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Monster Kingdom Jewel Summoner: Jewels are a Summoner's Best Friend

Company: Atlus

My PSP RPG rants have become something of a monthly feature. Every month it seems that some developer releases an RPG on the PSP that, for the lack of a better way of saying it, comes up short. Gaia (via publisher Atlus) is the latest developer to make a run at delivering a first-rate RPG for the system with Monster Kingdom: Jewel Summoner. What helps to distinguish this one from the rest is that it was developed from the ground up for the PSP. Its resemblance to a certain popular, handheld monster catching game doesn’t hurt either.

You are Vice, a self-described hunter who joins up with a group of summoners who have the ability to capture monsters in jewels and later use them in battle. Sound familiar? While that might seem the case on the surface, Jewel Summoner actually breaks away from that familiar concept to build its own experience.


In addition to being a more fully developed RPG, complete with character voiceovers (something that most console RPGs don’t offer), Jewel Summoner takes the monster capturing and evolution aspect in a different direction. Captured monsters gain new abilities base on experience as well as a special fusing process. By fusing special jewel fragments with your jewel collection, you can alter the stats of your monsters. Some additions will even allow you to open a new move slot, earn a new attack or even evolve the monster into a new form.

Battles are fought using multiple monsters at a time. In addition to playing as Vice, other characters join you on your journey. During battles, each party member summons one monster (each summoner can also hold monsters in reserve), who then take turns attacking. A small meter at the bottom of the screen indicates the monster’s attack order, which can be used for forming strategies. All monsters belong to an elemental type and follow a paper-rock-scissors relationship with other types. Hitting a monster’s weak spot deals more damage and brings with it the chance to delay an attack. However, always going after a monster’s weak spot isn’t a smart move since they will become enraged, which can increase their attack.


Because of this wrinkle, your initial monster order becomes important. Having too many of one type could result in several skipped turns. At the same time, it could also mean a supreme beatdown if your opponent is weak against that type.

As far as story, Jewel Summoner starts out slow, but once all of the basics are out of the way it becomes a little more engaging. Vice’s reasons for becoming a jewel summoner are rather simple -- his mother was killed by abominations (bad monsters). In particular he’s after a winged monster, which leads him to the rest of the Summoners.


Based on the preview build, Monster Kingdom: Jewel Summoner looks to be headed in the right direction. The jury is still out as to whether it will be the defining PSP RPG fans have been waiting for, but thus far it has proven to be an enjoyable adventure. RPG fans should keep an eye out for Jewel Summoner’s February release and our upcoming review.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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