Summoner: A Goddess Reborn

  • by Star Dingo
  • February 04, 2003 00:00 AM PST

The PlayStation 2 tale of Maia, goddess reborn, gets reborn on the GameCube... with a little bit of a facelift.

Even though there's no longer a "2" in the title, Summoner: A Goddess Reborn is more or less the exact same thing as Summoner 2 for the PS2預 little cleaner-looking, perhaps, and quite a bit smoother-running, but still the same low-tech, high-depth action/RPG it's always been.

Summoner: A Goddess Reborn's strength lies in the story and characters. The science-fantasy plot is well constructed and compelling, and this tale of morphing goddess queen Maia and her seven unlikely friends is a lot more cohesive and memorable than your standard Japanese console RPG. Excellent voice acting backs up the plot, as does the nice arsenal of battle sound effects, though the game could do with a memorable song or two. The game's side-quests are another major selling point容ach is a unique (and frequently story-driven) mind-scratcher but very doable without having to check on a FAQ or a hint book.

Summoner's solid action/RPG system is a little clumsier on the GameCube than on the PS2, mostly due to the GameCube controller layout (that Z button should never ever be used for battle commands). Luckily, two of Summoner's biggest "little" strengths still remain遥ou can still save anywhere, and you can still skip any conversation or cut-scene just by hitting start・ big bonus for anyone who prefers playing their games over watching them.

While it may not be the most technically advanced RPG on the market by any stretch of the imagination, Summoner: A Goddess Reborn still manages to break through its weaknesses to stretch your imagination.

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