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About the product
- 2-player Link mode for battling and item trading
- Explore a world of magic and mystery in this role-playing action game
- Become a young craftknight, studying to become a craftlord
- Compete to be the best at forging swords, axes, spears, and more
- Switch seamlessly between overhead and side-view
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Summon Night: Swordcraft Story is wild new role-playing action. Become a a young craftknight, studying to become a craftlord and make your name in the world. Accomplish this by entering a tournament with other craftknights and proving you're the best at forging swords, axes, spears and other items.
From the Manufacturer
Swordcraft Story is an RPG set in the strange world of Lyndbaum, a sacred land linked to four magical dimensions from which Summoners can call forth spirits called Guardian Beasts to do their bidding. Become a young craftknight, studying to become a craftlord and make your name in the world. Accomplish this by entering a tournament with other craftknights and proving you're the best at forging swords, axes, spears, and other items.
- An action RPG set in a world of magic and mystery!
- Become a young craftknight, studying to become a craftlord.
- Compete to be the best at forging swords, axes, spears, and more.
- Switch seamlessly between overhead and side-view in this challenging adventure.
- Two-player Link mode for battling and item trading!
Top customer reviews
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This is a neat little RPG that is quite fun, despite having its flaws. But first its good points. If anyone has ever played the "Tales" series (Tales of Phantasia, Tales of Destiny, etc.) then you may have an idea of how this game's battle system works. If not I will explain that it's real-time fighting, and you look at your character from the side (like you would in a 2D fighting game) rather than behind or overhead, and physical attacks and blocking are done with the A and B buttons. During the real time action, you can hold any number of weapons, but you can only bring 3 into battle, and you can switch between any 3 weapons you're holding (weapons can be elemental, so naturally you wouldn't want to use, say, a wind weapon against a wind monster) or have your Guardian Beast cast a spell or use an item for you that you choose with the shoulder buttons. Likewise, your Guardian Beast can only hold a limited amount of items or spells in battle, so you should set things up ahead of time. Once you're in battle you can't change the set-up. If you're really getting pounded on, calling up your Guardian Beast for a spell might get interrupted a few times. This is a pain, but it doesn't happen enough to be all that annoying. Battles, even major ones vs. a rival, or with bosses, aren't very long or drawn out, or even particularly difficult. All through the entire game it is just you and your summoned Guardian (monsters in this game are referred to as "summons"), and even though you interact with a LOT of other characters, you never actually fight side-by-side with any of them, only your monster buddy. You can chose between being male or female in the beginning, and customize your name as well as your Guardian Beast's name. I've only played the female one, so I'm not sure if there is anything majorly different in the story for chosing male, but I suspect any differences are probably minor. I'm not sure if gender effects what Guardian Beast you can choose, either. There are several you can get as your partner and I don't know if your character's gender has anything to do with that. Once you have your beast, s/he's with you for life.
The best aspect of the game is that the storyline is very involved, and the characters are interesting and more fleshed-out than most NPCs in RPGs. You actually will start to feel for them, and you will make many friends who join up to help as the story progresses. The story isn't complicated; you're the typical son or daughter of a dead hero, trying to live up to your father's name all the while discovering more and more about how he died, who was involved and what it was over. It begins to tie in with a mess of foul play that's going on in the present, so your adventure is multi-faceted. Yet because the characters are so interesting, it shouldn't matter much if the story is a little rehashed. For newer gamers they might not notice, but for old school RPGers it will be blatantly evident. But I'm an old schooler and it really didn't bother me that the story wasn't exactly new.
One of the focal points of the game is that you're a Craftknight-in-training on his or her way up the ranks, and as the game progresses you acquire more and more techniques. A technique allows you to manufacture your own weapons; you will get most of them from Master Bron, but you get a few special techniques in other ways. However, you can't just make a weapon out of thin air, so you must spend some time exploring and killing stray summons in order to collect items and ore to melt down for materials. Only when you have the technique and the required material can you forge a weapon in a furnace; you will use the one in your own quarters the most, but there are other places in the game where you're allowed to use a different furnace, although it does exactly the same thing as your own. You can even melt down old weapons for materials. There is a possibility your weapon can break in battle from use, but there is a meter that shows you if your weapon is near breaking point, and all you have to do is switch over to another weapon before the meter's gone. It only happened to me once, and from then on I just kept an eye on the gauge, but battles rarely last long enough to have to worry about it. Besides, all you have to do is forge a new one. The break meter is fully restored by your next battle.
