Hubbry Logo
search
logo

Summon Night 6

logo
Community Hub0 Subscribers
Read side by side
from Wikipedia
Summon Night 6: Lost Borders
Japanese cover art
DeveloperMedia.Vision[a]
Publishers
ProducerKazumasa Habu
PlatformsPlayStation Vita
PlayStation 4
Release
  • JP: March 10, 2016
  • NA: October 31, 2017[1]
  • EU: November 15, 2017[2]
GenreTactical RPG
ModeSingle-player

Summon Night 6: Lost Borders[b] is a tactical role-playing game for the PlayStation Vita and PlayStation 4 video game consoles. The game was released in Japan on March 10, 2016, and was released in North America on October 31, 2017 and Europe on November 15, 2017 by publisher Gaijinworks. While it is the sixth numbered entry in the mainline entries of the Summon Night series, it is only the second one to be translated into English, after 2015's release of Summon Night 5, also by Gaijinworks.

Gameplay

[edit]

Similar to prior mainline entries in the Summon Night video game series, the game plays as a strategic/tactical role-playing video game, with elements of visual novels.[3][4] In addition to the core gameplay, it will also feature multiple mini-games as well.[5]

Story

[edit]

The game takes place in the world of Fillujah, a world where all people have their own flying companion creature.[3] The core three members of the cast (Raj, Amu, and Ist) are the primary protagonists, while the game plot involves them meeting up with characters from across the entire Summon Night series.[3]

Development

[edit]

The game was first announced in August 2015, through a revealing in V Jump magazine.[4]

In June 2016, Gaijinworks announced they would be releasing the game in English in Q1 2017 in North America and Europe.[5] The game is the second mainline Summon Night video game to be translated and released in English regions, after the prior entry, Summon Night 5.[3] Victor Ireland of Gaijinworks announced that the game would be one of his biggest game translation undertakings, with the game script amounting to the equivalent of five novels, 50% larger than the size of the already large Summon Night 5.[5] The company began translating the title in January 2016, with the full game not being due out for release until at least a year after they began, in Q1 2017.[3] Ireland cited the popularity of the PS4 as the main reason for translating the title, stating that releasing it for its large userbase was the best way to bring popularity to the previously niche series.[5] The game saw a physical release in North America, but was exclusively a digital download in Europe.[6]

Reception and sales

[edit]

The game debuted a number 3 on the Japanese charts with its Vita release, with 40,076 units sold, and number 6 with its PS4 release, selling an additional 16,750 units, totaling for 56,826 sold in its first week.[10] This was around half of the prior game's releases, Summon Night 4 and Summon Night 5, which both sold over 100,000 copies in their debut week.[10]

The PS4 version of Summon Night 6 has now been removed from the PlayStation store for unknown reasons.

Notes

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Summon Night 6: Lost Borders is a tactical role-playing video game developed by Media.Vision, published by Bandai Namco Entertainment in Japan and by Gaijinworks internationally, for the PlayStation 4 and PlayStation Vita platforms.[1] Released in Japan on March 10, 2016, and localized in North America and Europe on October 31, 2017, it serves as the sixth main entry in the long-running Summon Night series of strategy RPGs. The digital versions were delisted from the PlayStation Store in January 2022.[2] The game combines turn-based tactical battles with visual novel-style narrative segments, emphasizing character relationships, summoning mechanics, and a crossover storyline featuring protagonists from prior installments.[1] Set in the isolated Cocoon World of Fillujah—a dimension where inhabitants scavenge debris and "falling objects" from the sky to survive—the plot follows three young residents: Raj, Amu, and Ist.[3] Their routine lives are disrupted when familiar characters from the broader Summon Night universe begin plummeting into Fillujah, sparking a series of rescue operations that unravel the world's hidden connections to other realms like Lyndbaum.[3] Through affinity-building interactions and branching dialogue choices, players influence multiple endings, while the story explores themes of friendship, discovery, and interdimensional conflict without requiring prior series knowledge, though familiarity enhances the nostalgic cameos.[4] It received mixed to positive reception for its engaging mechanics and vibrant art style, though some noted the narrative's reliance on series lore and repetitive mission structure as drawbacks, earning a Metacritic score of 71/100.[1]

