Fortune Summoners Secret of the Elemental Stone

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GAME SUMMARY

Fortune Summoners Secret of the Elemental Stone

Rating: 4.4 (69 votes cast)

Elemental Stones: stones imbued with the power of an Elemental Spirit, which grant the wielder of one the ability to control that element via 'magic'.

In the country of Scotsholm, three centuries have passed since they were first created. Elemental stones are now mass-produced and widely used, making magic a personal, commonplace part of people's lives.

In this country lives an energetic little girl named Arche. Arche, having moved with her family to a new home in the town of Tonkiness, has begun attending the only school in the area. That school is the Minasa-Ratis School of Magic. And it's here that Arche may discover something amazing about elemental stones... and herself.

Key Features:

  • A massive gameworld to explore - nearly a dozen dungeons to delve into, and easily 25+ hours of gameplay, with lots of extra content to explore!
  • Gorgeous, detailed 2D sprite backgrounds and animations - like the best 16-bit game you never got to play!
  • Classic platformer-RPG action in the vein of some of the true greats of yesteryear!
  • Conquer the challenges before you with intelligent AI companions - you can let them do as they want or customize their behavior to your heart's delight!
  • Stunning, professional-quality music and sound!
  • Full support for Xinput controllers, including the XBox 360 controller, as well as keyboards!

 

© 2008-2011 Lizsoft. English version ©2011 Carpe Fulgur LLC.

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System Requirements

    • OS:Windows XP/Vista/7
    • Processor:Pentium III 1.0GHz
    • Memory:384 MB RAM
    • Graphics:DirectX 8 or higher compatible video card
    • DirectX®:dx80
    • Hard Drive:250 MB HD space
    • Sound:DirectX 8-compatible sound device

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REVIEWS

Fortune Summoners Secret of the Elemental Stone review

By holiday2 posted 22nd October 2012

Really nice, old-school game which will give you hours of fun. Nice combat system which gives you the chance to alternate between sword fighting and magic gives good variety to the game.

Fortune Summoners Secret of the Elemental Stone review

By HaruhiFollower posted 26th June 2012

This might not be the most innovative game but it does succeed where it is most important - it is a lot of fun. If you like “light” platformers/adventures (there are no hour-long puzzles here) and games with a more light-hearted mood (the main characters are schoolgirls) you won’t be disappointed. Some particulars:

Visual design and quality of artwork is great – resolution might seem pretty small (640x480) but with “hand-crafted” graphics it is not really noticeable.

The games soundtrack was also composed specifically for this title and complements the visuals (and plot) rather well – it’s definitely not just an afterthought as with some titles.

Controls are pretty tight (that is you must time your movement and attacks) and might take a while to adjust to (you might want to start at lower difficulty levels).

Game length is pretty good – it takes about 20-30 hours to complete (depending on how much time you take in the dungeons).

As this is a translation (or rather a localization) from Japanese it is also worth noting that this has been done superbly. All the dialogues and story read as if they were written “natively” in English.

As the main problem some people might have with this game is the level of cuteness it is not necessarily for everyone, but if you like the screenshots in the shop then I can recommend Fortune Summoners wholeheartedly.

Fortune Summoners Secret of the Elemental Stone review

By Xepter posted 9th May 2012

It's a nice little hidden gem. The game doesn't offer that many new things, but at what it does, it's good at. The fighting is good and the visuals add a very nice touch. The only problem I have is that the jumping isn't as responsive as it could be, but it's not that bad.

Fortune Summoners Secret of the Elemental Stone review

By Planktonboy posted 1st May 2012

Personally, I enjoyed it; it's as simple as that. You'll hear a lot about the tricky controls or the rough difficulty and AI, but it's not actually that bad. The controls do take some getting used to, and the gamepad support is pretty poor (just use a keyboard), but the movement contributes to the flow of combat and the fighting wouldn't be nearly as fun otherwise.

It's true that at first the enemies seem a little unfair, they dodge or block everything and are a general nuisance. You have to realise that you can't simply hit them, you have to counter their attacks and totally snooker them in order to win. Whether this is by taking direct control of a spellcaster or simply blocking, the strong AI really makes the game tick.

The game doesn't have a whole lot of story, but the story that it does have works well. It fits in nicely with the gameplay and you won't find yourself skipping cutscenes. The creator was even kind enough to omit the cutscenes when you have to retry a boss (happens a lot).

