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Summon Night: Swordcraft Story 2
USA USA

Summon Night: Swordcraft Story 2

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

Description

Summon Night: Swordcraft Story 2 (GBA, 2004 JP/2006 NA): Action RPG sequel developed by Flight-Plan, published Banpresto Japan (August 2004), Atlus USA North America (October 2006). Improved refinement of original's formula. Character designs by Ootsuka Shinichirou. Final entry in Swordcraft Story sub-series localized for West—third installment Stone of Beginnings (December 2005) remained Japan-exclusive.

Set in Lyndbaum. Players choose Edgar Colthearts (male) or Aera Colthearts (female)—orphans from Colthearts clan raised by Craftknight Blaire (smith/warrior). Both aspiring Edge Fencers investigating abandoned ruins where violent Summon Beast Goura awakens. To protect adoptive family, protagonist bonds with "Stray Summon" (wild Guardian Beast) and embarks on journey resealing ruins. Story reveals father Graham Colthearts' past connection to Goura seal maintained for generations by Colthearts family using Daemon Edge. Mysterious power infused in protagonist's body and soul. Quest through exotic locations encountering creatures, humans, spirits shapes character to maturity and courage.

Four Guardian Beasts determined by opening question—player describes injured creature found on roadside. Permanent choice affecting dialogue throughout, though core plot remains identical. Four types: EX-e-LD/Exeld (long-range combat support robot from Mechanical Realm Lorilal—logic-driven, frustrated by flighty protagonist, overheats/system restarts when excessively teased, voiced Takahiro Yoshimizu); Loki (proud oni child from Oni Realm Silturn—constantly training for combat strength, sees violence as first option, views self as protector); Dinah (devil girl with angel possessing body from Spiritual Realm Sapureth—mean personality countered by angel forcing apologies); Arno (genderless "Child of Wind"). Guardian Beast provides healing, buffs, elemental assaults during battles.

Exploration from top-down perspective. Random enemy encounters switch to 2D side-scrolling real-time combat mode. Up to three weapons equipped from six types (drills, axes, knuckles, spears, hammers, swords), switchable during fights. Pre-selected spells and items accessible. Weapon durability system—depleted durability breaks weapon requiring repairs, forcing hammer use if unarmed. Enemy health displayed via numbered red meters. Some enemies wield weapons showing durability meters. Environmental objects breakable by striking with specific weapons (respawn upon leaving/returning), providing random items. Knuckles move boulders, drills break walls, spears obtain tree items, swords cut grass, axes destroy objects.

Revamped crafting system versus predecessor. Requires Shapestone to create weapons, limiting inventory. Disassembling weapons returns Shapestone rather than materials. Manual weapon repair introduced (versus automatic post-battle repairs in original). Material-based creation—specific materials define weapon type rather than recipes. Vast material selection purchasable or monster-dropped. Elemental upgrades via elemental ores (Gale Ore, etc.). Upgrade capacity tied to Craftknight rank: Pro (one upgrade), Famous (two upgrades), Master (three upgrades). More balanced crafting praised over original's system. Fishing mini-game awards points purchasing weapon materials.

Favorable reception according to Metacritic. Considered more refined than predecessor with quality graphics improvements—vibrant colors, high-quality sprites, excellent animation, smooth combat without slowdown. One of best-looking GBA games. Humorous dialogue cutscenes praised. Story criticized for lacking depth—average "save the world" RPG narrative but gripping/captivating for simplicity. Excessive backtracking through limited areas noted as weakness. Small number of recycled areas contrasted against enjoyable core gameplay. Battle music called addictive encouraging fights, field music occasionally grating. Battles tougher than original noted by players. 30-hour main quest plus extensive post-game content: bonus dungeons, side-quests, weapon crafting, New Game+ feature—easily 40+ hours total. Many reviewers considered superior to original, one of best GBA games. Praised for blending different gameplay aspects into rewarding/fun sessions. High random encounter rate offset by valuable leveling opportunities for character, Guardian Beast, weapons. Doesn't take itself seriously—easily enjoyable RPG experience.

Legacy: Refined Flight-Plan's action RPG/crafting hybrid formula. Atlus USA localization solidified series' Western cult following. Stood as swan song for some GBA collections representing platform's late-life quality RPG output.

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