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Critic Reviews

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Yahoo! Games (Feb 14, 2007)
Monster Kingdom: Jewel Summoner is one of the best RPGs in the PSP's library. It takes some aspects of Pokemon, but adds a more mature slant to things -- capturing a little of the magic from PS2's Shin Megami Tensei. The game succeeds in terms of both story and combat quality, and even adds in some cool online functionality with battles and jewel trading. RPG enthusiasts will want to capture this game as soon as they can.
GameZone (Feb 13, 2007)
A quality RPG for the PSP is delivered by Monster Kingdom Jewel Summoner. The game has some very familiar aspects, but generally is engaging and entertaining.
IGN (Feb 14, 2007)
While Jewel Summoner doesn't soar to the heavens with unique and interesting characters or a battle system that stands the test of the full game time it doesn't fall apart either. It has a steady amount of fun that lasts for the whole game. It's a good and well-presented distraction and for something that you hope to carry in your pocket for a little while it certainly serves that purpose. This is not a game to be held up as a shining example of what RPG's on the PSP should be, but rather a good stepping-stone on the path to what could be.
Video Game Talk (Jan 22, 2007)
In the end, "Jewel Summoner" makes for a strong RPG. For PSP gamers looking to get a solid RPG for on-the-go gaming, "Jewel Summoner" fits the bill. While the storyline is slightly over-the-top and somewhat overplayed with dialogue portions that feel too lengthy, there is still enough enjoyable game play with the battle system and monster evolution system to enjoy. "Jewel Summoner" comes recommended.
Netjak (Feb 13, 2007)
Really, I can see where Sony and GAIA were going with Monster Kingdom. Having a PSP answer to the impending Pokemon juggernaut could hardly be called a foolish decision. What disappoints me so much is that in the end, the game could have been done so much better, just by applying some of the last five years' worth of gameplay innovations to the tried-and-true formula-- namely, obscure origins for its creature roster and maybe throwing a couple mini-games in. If Monster Kingdom had come out in 2001, for the PS1, it would have been a smash hit. In 2007, it just feels a little too warmed-over and underachieving to be compelling. It's a valiant first effort, and if you're a collecting-game fan who for some reason doesn't have a DS, this will fit the bill. But the odds are good you won't be captivated by this one.
65 (Sep 25, 2013)
Certes, Monster Kingdom : Jewel Summoner aurait pu bénéficier d'une réalisation plus soignée : la bande-son ratée, l’histoire plate, les graphismes et les animations en combats sont autant de points décevants. Il est dommage qu’il se dégage ainsi une impression de jeu bâclé, chose que ne pardonneront pas les joueurs les plus rigoureux. Mais en réussissant à fermer les yeux sur ses imperfections, il faut reconnaître que Jewel Summoner n’est pas dénué de bonnes idées, telles que l'amalgamy. Et à défaut d’autres jeux du genre sur PSP, il faudra s’en contenter.
1UP (Feb 13, 2007)
Ultimately, it's a passable RPG for your PSP, thanks to its collection mentality and good dialogue. But the lack of an overworld and short game length that's due to the dialogue-to-game ratio keeps it from being anything special. I hope Okada and his boys will allow for more exploration and a better balance of talk-or-fight next time.
GameSpot (Mar 12, 2007)
Monster Kingdom: Jewel Summoner is built on a solid concept that is enjoyable at times, but the rest of the game just feels underdeveloped. With a better story, a world that you can actually explore, and more variety to the dungeons and quests, this could have been a good role-playing game. As it is, it's a very slow game that you'll get tired of long before you finish it.
G4 TV: X-Play (Jun 22, 2007)
After bashing through some especially brutal introductory training sequences, it gets easier to ignore the characters and the story in favor of building a cool monster collection. Once the game takes the training wheels off, you can pick and choose more of what you’d personally like to do, and progress at your own pace while you’re doing it. Beyond the main quest, there’s a seriously deep selection of dungeons to explore and different monsters to fine-tune. Players looking for another MegaTen may still be disappointed, of course – if you want more of those out-there visuals and dark fantasy themes, then go ahead and stick with Atlus’ own home-grown games. If a more grown-up Pokemon sounds like a good time, though, Jewel Summoner’s a great choice for spending some time with your PSP.
Deeko (Feb 15, 2007)
I wanted to see it through to the end, simply to see where the story was going to go, but other than that, there isn't enough to be found within the game to make me want to play it more than once. There is replay value, as you can go at it again within another team, but you won't feel compelled to, which is a damn shame. The monster collecting element is certainly fun, but battles are far too easy and you'd have to TRY your hardest to actually lose, which easily makes the game less attractive. There are a lot of great role playing titles on the PSP and this one certainly tries quite hard. In the end, however, it just doesn't have what it takes to make it and that fact is really sad, especially given the potential the title had to offer, as well as the kick ass joint soundtrack.
Game Shark (Mar 20, 2007)
Despite having all the makings of a good role-playing game, Monster Kingdom: Jewel Summoner just isn’t all that engaging. The pleasing presentation and interesting monster management elements are enough to keep you playing, but you’ll constantly be annoyed with the dialogue and the plodding pace of battles. Getting past the slow nature of combat is difficult though, considering how large a role it plays in the game. Monster Kingdom: Jewel Summoner is far from being a bad game; rather, it simply doesn’t come together for a compelling experience.
Legendra (Dec 08, 2007)
Premier essai de Gaia sur PSP et essai raté en tout point. On aura au moins appris avec Jewel Summoner qu'un tas de bonnes idées inscrites sur un papier par un nom connu et reconnu du monde des jeux vidéo ne suffit pas à faire un bon titre. Le jeu est plombé par une réalisation moyenne, un scénario plat servit par des personnages et un background inexistant. Même le système de gestion des monstres, qui aurait du être le point fort du soft se retrouve à la traine. Trop d'erreurs impardonnables pour que je puisse vous conseiller ce jeu. Fuyez!