Instead of wandering around a map of the world, you are instead given free-reign to roam around the town you live in and the underground dungeon in order to collect experience, money, and materials. The dungeon is 50 levels deep (then an additional 50 levels open up after you complete the story), and THANKFULLY it is NOT randomly generated. You cannot blast through the whole thing in one shot, as the levels get progressively tougher, and at certain points you will be blocked so that you can't continue until you do a certain event. The game basically guides you wherever you need to go, but even if you forget, you can just push the Select button and you will be clued in as you character converses with his/her summon partner. In that sense, people who like to figure out what they must do next might find the game easy...I don't think I was ever at a loss where to go or what to do next. In between trigger events, you're free to do whatever or go wherever you want, but 90% of the time you're confined to your hometown and the dungeons beneath it. You must leave town at certain points via boat to travel to other towns, but to be honest, this activity is very minimal and restricted. While all this is happening you are also competing in official tournament (exam = battle vs. another Craftknight) to make rank. At some points you are given the option to pick your reactions, or who you want to talk to, and outcomes are different depending on what you choose (since I made a save and redid some parts, picking the alternate, just to see), but in general the story stays on track and the decisions you make seem only to effect small side-quests. More decisive to the ending is what people you choose to talk to when you go out for your occasional night walks. You are given a list of your friends and you can pick one (and only one) at that point to have a visit with. There are more than an adequate number of save points and health restore stations throughout the game, and you can easily enough find a warp point and return to your own room to rest and save as well. I think I died only twice during the whole game, and only once in the dungeon, and that's because I was careless. You can temporary-save anywhere in the game if you have to stop playing suddenly.
Now for the bad points...my main complaint is that the random monsters (er, "stray summons" I mean) are rather lackluster. They're all basically the size of your character, although there are a few bigger ones, and only ONE large boss. In the beginning you run into a lot of those blob/slime-type monsters that show up in just about every RPG in existence, and then you run into yet more later on, that are tougher and merely a different color. In fact all the monsters have tougher, differently-colored counterparts, which is just a cheap way of making a "different" monster without having to design one. I believe there are 70 monsters in total...considering each monster has an alternately-colored higher level version, that's only 35 original designs. Battles involve 1 to 4 monsters of (typically) 2 different types. There are a few that fly, that you must jump to hit; nothing difficult. There are some monsters that are cool, like ghost armors and such, but random encounters come fast and furious, and after fighting 1000 of the same thing, you might feel more than a twinge of repetition. You acquire a "bestiary" type log that keeps track of what summons you have encountered, and I didn't even really bother looking at it all that much, only at the end to see how many I was missing. Which brings me to my 2nd complaint, the frequency of random battles. You barely take 10-15 steps and you get hit with a battle. The battles are fast and over quickly, but they can get annoying when you're trying to make some time getting through the dungeon, like if you want to just backtrack quickly to a teleporter. If you don't remember what a room was laid out like, you will probably feel frustration as the random battles constantly distract you from trying to figure out where to go and you end up backtracking by mistake. At least after the battle is over, your character will still be pointed in the direction he or she was heading. You CAN reduce the frequency of random monster encounters, for a certain amount of time, with an amulet item (one time use) you can buy at any time from a shop; however until you're higher level and have a bit of money, the item is expensive and you probably won't be able to afford more than one, if any at all. You can run from a battle fairly easily, but if you try to do it repeatedly, the random encounters become increasingly more frequent, so that trick only works for so long. And on the higher levels when you can afford the amulet, it barely seems to reduce the encounters at all.