Overall I enjoyed the challenge, I enjoyed the story, and I adored the art style. So why not 5 stars? If I'm honest, the learning curve was a little to steep, the game was far more difficult without a healer (ie. the 1st couple of hours), which threw the balance off a bit. A shame since it's probably put off a lot of players who may have enjoyed the game.

Fortune Summoners Secret of the Elemental Stone review

By Sycoraxic98_press posted 4th March 2012

People do many things in the name of nostalgia, but the video game industry seems prematurely nostalgic. The relatively young medium has seen an immense influx of retro games, no more apparent than within the RPG genre. Typically, developers refine antiquated conventions without damaging venerable mechanics, sometimes to fine effect. Fortune Summoners: Secret of the Elemental Stone contemptuously disregards advancements in the genre and technology in general. Combined with bad game design regardless of era, these traits make Fortune Summoners an almost unbearably tedious action RPG.

The most astonishing thing about Fortune Summoners may be that one person had so many awful ideas. Lizsoft is basically one man. Usually, it takes a group of people to brainstorm so much rubbish game design. The most outwardly apparent idea isn't necessarily bad, though. Fortune Summoners belongs to that rare species of action side-scroller RPG. While I'm not so sure this is a good idea per se, the not-bad ideas certainly end there.

Players control one of three girls: Arche, a sword fighter; Sana, a water and ice mage; and Stella, a fire wizardess with a little physical prowess. Each character plays differently, with Arche being the most unique, and computer AI governs those not under the player's control. Aside from hopping about town and exploring dungeons, players engage in frequent combat. Sana and Stella function more traditionally, but protagonist Arche controls as if ripped out of a primitive fighting game. Success with her requires carefully timed combos and precise manipulation. In the context of Fortune Summoners, this is a very bad idea.

In an effort to preserve the beloved broken controls of yesteryear, Fortune Summoners puts players on a perpetual glacier, rendering the simplest tasks, like moving to another screen, tedious. Considering the level of precision required by combat and mandatory platforming, faulty controls go a long way in making the game nearly unplayable. Although an improvement over the keyboard, even the gamepad controls feel stubborn and just plain wrong. Jumping proves to be the most problematic, making any platforming puzzle a descent through madness. That Lizsoft intended such controls makes this no less a gaming sin. Indeed, I find that more unforgivable.

Had the combat been blessed with perfect control, it still wouldn't be much fun. Even the most rudimentary foes on the easiest difficulty setting take too long to kill. Worse, the enemies are legion, they regenerate quickly, and they predict player moves, making each encounter a struggle of tedium. Enemies fly, jump, cast devastating spells, knock characters down and out, and generally cheat their way to victory. Trying to fight properly with Arche is a miserable and hopeless task, and the game is almost unbearable when she finds herself alone. Repeated as often as is required, combat takes on the drudgery of the most menial labor.

When all three girls are present, combat becomes much more palatable (if repetitive and dull), but only if one knows how to work the system. Arche is incredibly frustrating to play and Sana is merely boring. Letting the AI control those two while lighting up enemies with Stella's fire magic is the only way to get to the end with hair left on your head. The computer can control Arche much, much better than the average player, which becomes something of a saving grace toward the end. Although not as smart outside combat, the AI nevertheless makes combat possible.

Unfortunately, the party is full for less than half of the game, and even then, Fortune Summoners loves to split the party into small, easily devoured, girl-sized pieces. One segment involves taking a lone, underleveled Stella into an area rife with powerful monsters that Arche had to struggle through by herself moments before. Filler quests like these make Fortune Summoners a seemingly endless chore.

Other elements compound the miserable gameplay, including clunky menus, unstackable items, and poor level design. Dungeons might as well have been randomly generated. Even the towns are poorly organized amid generic countryside filled with dull enemy encounters. Few terrain types and simple graphics make distinguishing between screens impossible at times, causing players to become hopelessly lost in each nightmare dungeon. The final dungeon is predictably the worst offender, no less because it includes trapped treasure chests that teleport the player to another room, razing that carefully constructed mental map. In keeping with Lizsoft's conservative game design, maps don't exist in Arche's world. Maps are just silly modern conveniences that hardcore gamers don't need, right?

