Summon Night: Swordcraft Story 2
2004
- role-playing (rpg)
- strategy
- adventure
- action
- fantasy
- historical
- single player
- multiplayer
The story
In Summon Night: Swordcraft 2, the player is an orphan from the Colthearts clan raised by a Craftknight (a smith/warrior). The character aspires to be a Craftknight as well. The player character, either Edgar Colthearts or Aera Colthearts, who are Edge Fencers, find themselves at the site of an abandoned ruin where a violent Summon Beast named Goura is awakened. In order to protect their new family, Edgar/Aera is bound to a wild Summon Beast (stray summon) and embarks on a journey to reseal the ruins.
What it’s like
Bright, hand-drawn anime portraits sit beside chunky, colourful pixel-art sprites on Game Boy Advance-era backdrops of ruins, forests and workshop interiors, so the screen feels like a storybook come alive. Sunlit greens and stone greys give way to murkier, dustier ruins as the journey darkens, and the soundtrack is light Japanese-style fantasy: bouncy melodies, gentle woodwind and string motifs, and brisker percussion when battles break out. Combat is real-time and scrappy rather than punishing, with melee swings and summoned beasts fighting alongside you, and the forging system gives a pleasing workshop rhythm between fights. Its vibe is warm adventure with a wry, slightly melancholy undertow, the kind of game that suits a lazy afternoon, a comfort replay, or a handheld session on a train. Pacing is episodic, with plenty of chatty downtime that lets a young protagonist and their rough, loyal companions gradually grow close. Violence is cartoonish and brief, with some peril and character deaths handled gently rather than graphically, and no gore or sexual content. It suits players who want charming fantasy, light humour and a steady sense of found family, without a heavy or harrowing edge.
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