The other thing that kind of sucks is that you can equip up to 3 weapons and ONE item to wear on your person, but nothing else. There is no armor or anything you can wear. There are various rings, bracelets and shoes you can wear that give some nice bonuses to your attributes, but you're only allowed to don one at a time. Just because you're wearing a ring, why can't you also put on a pair of shoes? Logically that doesn't make sense, but oh well. You can choose what techniques (spells) your summon buddy can use during battle...basically he has a certain amount of slots and those slots can be either items or spells or any combination, and he does collect quite a variety of abilities in time (leveling up along with you, but at his own pace), but it's a shame you can only take 4 of them into battle. I only used heal and 3 of the most powerful attack spells; I tried a few of the stat-enhancing spells, but they were a waste of time and proved pointless. No battle was lasting or difficult enough to warrant needing stat boosts. As long as you healed yourself and did a steady attack-attack-guard pattern, you had nothing to worry about at all. The other thing that kind of bugged me was that you never have a party. I really like controlling NPCs, and while they ARE a detrimental part of the story, when you go into battle they're never there. There are times when you or your friends shout, "ok! let's fight them together!" and it goes into a battle that's just you vs. the enemy...I guess you are to assume that you're just seeing your part of the bigger fight going on.
The weapons you forge are of a great variety, and you can opt to use your favorite ones, but for the most part the elemental aspect didn't much come into play. There were only a few occasions where I found my weapon ineffective and needed to change because of element, and most of the time I used a sword. The sword is the most versatile as it does the most damage the fastest. There are other weapons that are faster, but don't do much damage, and other weapons that do more damage but are much slower, so there was never any NEED to use anything but the sword. There were only a few enemies that I didn't want to get to close to, and resorted to using the sluggish spear, for its extra reach. Why use an axe that does the same exact amount of damage as the sword, but only gets in one hit when the sword can do 2-3 hits before needing to guard? Why use knuckles or a rotor that are faster, but even if I do 5-6 hits before needing to guard, they only add up to what one hit of a sword would do? The weapon variety looked interesting, but in use, proved pointless. Some weapons improved other things, like defense, but only so minimally that it didn't make using that weapon worthwhile. The best line of attack was to simply use the best sword you could forge, most of the time, and keep your best spear on hand and then maybe an alternate sword or axe. Only once do you get a particularly powerful weapon (a special rotor) early on.
But here is my biggest complaint. The game was over for me at exactly the 24 hour mark, and I wasn't particularly in any hurry. That is way to short, for me. Depending on how much time you take messing around to collect stuff and level up, and forge weapons, you MIGHT stretch it out to 26 or 27 hours . Personally I like RPGs to last around 40 hours, and I like being challenged with puzzles, having vast areas to explore, and really needing to contemplate what I need to do next. It is not just a hack-n-slash dungeon crawler, but it's no puzzler, either. If you liked Golden Sun, this game would be disappointing. There are some hidden treasures but no puzzle-solving to do, and everything is basically very obvious. As long as you level up properly, you will not have any problems with monsters or stadium battles. Getting the opportunity to go somewhere else besides your hometown and the dungeon underneath did not happen frequently enough. You do get to borrow your master's boat a few times to run some errands, but you are never allowed to just go out and explore anywhere. The short trips to other towns are just that: short trips, and once you accomplish your "mission," (usually just delivering some weapons to a shop) it's over and you have to return home. Your hometown isn't all that interesting, either. Most buildings are just homes, there aren't that many of them, they're not all populated, and the townspeople haven't got much to say. In addition, there is nothing to look at or discover. You can't open any chests or barrels (only the ones in the dungeon) so there's really no point venturing into homes anyhow, there are no items to be found. Some of the things people say change after some events, but they are not detrimental to the story. In the few cases that they are, you are told where to go and who to talk to.
Regardless, I still had fun playing the game, and I did want to see it to the end. There are 2 save slots, and 2 (slightly) different endings, so it's best to alternate between save slots just in case you want to go back and make a different decision to see the other outcome. The "bad decision" ending is considerably shorter than the "good decision" one, and you might not realize which one to pick at first, so save carefully. Once the game is over and you have achieved the highest status you can get, 50 more levels open up to explore in the dungeon, so you can work on collecting a few more techniques, equippable items, and filling out the rest of your bestiary. In fact that's when you get all the best stuff. So it has a bit of potential even after the story is finished, plus you can always replay it as the opposite gender to see any differences.