Another relic best left buried: invisible objectives. I dislike handholding, but I also dislike two hours of wandering before finding the one NPC capable of advancing the plot with some tangential, asinine fetch quest involving a character I have never seen. Fortune Summoners includes some of the worst back-and-forthing I've seen in a game. Aside from the main story's gratuitous fetch quest, the individual tasks that comprise the bulk of the game involve absurd backtracking. As with maps, fast travel hasn't been invented yet. Nevermind those horses standing there. They are evidently just for show. Expect to move from one point to another and back again many times before the ending credits. Expect to arrive at a destination after so much tedious combat only to have the girls make an excuse as to why they can't proceed farther that day. Occasionally the game skips travel, but not that time.

I enjoy difficult games, but not games that use every soiled trick to stop the player from reaching that glorious credit roll. Once past the floaty control, the telepathic enemies, the labyrinthine dungeons, the unfair status effects, and the bogus menus, Fortune Summoners pulls something like this: Arche finally makes it to the end of a dungeon by herself after hours of torturous combat only to find a riddle-bearing door. The door wants to know how many generic gargoyle statues are in the dungeon. Oh, you guessed wrong because you weren't counting ordinary dungeon decor between demanding battles? You get to go back to the beginning of the dungeon. Don't forget to count them this time! I'll do you a favor. The answer is twelve.

Difficult games often reward me more greatly than their easier counterparts, but Fortune Summoners gives me a healing herb and another irritating conversation. The story treads familiar ground while remaining awkwardly unfocused until the abrupt and maudlin conclusion. Story threads are dropped, villains haphazardly introduced, and fetch quests carelessly interrupted. The three leading girls will likely give some players enjoyment, partially thanks to Carpe Fulgur's solid localization. I found the cute-for-cute's-sake magical girls cloying and excessively irritating, but those into such things will undoubtedly find some solid camaraderie between the three. Unfortunately, they fit rather archetypical personalities, with Arche the brave, unfailingly optimistic dolt, Sana the sweet little crybaby, and Stella the stuck-up genius. And what trio of screechy brats would be complete without an ugly little floating thing that says things like "wemember" and "yoo"?

Fortune Summoners sports colorful, polished retro graphics and solid animation. Some more environmental variety would have been welcome, but Lizsoft didn't want to take any liberties with the old 16-bit template. Character and enemy design suffers from a general lack of imagination, and unfortunately the game isn't designed for wide-screen monitors. Carpe Fulgur kept the tidbits of doujin voice acting intact, but perhaps they should have remove

Fortune Summoners Secret of the Elemental Stone review

By trula12 posted 9th February 2012

Fortune Summoners - Secret of the Elemental Stone is one of those games for which people should keep in mind the saying "don't judge a book by its cover".

On the surface this game looks like, and sounds like, your typical Japanese magical girl cartoon that has been transformed into a SNES era rpg (and a gorgeous one at that). Well it won't take long for the game to disabuse you of that notion.

While the story can be quite sugary at times, the heart of Fortune Summoners is the gameplay. At first glance you might think it is a button masher. That is a quick way to get yourself killed. In fact, the game play more like a fighting game of the Street Fighter and Tekken variety than anything else. The sooner you realize this, the better. In the meantime though, the game is utterly unforgiving.

This brings up Fortune Summoners' biggest problem. Playing well requires a good deal of precision in controlling your character, but the controls themselves are somewhat slow. The player might find themselves executing moves on screen too late. This is somewhat alleviated playing with a console controller and in my experience the keyboard controls will start to respond quicker after a little while. This is why I am giving this game four stars, though it is important to note the control issue does not terribly affect ones enjoyment of the game, though again it can be frustrating.

All in all I recommend this title to anybody who likes cute retro-style rpgs and wants to play something with a different way of fighting monsters.

Fortune Summoners Secret of the Elemental Stone review

By Flyingpanzyking posted 3rd February 2012

This is a fun and challenging 2d game that blends story telling and action together with some sections being primarily focused on one or the other to progress. Enemies get more challenging as you go and are not simply harder versions of themselves, though there are some of those as well, but instead use different tactics and attacks and require practice to learn how to beat. For example you may face off against a few tiers of slimes and think you have their movements down when suddenly a new tier shows up and does something unexpected, requiring a whole new approach.

