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Summon Night: Swordcraft Story
USA USA

Summon Night: Swordcraft Story

Publisher: Atlus
Developer: Flight-Plan
Release Date: July 1, 2006
Genre: RPG
Players: 1-2
Product Code: AGB-AB4E-USA
Region: USA
Rarity Score: 5/10

Description

Summon Night: Swordcraft Story (GBA, 2003 JP/2006 NA): Action RPG developed by Flight-Plan, spinoff of Banpresto's Summon Night tactical RPG series. Published Japan April 25, 2003 by Banpresto, North America July 26, 2006 by Atlus USA. Character designs by Ootsuka Shinichirou. Spawned two sequels—Swordcraft Story 2 (August 2004 JP/October 2006 NA) and Swordcraft Story 3: Stone of Beginnings (December 2005 Japan-only, never localized).

Set in sacred land Lyndbaum, world linked to four magical dimensions where Summoners call Guardian Beasts. Story follows Cleru (male) or Pratty (female)—player choice—child of legendary Craftlord of Iron Shintetsu who sacrificed himself three years prior protecting town Wystern. Training under Craftknight Bron, protagonist enters tournament to claim father's vacant title as one of seven Craftlords. Uncovers conspiracy involving rogue Craftlords Lubert (Amber) and Ureksa (Jade) attempting to harness destructive spirit Parista lying 50 levels beneath ocean, allied with warfaring nation Deigleya. Hero wields Western Sword—once sealed great evil, now entrusted to protagonist when seal weakens.

Unique day-by-day progression—entire game spans 10 days. Players traverse town Wystern and multi-floor Labyrinth dungeon. Each day unlocks deeper Labyrinth levels requiring mandatory quests, typically ending with tournament match or boss battle. Nighttime features social segments—player chooses which character to spend evening with, controlling cutscenes. Unique ending determined by character spent most time with across playthrough. Side-quests from recurring NPCs offer fetch missions rewarding enchanted weapon techniques.

Central mechanic: weapon forging/crafting system praised for depth and replay value. Players gather materials and forge custom weapons for combat. Side-scrolling random encounter battles in small arena with 1-4 opponents. Player walks, runs, jumps, guards, attacks—equips up to three weapons, four items/spells assigned to Guardian Beast (configured pre-battle). Unequipped forces hammer use. Freely switch weapons and use spells/items during combat. Three-hit combo attacks drain weapon durability (DUR). Victory when all enemies defeated or fled. Main Labyrinth contains 50 floors traversed throughout campaign.

Guardian Beast system: opening personality questionnaire determines one of four beasts assisting with magic/items during battle. Identified as same beast Shintetsu possessed regardless of choice. Four types: Sugarette/Sugar (fairy princess from Spirit World Sapureth, water spells, healing bonus—intent on marrying master regardless of gender); Rasho (oni demon king from Oni World Silturn); plus two others. Post-game unlocks Kuhyra as swappable fifth Guardian Beast.

Reception generally positive. Famitsu: 32/40. IGN's Mark Bozon praised weapon forging replay value and entertaining battle-focused gameplay as must-play for RPG fans while noting simplistic story and dated graphics. Compared favorably to Tales of Phantasia combat system but faster, more dynamic. GameSpot noted basic dungeon crawler elevated by fun formula variations. Graphics considered dated versus contemporaries like Golden Sun. Moderately balanced difficulty—neither too simple nor punishing. Battle system praised as best action-RPG controls for handheld, though jump-heavy dodging creates slightly floaty combat feel. Weapon-breaking mechanic for optimal play criticized—boss battles become sluggish or players miss powerful weapons.

Atlus USA localization part of publisher's strong GBA RPG lineup alongside Tactics Ogre: Knight of Lodis and Yggdra Union. Sub-series carved unique niche blending action-RPG dungeon crawling with crafting simulation and social sim elements, establishing Flight-Plan's expertise in hybrid RPG mechanics.

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