Etheral summoner
Visually Summoner is a work of art thanks to Volition's implementation of full-scene anti-aliasing. After problems with the technology last year many were sceptical of the developer's ability to make Summoner live up to its billing, but whatever they've done it looks spectacular with a smooth, unblemished 30 frames per second and no discernible jagged edging. I don't personally think that Summoner is the most visually impressive game on the PlayStation 2, but the quality of modelling, environment and texturing is almost second to none throughout.
Thanks to the overly complicated graphical engine though, draw distances are very disappointing. Characters also occasionally look a bit blocky, although this has more to do with a lack of polygons than a failure to apply anti-aliasing properly. Throughout the game, the only other engine or graphical issues we encountered were the mildly depressing load times when entering a new town or city, and occasional problems with clipping, where text bubbles go through walls and the like.
When in full flow though, we had no concerns about framerate drops and the like, which appeared minimal. By all accounts, this is a pretty decent PAL translation. During the intense cinematic cut scenes it is a roaring success, and supplements the game's style and execution perfectly. The battle themes are top, and things are very atmospheric thanks to the soundtrack. Character speech is also used during cut scenes, and the game boasts some intelligent voice acting.
The script-writing isn't atrocious either, which is a good thing due to the large amounts of text used, that's for sure. It's unsurprising that Volition chose not to voiceover the entire game, because there really would have been too many bit parts to play and words to say in general. The major concern we had with the game as a whole was that occasionally there did seem to be too much to say and too many people to consult with. For instance, while it's very true that in an average town people would have a lot more to say to a group of mystical strangers than "There's something spooky going on in this town - mark my words," or a similar RPGism - having to speak to so very many people at length can become quite tedious and detrimental to the general experience of playing Summoner.
On several occasions I simply forgot who I had and hadn't spoken to particularly between saves and had to wade through reams of text again to figure out where I was going. Conclusion All right, so ultimately Summoner is an accomplished RPG, with more text than most to delve into. I don't like spoiling the storyline by giving away massive hints during my appraisals, but I will say that I found it occasionally mesmerizing, and for the most part very exciting.
There have been a lot of excellent console RPGs in the last year or so, and Summoner does enough of its own thing to be worth buying independently. It's hardly a killer app with which to sell the PlayStation 2, but it definitely has a knack. At about 30 hours from start to completion with plenty of diversions along the way, it offers a lot more gameplay than some other early PS2 titles, and probably about the right amount for the average console gamer in general.
When the spell expires, you return to material existence. An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane , but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally.

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