Monster Kingdom: Jewel Summoner is a turn-based RPG that comes about as close as any game has come to reproducing
Poke’mon. You play as a young hunter named Vice who has a bit of a chip on his shoulder. His journey eventually leads him to “The Order,” an organization that trains special monster summoners known as “Jewel Summoners”. While on his visit, The Order takes an interest in Vice since he is able to summon monsters with no training. While showing off his ability, his summoning jewel becomes embedded in the Monolith (a large structure at the center of The Order’s base). Without his jewel, Vice reluctantly allows The Order to train him as a summoner while they work on a way to retrieve his jewel.
The gameplay behind Jewel Summoner is basic, consisting of static village sequences and dungeon crawling. Villages play a small part in the overall scheme of things and are mainly there to help move the story forward or as a place to restock your supplies. It isn’t among the game’s more exciting aspects, but it does what it needs to do.
Most of the game consists of dungeon crawling. These sequences play out like any other RPG; you wander around looking for the next story event, solving puzzles and encountering random enemy encounters every couple of feet, at which point the Poke’mon aspect kicks in.
Battles are turn-based and begin with your party calling their monsters to the battlefield. During their turn, party members can order their monsters to attack, guard, escape or use an item. Monsters can also be swapped out at anytime. If a monster is defeated, they leave battle.
Similar to Poke’mon, you can capture wild monsters once they are weakened using prisms. The rub to the system is that monsters can only be trapped in prisms that correspond to their alignment. In other words, a water-aligned monster can’t be trapped in a fire prism. On one hand, the system adds a strategic element, though at the same time it also feels like it was something that was thrown in just to add something different. Most times it feels an unnecessary complication.
Overall, Jewel Summoner is an interesting spin on the whole monster-capturing genre. While some of the mechanics, like the prism system, get in the way the main problem facing the game is its pacing. There are several long, drawn-out story sequences that take way too long to get to the point. Most of the first half-hour is mainly dialogue with two or three short, easy fights thrown in. On a home console this is forgivable, but it really doesn’t work for a game that is meant to be portable. Once it gets going, the story is interesting, but it takes awhile.
Jewel Summoner also includes a multiplayer mode where you can challenge your friends in monster battles.