Several weeks ago I was looking around for a typical grindy JRPG to play while catching up on podcasts and watching TV shows. Something I wouldn’t have to pay too much attention to while playing, but would still keep my hands busy while being able to keep track of other things. I ended up with Summon Night: Swordcraft Story.
The game was a big surprise. Nothing about the start of the game changed my original feelings towards the it. The title screen looked typical, the game took all the motions of a regular RPG, wit hsome extra tongue in cheek jabs back and forth between the characters. So I decided to give the characters stupid names to spice things up a bit.
You have two characters who you can name in Summon Night. The main character, and the creature you summon at the start of the game. I decided to name the main character fuck. And her summon? a wild dildo.
The dialogue became incredibly hilarious..
Yes, I am a five-year old.
The story is simple. fuck and a wild dildo join a tournament because fuck dreams she’ll be a legendary craftknight like her father and winning the tournament would give her a position as a major craftknight in her city. What’s a craftknight? It’s a person who makes a big variety of weapons with the materials found in the dungeon under the city. Why do you have to be an accepted craftnight chosen from a tournament to do the thing you’re already doing? Err… Shut up. Because. That is why.
Despite the excuse story to set up a series of dungeon segments and have a tournament which leads to boss battles against opponents with similar powers as yourself.
Where the game really shines is the battle system, especially those boss battles. So if they needed an excuse plot to set up these battles, I’m more than willing to excuse the flimsy plot.
Summon Night’s battle system is a real-time instanced one. You have random encounters, but once you’re in a battle, you can move from left to right in real-time. You have a variety of attacks in battle, none of which require a menu selection, and all of them can be used instantly. Since you’re a Craftnight, the weapons you’ll be using are ones you crafted yourself. You can choose between spears, axes, swords, giant swords, fists, and drills. Not only that, but you’re allowed to select three weapons and quickly switch between them during one fight to spice things up. Every weapon has a limited durability and can permanently break during battle, forcing you to switch between weapons more often during random encounters.
During boss battles, you’re often limited to only one weapon, and the moment your weapon breaks, you’ve lost. You can also win these battles by breaking your opponent’s weapon. Adding an extra layer to strategy during the tournament style boss battles.
In case anyone is wondering, yes, the battle play out a lot like a one party member version of Tales of Phantasia. That is a very good thing. The Tales system has a fantastic battle system. So any game that can pull of that same feeling of a dynamic battle system and actually add something to it is good in my book.
Had I known Summon Night: Swordcraft story was this good, I’d probably not have given the characters such stupid names. Honestly, I have no regrets. It was absolutely worth it.
Now I’ll probably move on to the second game before finally diving into my first proper playthrough of Knights of the Old Republic.