The player explores the world from a top-down perspective. In areas containing enemies, groups of foes will randomly appear to confront the player, switching the game to a 2D side view combat mode. A variety of objects are placed in the areas that the player explores. The player may interact with these objects by striking them with specific weapons. These objects respawn upon leaving the screen and most of them are breakable, which the player would randomly obtain some helpful items from them. There are also normal chests, which contain a specific item and can only be obtained once. Different weapon types also have unique uses, such as the ability of knuckles to move boulders, drills to break down walls, spears to obtain items from trees, swords to cut off large grass, axes to destroy stumps, and the character's own hammer to push buttons located on the ground or the floor. Proper use of weapon types is needed to solve the game's puzzles.[1]
Battles in Summon Night: Swordcraft Story 2 takes place in a 2D screen. All action takes place in real-time. Players may have up to three weapons equipped and may switch between the three at will during a fight. Players may also choose from a pre-selected set of spells and items to use as well. As the player fights, the durability of their equipped weapon will go down. When durability is fully depleted, the weapon breaks and is not usable until repaired. If the player has no more usable weapons equipped, then the player is forced to switch to the hammer.
The health of all enemies is constantly displayed at the top of the screen with numbered red meters. Players defeat enemies by reducing their health to nothing. Some enemies carry weapons like the player. When fighting these enemies, a durability meter for their weapon will appear in addition to their health meter. These enemies may be defeated by depleting either their health or weapon durability. In the case of the latter, the player would receive some unique crafting materials from their opponent, but not the shapestone itself.
Also later throught the story the Player will Aquire the ability to Monoshift, this ability is activated by ether losing all health(and having a Red Daemon Gem equiped) or just simply by activating manualy(and having a Red Daemon Gem equiped), fully Healing and also giving the weapon that was currently equiped all its Durabilty back. This also anables a unique super attack exclisive to the transformation. Its only downside its that it constantly Drains the users weapon durablity and you cannot use skills until you shift back to normal, that are only posible by Breaking your Weapon or winning the battle(Its also posible to transform while using th hammer but it dosent alow you to shift back or do the super attack).
Crafting works a little differently than it did in Swordcraft Story. First off, you need a Shapestone to create a weapon. This limits the amount of weapons you can have. Rather than disassembling a weapon, which gives you materials, it now returns the Shapestone used to create the weapon. Also note that it is now possible to repair weapons (as weapons are no longer automatically repaired after a battle).
To create weapons, you don't need to have a "recipe" of the said weapon, instead, the material defines the weapon. Such system introduced a vast amount of materials that can be purchased or dropped from monsters.
Upgrading Weapons is also different this time around as this time you need to obtain elemantal ores(Gale Ore for example) in order to to give a weapon elemental properties, also the amount of upgrades you may give a weapon depends on your Craftknight rank(Pro > Famous - Upgrade x2 > Master - Upgrade x3). This is also the way you give special attacks to weapons with specific material combinations (which you can learn from the Salesman in the Fire Fortress later in the game), although these special attacks do consume weapon durability.
In Summon Night: Swordcraft 2, the player is an orphan from the Colthearts clan raised by a Craftknight (a smith/warrior). The character aspires to be a Craftknight as well. The player character, either Edgar Colthearts or Aera Colthearts, who are Edge Fencers, find themselves at the site of an abandoned ruin, where a violent Summon Beast named Goura is awakened. In order to protect their new family, Edgar/Aera is bound to a wild Summon Beast (known in the series as a Stray Summon) and embarks on a journey to reseal the ruins.
As the new swordcrafter and his/her Summon Beast goes on their adventure, they start to learn more about the ruins, the monster inside, and most important, his/her father's past, along with a mysterious power infused in his/her body and soul. Fighting monsters, going to strange and exotic places and meeting all sort of creatures, humans and spirits, the quest starts shaping the character to maturity and courage.
Summon Night: Swordcraft Story 2 features four "Guardian Beast" that assist the hero with magic and items during battle. A Guardian Beast is acquired at the beginning of the game, where the player answers as to what he/she sees lying in the road injured. The chosen Guardian Beast then acts as the player's partner throughout the game, and cannot be changed. The choice of Guardian Beast affects much of the dialogue in the game, but the general plot remains the same for all Guardian Beasts.
Reviews for Summon Night: Swordcraft Story 2 have generally been positive. Reviewers have commented that the game feels more refined than its predecessor, Summon Night: Swordcraft Story.[1] Reviewers have praised the quality of the graphics and the humor of the dialogue. It has been criticized for a lack of depth in its story and having excessive backtracking through only a small number of areas.[2][3]
As a kid I was a huge fan of Knight Rider, the TV show that ran from 1982 to 1986, about a man and his sentient Pontiac Firebird who investigated crimes that always seemed to require a car-based solution. As a sci-fi fantasy, it had everything an awkward 10-year-old growing up in the 1980's could ask for: a billionaire benefactor, a best friend who was a talking car, the idea that you could have your face replaced with much handsomer face, and a flirtatious relationship with a beautiful, big-haired woman who added random gadgets to your car that always turned out to be exactly what you needed.
Naturally, when I saw that there was a GTA 5 mod that adds KITT, the invulnerable talking car from the show, I had to try it out. This mod adds both the original car as well as the KITT from the short-lived 2008 series.
When I activated the mod in story mode, a text message informed me KITT was on his way. As I waited outside Michael's house, I realized something: I was excited. Like, genuinely excited. Was KITT actually going to drive himself to me? Golly! For a while, nothing happened, but then I saw a large transport truck turn and head up the road.
It had now been about a minute of waiting, and I wondered if the mod was broken. I ran down to the corner and looked around, but still, no KITT. Then, from behind me, I heard the telltale vooh-vooh, vooh-vooh that signified KITT's huge electronic brain. I spun around and there he was. He'd even opened his door for me. Again, this was really exciting. I loved that damn show and I loved that damn car, and here it was! KITT!
While he doesn't have an actual red thinky-light, he does speak, introducing himself in a sound clip featuring the original voice actor, William Daniels. And, this mod version of KITT has a number of powers from the show, accessed by using the number pad on your keyboard. He can auto-drive you to a waypoint on your map. He can also follow you while you're walking around. And, if you leave him behind, you can summon him to your location. He can drive on two wheels, called skiing. He can also fire rockets, which I don't specifically remember from the show but was probably in there somewhere.
I also checked out the KITT from the second Knight Rider series, which I never watched. The car is obviously a bit of an upgrade, and does have the red thinky-light that moves back and forth, which is really neat. It also has transformation powers: it can change color and even reshape itself into different vehicles. And, it has a giant machine-gun. I guess that was part of the 2008 show? I'm not sure. But, it's cool. Both versions of KITT are invulnerable, obviously, and drive at higher speeds than normal.
Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own."}), " -0-10/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Christopher LivingstonSocial Links NavigationSenior EditorChris started playing PC games in the 1980s, started writing about them in the early 2000s, and (finally) started getting paid to write about them in the late 2000s. Following a few years as a regular freelancer, PC Gamer hired him in 2014, probably so he'd stop emailing them asking for more work. Chris has a love-hate relationship with survival games and an unhealthy fascination with the inner lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs so he can make up his own.
Amiibo (officially stylized as amiibo) is a brand of toys-to-life figurines, cards, and other products developed by Nintendo. Due to its runaway success, the Nintendo versions of the games of the Shovel Knight series have, among other things, the luxury to possess specific Shovel Knight-themed amiibo.
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