other companions, and only command the main character. Although the dungeon crawling is handled like your typical JRPG, the random battles are side-scrolling action sequences similar to the Namco's Tales Of. As the title implies, you can find materials to make weapons, which is required to win some of the tougher tournament battles. You spend a lot of time running around town or exploring the sole dungeon in the game, a huge, expansive underground maze filled with monsters and treasures. Speaks in mostly unintelligible Pokemon-ese. Speaks in symbols which only your character can understand.Ī cute little green beast. Appears to have a crush on the main character's mom.Ī flying mech thing. Seems to have bisexual tendencies if you play as Pratty.Īn arrogant oni. And again, there are nighttime sequences where you can pick a character to converse with.ĭespite your protagonist choice, the plot is essentially the same - as the son/daughter of a famous Craftsknight, it's up to you to face off against other fighters in a huge tournament.Ī fairy. Much like the console versions, you pick one of two characters, who are then assigned one of four Guardian Beasts based on some questions asked early in the game.
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In making the transition to the Gameboy Advance, Summon Night sheds it tactical RPG trappings and opts to turn it into a unique blend of dungeon crawling and action gaming. Summon Night Swordcraft Story / Craft Sword Monogatari (2003) - Gameboy Advance