The game's combat is kind of clunky at times as rather than flowing from one move to the next as it seems you were meant to do you more often get stuck facing the wrong way or being slapped about by multiple enemies because you got your timing wrong. I often find myself raging when my character gets beat up simply because the controls don't respond as expected. The few times so far that I've pulled off a cool chain of attacks seemed more accidental than skilled but that may simply be me. The reason for this is that it requires you to plan each strike, dodging or blocking incoming attacks as you plan for your next hit. Against a single opponent this is great, but when multiple enemies are comming at you from every side, each with its own attack patterns some of which are annoying as hell, you really begin to notice and loath the way the controls work as precision becomes your greatest enemy.

Still the story is cute as is the overall enviroment of the game and the combat isn't so bad and is actually a lot of fun once you get used to it. The only problem is that there are a lot of key combos for each character and remembering what does what and actually getting it to work the way you want is a real pain when you find yourself being slapped around without respite.

I really enjoy this game despite the moments of rage and find the whole thing rather amusing. If you're looking for a fun and charming game with challenging combat that comes from the skill of an enemy and not just over all toughness you should really pick this up. Just remember to be patient as you learn to use the controls.

Adorable and Brutal

By gtf234 posted 3rd February 2012

Fortune Summoners was a game developed by Lizsoft and is the product of what is effectively a one man group. The history of the game goes back several years of releases and updates, but that is neither here nor there. The game is a beautiful combination of colorful environments, charming music, and gorgeous sprite animation. You follow Arche, a tomboyish young lass, as she moves to a new town in the fantasy countryside, makes some friends, and embarks on a magically charged quest while carving bloody swaths through the land's local, bloodthirsty wildlife.

However, don't let the game's sugary magical girl children's anime look deceive you. The core gameplay in the real time combat is ruthless and unforgiving. Fortune Summoners demands you learn how to play it. For starters, the girls can run faster than speeding bullets and leap tall buildings in single bounds, and this takes getting used to. Until you get the hang of the various ways to control your movement, things will feel unwieldy and floaty. However, all the control needed is actually there, you just have to learn to use it. For example, you don't have to skid to a stop from a run, holding back will bring you out of the run to a nice quick stop.

Fighting is an entirely different beast. Unlike a lot of action RPGs, the monsters don't just wander around aimlessly for you to slaughter without putting up resistance. No no no. In Fortune Summoners, the monsters are monsters- feral beasts out for blood. And the AI that guides them is pretty damn smart about it. Nothing will knock your ego down a few pegs then seeing your party get brutally killed by a slime, a monster always known to be the harmless cannon fodder of random battles. However these sorts of party wipe outs are not because the monsters are excessively powerful at all times, they are simply fighting you better than you are fighting them. This is the heart of the gameplay's charm and difficulty: it is not a hack and slash with RPG elements and you will be punished severely for trying to play it like one. Every bit of delay in Arche's sword swings is deliberate, turning combat into being all about precision and about being methodical to how you engage the enemies you encounter. And you will be kicked around hard by the game until you learn to stop trying to button mash your way through encounters. And when you do, each monster kill feels much more rewarding because you didn't just mash attack to win- you dueled with and outsmarted it.

For as much as I loved this game when I first played it long ago before the wonderful folks at Carpe Fulger were doing what they do so well, I cannot deny that this game is not for everyone. The most obvious is the visual aesthetics, the sugary anime-esque look will certainly be off putting to some and there will be those who simply will not be able to put visuals aside. Then there is difficulty curve. As I stressed above, the combat is hard and demanding. To some this will appear as being artificially hard and frustrating; and I can completely see people losing their patience with it. One should understand what the game is before diving in- it's not a fast paced hack and slash, it's more like a precise and methodical fighting game.

I would highly recommend experiencing the game, but I simply advise taking it slow and practice how to play it rather than rushing forward brazenly without thought. If you don't try to force the game into being something it isn't and will not be bothered by the visuals, then I believe you will find a very enjoyable and rewarding experience to fill 25+ hours of your time.

Fortune Summoners - A Charming and Challenging Game

By lmack82 posted 1st February 2012

Fortune Summoners is a very interesting cross between a platformer and an action RPG (think Maple Story, but not online). You assume the role of a cute-but-tomboyish young girl who is proficient with a sword. All she wants to do is learn magic, so she enrolls in a magic academy. During her adventures, she befriends other magic users to help her overcome various challenges she faces. The controls take a little while to get used to, but there is a flexible range of attacks for each character and you can switch who you can control at any time.

Overall, it's a solid little indie game that's cute and fun.

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