Gameplay

Tactical Combat

Summon Night 6 features a grid-based tactical role-playing game combat system where units move across tiled battlefields, with positioning playing a crucial role in effectiveness. Players deploy up to eight allied units, consisting of the protagonists and recruitable classmates (characters from previous games), which can provide support abilities such as stat boosts or additional attacks during battles. The system is turn-based, with the order determined by individual unit speed stats, allowing for strategic planning of movements and actions against enemy forces. Height differences and unit orientation on the grid directly influence physical attack damage, encouraging players to maneuver units to elevated or advantageous positions for maximum impact.[3][5] Combat emphasizes a variety of weapons and skills, including melee strikes for close-range engagements, ranged attacks for distance, and magical spells for area effects or elemental damage. Each unit's class determines accessible weapon types, skill trees, and growth rates, with skill points earned from defeating enemies used to unlock new abilities like passive buffs or active techniques. For example, physical classes might gain enhanced counters, while magic classes access higher-level spells. Environmental factors, such as quicksand pits or accuracy-altering terrain, interact with unit placement to add layers of strategy, potentially hindering movement or modifying hit rates.[6][7] A key mechanic is the combo system, enabling chain attacks when allied units are positioned adjacent to enemies, allowing multiple strikes in sequence for increased damage output. Link attacks extend this by pairing specific units—often influenced by visual novel-style relationship choices—to execute coordinated moves, such as combined special attacks that amplify power through proximity. Summon assists allow chaining nearby allies (including classmates) or summoned creatures to a unit at an MP cost, boosting spell range, power, or elemental affinity, while summon bursts pair a physical and magic unit for a high-MP devastating magic assault.[5][6][3] Battlefields are designed as medium-sized maps with obstacles like cliffs, stairways, and structures that require navigation, often viewed from an isometric camera with limited panning. Objectives vary by scenario, including defeating a boss, capturing specific points, or fulfilling side conditions via the pre-battle Brave Order system for bonus rewards, such as experience multipliers or item drops. These elements promote tactical depth, balancing unit synergy, terrain exploitation, and summon integration without automated resolutions.[3][6][7]

Relationship Building and Mini-Games

In Summon Night 6: Lost Borders, relationship building occurs primarily through visual novel-style dialogue trees during nighttime conversations on the rooftop, which are triggered automatically after completing each chapter. These interactions allow players to choose responses that influence affinity levels with up to 33 base recruitable characters, many of whom are cameos from previous entries in the series.[8][9] Affection progresses in stages, represented by heart icons up to five per character, with each typically featuring around four dedicated events that unlock deeper personal dialogues and imply romantic or platonic futures without explicit confessions.[8] The relationship progression system culminates in "partner links," where high affinity enables cooperative mechanics such as combo attacks in tactical battles, allowing paired characters to execute enhanced summon bursts or coordinated strikes for greater tactical depth.[7] These bonds also lead to unique personal endings for each character, viewable post-game, and can influence broader story branches based on overall affinity rankings among the party.[4] Additionally, from Chapter 14, players can access a cafe service in the hub world to monitor inter-character affinities, aiding in strategic bonding decisions.[9] Mini-games provide downtime activities within the hub world of Fillujah, a cocoon dimension serving as the protagonists' base, where players schedule leisure pursuits to further build affection with classmates and allies. Exploration segments involve navigating areas like Eucross HQ for quest management and the Cove for fishing, a simple timing-based mini-game using rods and baits to catch aquatic creatures and fulfill orders for rewards like ingredients or recipes.[7][9] Cooking challenges at the Forgotten Pavilion require combining obtained materials to prepare over 30 dishes, such as Hearty Pirate Hotpot, which grant temporary stat boosts or healing items to support party members.[9] Quest Dispatch, unlocked after Chapter 15, involves sending teams on missions that the player engages through mini-RTS or combat scenarios to earn experience, materials, and summon enhancements, adding a light strategy layer to daily life simulation.[4] These elements integrate social simulation with gameplay, as scheduled activities like fishing or cooking not only raise affection but also yield practical benefits, such as buffs from meals or party skills unlocked via collected items, reinforcing the impact of bonds on overall progression.[10]

