- Publisher: Atlus
- Release Date: Feb 19, 2007
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Monster Kingdom does not stray too far from the Japanese RPG format, and that makes for a game that, while enjoyable, also has a familiar feel to it.
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It has a steady amount of fun that lasts for the whole game. It's a good and well-presented distraction and for something that you hope to carry in your pocket for a little while it certainly serves that purpose.
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Electronic Gaming MonthlyI swear, for every 10 minutes of dungeons and monster-grabbing, I had to sit through 20 minutes of characters yammering at each other. Sure, I like the dialogue, but it was still too long to sit through. [Mar 2007, p.94]
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We're particularly fond of the fantastic art direction. As if the eye candy wasn't enough, Monster Kingdom has a great soundtrack, devised by top-caliber composers.
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A solid game, but nothing special. And while certainly one of the RPG’s for the PSP yet, it’s nevertheless wise to remember that MK: Jewel Summoner benefits most from being a big fish in a small pond.
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netjakWhat disappoints me so much is that in the end, the game could have been done so much better, just by applying some of the last five years' worth of gameplay innovations to the tried-and-true formula-- namely, obscure origins for its creature roster and maybe throwing a couple mini-games in.
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The bottom line regarding Monster Kingdom: Jewel Summoner is that the game is a colossal disappointment.
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Ultimately, it's a passable RPG for your PSP, thanks to its collection mentality and good dialogue. But the lack of an overworld and short game length that's due to the dialogue-to-game ratio keeps it from being anything special.
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Despite the heavy time investment the storyline requires during gameplay and the very structured linear gaming experience, I still enjoyed this game.
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The potentially interesting aspects of the game have been completely buried under bloated and far too frequent conversations and mundane battles.
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Monster Kingdom: Jewel Summoner is built on a solid concept that is enjoyable at times, but the rest of the game just feels underdeveloped.
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Aside from the lengthy dialogue and simplistic gameplay, you should play this title for the story.
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The characters, dialogue, and plot are all about as engrossing as run-of-the-mill fanfic, and the battle system is as boring a turn-based snoozefest as I’ve seen in years.
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PSM MagazineWhat there is of a plot doesn't hold any water until the final act of the game, but it'll take a miracle for you to get to it. [May 2007, p.85]
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Players looking for another MegaTen may still be disappointed, of course – if you want more of those out-there visuals and dark fantasy themes, then go ahead and stick with Atlus’ own home-grown games. If a more grown-up Pokemon sounds like a good time, though, Jewel Summoner’s a great choice.
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Monster Kingdom: Jewel Summon shows a lot of promise, but it spends too much of its own time wasting the player’s.
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The game falls incredibly short. While the story is engaging and is driven by the dialogue, there is just too much dialogue and not enough gameplay.
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There is replay value, as you can go at it again within another team, but you won't feel compelled to, which is a damn shame. The monster collecting element is certainly fun, but battles are far too easy and you'd have to TRY your hardest to actually lose, which easily makes the game less attractive.
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Hardcore GamerMonster Kingdom: Jewel Summoner becomes slightly more interesting after the initial tutorial hump, but it's really hard to overlook those first few hours, especially when so many of the game's major characters are so annoying and cliched. [Mar 2007, p.57]
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The pleasing presentation and interesting monster management elements are enough to keep you playing, but you’ll constantly be annoyed with the dialogue and the plodding pace of battles.
Awards & Rankings
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53
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81
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#81 Most Discussed PSP Game of 2007
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User score distribution:
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Positive: 5 out of 7
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Mixed: 0 out of 7
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Negative: 2 out of 7
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May 20, 2013
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CheeseDoodleFeb 4, 2007