• Publisher: Atlus
  • Release Date: Jun 3, 2008

Mixed or average reviews - based on 21 Critics

Critic score distribution:
  1. Positive: 12 out of 21
  2. Negative: 0 out of 21
  1. A fun, deep, and lengthy action-RPG that’s perfectly suited to the DS. The myriad customization options keep things fresh and add replay value, and the story impresses with its writing and presentation.
  2. 82
    The combat is fun, the customization is deep, and the presentation is slick and polished.
  3. While it's clothed in a generic fantasy package, the gameplay stands out, as you use the DS' stylus to guide your characters through a variety of terrain and inflict massive damage on scores of enemies.
  4. Like the skill trees, the combat system is surprisingly Diablo-esque.
  5. A 20 hour adventure with branching paths, side quests, and a deep battle system. What's not to like?
  6. The pinpoint controls and well-integrated HUD allow for a great action-RPG experience, with excellent pacing on leveling up your character.
  7. 76
    While Summon Night: Twin Age does not push the envelopes in any area, it has a certain charm to it that can't be denied.
  8. Summon Night: Twin Age doesn't really take any new steps to advance the action RPG genre. Instead, it builds off of gameplay techniques that have been created in past games, creating an enjoyable but slightly used feeling.
  9. Despite room for improvement, Summon Night is quite enjoyable; what it does, it does very well. [June 2008, p.88]
  10. While Summon Night: Twin Age is a perfectly acceptable dungeon crawler, it has nothing that makes it particularly compelling.
  11. It was one of the better DS RPGs I've played, and stayed in my system for quite a while.
  12. There are RPGs with better storylines, dialogue, and pacing, but few involve the player in such a personal way.
  13. Summon Night: Twin Age isn't going to set the world on fire. However, if the world happens to already be on fire, you might find yourself just distracted enough by this game that you won't notice the flames until your dog comes in bald and smouldering.
  14. Twin Age offers a cozy and pleasantly familiar dungeon-crawling experience.
  15. There are worse things out there than grinding levels, and Twin Age controls better than most DS games in the genre. [June 2008, p.101]
  16. 70
    You'll find that Summon Night Twin Age is fun and you will most likely not want to put it down.
  17. A generally gratifying gameplay experience. Makes good use of the DS hardware and offers players a unique and functional method of controlling the action. It stumbles in the exploration surrounding that, and in its largely derivative storyline.
  18. 70
    Summon Night Twin Age is suitably cute and colorful, more or less what you'd expect from a Japanese RPG. The character sprites and magic spells are shiny and well-animated.
  19. A game that while fun, seems a little outdated.
  20. Overall, Summon Night : Twin Age might be passable for people with fairly low expectations, but the drawn-out combat mechanics, poor party support, and agonizing voice acting really drive a knife into this title's back.
  21. 50
    Its core mechanics are sound, if inexpertly presented, and the further you advance into the story, the more the level designs open up.
User Score

Generally favorable reviews- based on 10 Ratings

User score distribution:
  1. Positive: 4 out of 6
  2. Negative: 1 out of 6
  1. KenS
    Aug 8, 2009
    This game would've been good if not for the following reasons: 1.) The bad party AI. Most of the time, your partner and assistant wanders too far off, or is mostly inactive even in attacking range. More often than not, they have to be hit by monsters before they actually attack, and will stay on poison marshes until they die. I was wondering why the monsters' AI was actually good, and the same AI was not used for the player's party members. Also, each member's AI is limited to their nature, i.e., help or act alone. There should have been at least "follow me" and "attack" buttons/commands so as to compromise this fault. 2.) The controls that rely too heavily on the stylus, and render the other buttons limited in function or practically useless. The command palette for example. There are 10 buttons disregarding the select and start buttons. In battle, they simply serve to render you immobile and auto-activate a single skill. Wouldn't it be better if each button corresponded to a palette slot? Pressing a button selects the corresponding slot, while holding down the button will be the equivalent of locking onto that slot. The remaining slots would them be up to the stylus, which would serve purpose for support spells and items. 3.) The highly interruptible skills. Clicking on any slot on the command palette will interrupt any casting. That goes the same for switching characters too. Full Review »
  2. VladimirT
    Oct 11, 2008
    Addicting and darned near impossible to put down! The graphics are bright, colorful, and well rendered, the controls are very well done and easy to use, music is great, and the characters are charming. The story is plenty deep for a hand held game, and touches on difficult issues such as racism (human vs demi-human characters). But mostly it stays on the lighthearted fun side and has some outrageously funny, laugh out loud moments. Game play is extremely fun and will keep you on your toes as you battle swarms of monsters and extremely tough bosses. Full Review »
  3. NeilBranch
    Aug 10, 2008
    It has great potential with the leveling up system and the main gameplay, but certain elements prevent it from being great. The difficulty seems too easy and the dialogue is lengthy. It is not worth the money, but if it were $10 or $5 you may want to consider it. Full Review »