Story and Characters

Setting and Plot

Summon Night 6: Lost Borders is set in the world of Fillujah, a sparsely populated "cocoon world" isolated from other dimensions and characterized by its barren landscapes and virtual seclusion. Inhabitants of Fillujah, primarily humans, each possess a flying companion creature that aids in daily survival amid the harsh environment, where unexplained items like cans, furniture, and structures periodically fall from the sky. Dangerous Zyrls, zombie-like creatures, pose constant threats, adding to the world's precarious isolation.[11][12][13] The central conflict arises from sudden dimensional rifts that pull in characters from previous Summon Night games, disrupting Fillujah's solitude and sparking a mystery centered on "Lost Borders"—a phenomenon severing connections between worlds and causing possessions among some arrivals. This interdimensional intrusion forces exploration of the rifts' origins, blending crossover lore from the series' multiple timelines into a unified narrative of reconnection. Key events include the initial separation of the protagonists amid the first rift's chaos, propelling them into encounters with these displaced figures and revelations about the borders' destabilizing effects.[14][15][12] The plot structure spans 25 main story chapters, augmented by side quests that expand on the world's lore and interpersonal dynamics, culminating in multiple endings determined by player choices in alliances and resolutions. Themes of friendship, discovery, and the perils of interdimensional travel underscore the tale, emphasizing how lost bonds across dimensions can be reforged through shared trials. Classmates from the protagonists' background contribute to unraveling the rifts' secrets in pivotal moments.[11][12][14]

Protagonists and Supporting Cast

The game features three selectable protagonists, each offering a distinct perspective and route through the narrative. Raj is a young male summoner residing in the isolated Cocoon World of Fillujah, where he lives with his flying companion Quil and possesses limited memories of his past, serving as the default starting character who encounters falling visitors early in the story. Amu, the energetic female lead, acts as a guardian figure in the same world, accompanied by her companion Linen, and brings a more proactive, protective dynamic to party interactions. Ist, the third protagonist option often portrayed with an androgynous design, functions as a strategic thinker with deeper knowledge of the world's mysteries, paired with companion Patch, and provides analytical insights during key events.[4][3][16] Supporting cast members primarily consist of crossover characters from earlier entries in the Summon Night series, integrated as recruitable allies who provide mentorship and combat support. Magna, a returning figure from Summon Night 2, appears as a young man who falls from the sky into Fillujah and guides the protagonists with his experience as a protector, often taking on a mentor role alongside his companion. Hasaha, also from Summon Night 2, joins as a scholarly ally with expertise in summoning arts, contributing strategic advice and historical context from prior worlds. Other notable recruits include Hayato Shindo, Aya Higuchi, and Natsumi Hashimoto from Summon Night 1, who bring frontline combat prowess; Amer from Summon Night 2, a supportive healer; and figures like Kanon from Summon Night 1 and Kyle from Summon Night 3, each adding narrative ties to the series' lore. Additional crossovers from Summon Night 3, 4, and 5, such as Resi, Luchell, and Touya, expand the roster, with their appearances varying by protagonist route.[17][18][19] Recruited characters operate within a class system that emphasizes their origins, granting unique abilities and progression paths tailored to their backgrounds for tactical depth in combat. For instance, swordmasters like Hayato excel in close-range melee with high-damage strikes, while mages such as Luchell specialize in area-of-effect spells and summoning support, allowing players to build synergistic teams based on these inherent traits. Each character advances through four class levels, unlocking advanced forms like hidden classes via specific skill usage or mission completions, such as Raj accessing enhanced summoner variants after repeated ability deployments.[20][21][9] The Japanese voice cast enhances character portrayals, with Ryota Asari voicing the earnest Raj, Yui Ogura providing Amu's lively energy, and Toshiki Masuda delivering Ist's composed demeanor. Supporting roles feature Daisuke Kishio as the reliable Magna and other series veterans reprising their parts, such as Toshiyuki Morikawa as Hayato, contributing to emotional depth in dialogues and battles. The official English voice cast includes Micah Duclos as Raj and Kathy Emma as Amu, among others.[20][18][22] Protagonist selection determines unique routes that influence supporting cast recruitment and narrative branches, with affinity levels from interactions shaping developments and multiple endings; for example, strong bonds with Magna in Raj's path can unlock a dedicated resolution focused on mentorship themes.[12][3]

