There are a few unique elements that set Summon Night apart.
Beyond equipping items and altering various elemental abilities, there's no real way to customize your characters, although there's usually a large roster of selectable units that build up over the course of the game. Although some battles can prove to be a bit difficult, it's nothing that a few battles spent grinding won't solve. Slain characters are removed immediately from the battlefield, although they are not killed permanently. They're also quite a bit easier, since they seem to be aiming for a target audience - the difficulty and complexity is roughly on the same level as Sega's forgotten (and nowdays, mostly befouled) Shining Force series. The major difference is that Summon Night is much more colorful and a bit more light-hearted - they're not nearly as comedy-based as any of the Nippon Ichi Strategy RPGs, but they're mostly devoid of the political drama portrayed in any of the Ogre Battle titles. Unit positioning and height plays a big role in proper strategy, as does counter-attacking. The basic interface and gameplay mechanics are practically lifted wholesale, and the PSOne games look almost identical, right down to the 2D graphics. Although they've received very limited exposure outside of Japan (only a few of the spinoffs have been localized), their attractive character artwork and heavy focus on plotline have won them a number of fans amongst the anime and manga-loving crowd.įor all intents and purposes, Summon Night is like a Tactics Ogre-lite.
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