When you stick to what was good and change some of what was wrong with the first, you get a sweet sequel. Good game.

User Rating: 8.1 | Summon Night: Craft Sword Monogatari 2 GBA
Alright, I wrote a review for the first Summon Night: Swordcraft Story and I truly enjoyed that game, many aspects of it were unique and interesting and down right fun. What the second installment brings to the table is this: no real exceptional changes to any of what the first did well, and a change to most things that weren't. So what it does is what every sequel should.

***Also, I didn't purposely put spoilers in this, but due to the spoiler scare, this might contain info that you didn't want to read***

First off, let me say this, if you're not into dungeon crawlers, this game isn't for you. There is a lot of backtracking and step retracing with random battles that will cause you to lose heart. However, though that is one of its biggest down falls, it makes up for it in many differing way.

Although it's a sequel, the storyline itself is completely different from the first. New land, new characters, new weapons, new everything. No continuation from the previous game. The only connection to the original is the actual battle system and weapon crafting.

Visually, the second is much more vibrant and defined, giving it a more rounded out feel, and allowing for the step-up from the first to be seen in more than just the glitch and problem fix. From the start, you're able to choose to either be a male or female character, and deciding one or the other changes the nuances of the plot in slight areas, and vastly changes the dialogue. (replay value)

The Summon Spirits are back, yet the way to choose which summon you'd like to travel the game with is completely direct instead of the convoluted way you had to pick in the first. There are four possible spirits to choose from again, and that aspect again brings the replay value for this game way up. Each Summon Spirit has its own magic elemental stong point. This is where one of the few things that could have been a bit better the second time around starts. The magic set-up during battles. In the first, it was intriguing, fresh, and it did the job, hence why I didn't put it down as a con in my review of the first. However, at times it seemed clunky and even difficult to pull off when done mid-battle in this one. Also, due to only four magic slots, you really just end up picking your favorite magic attack, leave room for the healing spell, and throw whatever else into the left over two slots you want. And since there is no mid-battle magic slot swaping, you have to hope and pray that during the boss battles you have enough offensive magic to give you a breather, yet still have the right number of healing/reviving items or spells. Then there's the fact that you're only able to use five spells during any given battle. This isn't such a huge problem, as most battles are simple enough to handle on your own, but when the need does arise to use your magic, it gets a little sticky. The only good that really comes from this five spells per battle, is the fact that you can't spam magic and breeze your way through bosses. It just would have been nice to have a revamped magic system. (my opinion) =)

The battle system is the same as its predecessor, and that is no bad thing. The nicer looking character design and the huge choice of weapons, make battles exciting as you'll always want to try out your new weapon. This also brings up something that Atlus and Flight Plan changed in regards to the first. Weapons still have the durability aspect to them, however, it does not reset after each battle. If you run your sword down to 1 DUR, you're going to start the next battle with a sword with 1 DUR. To combat this, however, you just refill your durability after each mission at your furnace. Plus, the crafting art has been changed so you'll be able to increase the durability points for a weapon by customizing your weapons with craft items. Each weapon has three slots that you'll be able to fill with items that give your weapons special attributes. This is a welcome addition due to the fully customized feel and individualized taste that a player can give each weapon, the other aspect is that specific weapons (swords, or spears, axes, etc) are able to gain certain abilities when specific items are combined in the customization process.

The graphics reached the greatest level that the GBA could have ever hoped to attain, though nothing amazing or spectacular, they are still very nice and pleasing to the eyes.

Due to the fact that it is a dungeon crawler and you'll spend hours in the same sundeon like setup, the music will start to ware on your mind and slowly drive you insane. Might I suggest background music and simply turn the sound to nil. I've never been a fan of the GBA soundtracking.

The scripting is nice and very well thought out, if not goofy and light hearted at times. It is atlus, so they atempt ot get "racey" or awkward, but they seem to do an enjoyable job at keeping you smiling during the dialogue.

All in all, there's nothing so spectacular about this game that it'll become the next Final Fantasy, but it is a solid, enjoyable addition to anyone's game library, and one that has a lot of replay value, because of the four differing story lines that come with each Summon Spirit/Main Character gender selection (all dialogue changes and the ending is different too). Oh....and after the ending, there are whole new areas open for exploration. MORE REPLAY VALUE...YES!!!

Anyway, hope you like!

Peace and Mercy!

Tycerion