Development

Production and Announcement

Development of Summon Night 6: Lost Borders was led by Media.Vision in collaboration with Felistella, representing a significant shift from the series' traditional developer, Flight-Plan, which had handled the franchise until its dissolution in 2010.[23][24] The game was first announced on August 19, 2015, through a feature in V Jump magazine, highlighting its development for PlayStation Vita and PlayStation 4 platforms, along with initial details on crossover appearances from characters in prior Summon Night titles.[25][26] A teaser trailer followed in early September 2015, providing the first glimpses of its art style and gameplay blend.[23] Key design decisions emphasized fusing visual novel-style narrative depth with tactical RPG mechanics, allowing players to build relationships through extensive dialogue and events that influence combat strategies and story branches.[3] On the technical side, Media.Vision optimized the title for dual-platform release, incorporating 3D models for characters—complete with dynamic expressions even in text-based story scenes—and environments to enhance visual fidelity across both Vita and PS4 hardware, supported by cross-save functionality.[27][3] Reviving the series after a seven-year hiatus since Summon Night 5 in 2009 required balancing fan expectations for established lore and mechanics with fresh innovations, such as expanded companion systems, amid the challenges of transitioning developers.[23][25]

Localization Efforts

In 2016, Gaijinworks partnered with Bandai Namco to handle the English localization of Summon Night 6: Lost Borders, with Victor Ireland, the company's founder and former head of Working Designs, overseeing the project as its lead. This collaboration aimed to bring the tactical RPG to North America, South America, and Europe, building on Gaijinworks' prior work localizing Summon Night 5 in 2015. The announcement highlighted the scale of the endeavor, positioning it as one of Gaijinworks' most ambitious translations to date.[28][16] The localization faced significant challenges due to the game's expansive script, which Ireland described as equivalent to the length of five novels and over 50% larger than that of Summon Night 5. Translators had to navigate a massive volume of dialogue—far exceeding typical JRPGs like those in the Atelier series—while preserving cultural nuances embedded in character interactions, humor, and world-building elements unique to the Summon Night franchise. Minor script edits were implemented to enhance clarity for English-speaking audiences without altering the original narrative intent, ensuring the story's emotional depth and thematic consistency remained intact.[16][29] For voice acting, the team opted for a full English dub covering all key events and cutscenes, with recording commencing in June 2016 at Bang Zoom! Entertainment Studios. This decision prioritized immersion for Western players, though the dub received mixed feedback for its delivery; subtitles were included to support the translation, but no Japanese audio track was provided in the final release. To accommodate newcomers unfamiliar with the series' history, the localized version incorporated explanatory lore segments detailing returning characters and backstory from prior entries, making the crossover elements more accessible without requiring prior playthroughs.[16][30][31] Quality assurance issues, including delays in receiving the final game ROM from the developers and extensive testing of the dub and text integration, pushed back the release multiple times. Initially slated for the first quarter of 2017, the schedule shifted to May, then August, and ultimately to October 31, 2017, in North America, ensuring a polished product despite the extended timeline. These efforts underscored Gaijinworks' commitment to high-fidelity adaptation, though the process strained resources for the small team.[32][33][34]

Release

Japanese Launch

Summon Night 6: Lost Borders was released in Japan on March 10, 2016, for both PlayStation Vita and PlayStation 4, published by Bandai Namco Entertainment.[35] The launch marked the 15th anniversary of the Summon Night series, with first-print copies including a download code for the exclusive summon beast "Oyakata."[35] Marketing efforts highlighted the game's crossovers featuring returning characters from previous Summon Night titles, showcased in promotional trailers debuted at events like Jump Festa 2016.[36] Limited edition bundles were offered, such as the PS Vita version priced at 9,800 yen, which included a 100-page art book, soundtrack CD, premium theme, and drama CD.[37] A similar PS4 limited edition was available for 10,584 yen, bundling an art book, soundtrack, and additional items.[38] In its first week, the game sold 38,620 units on PS Vita and 16,568 units on PS4, totaling 55,188 units according to Dengeki estimates.[39] The PS Vita version outperformed its PS4 counterpart, likely due to the platform's portability, which suited the tactical RPG's session-based gameplay for on-the-go playstyles.[39] Post-launch support included free updates, such as an April 2016 patch adding a new ending route and party members like Scarrel, Enysha, Erst, and Mieu.[40] Additional patches addressed bugs, with minor content updates released via DLC for extra quests and characters.[40]

International Release and Availability

Summon Night 6: Lost Borders was released in North America on October 31, 2017, for both PlayStation Vita and PlayStation 4 by publisher Gaijinworks, with options for physical copies and digital purchases via the PlayStation Store.[33] The game launched in Europe on November 15, 2017, similarly providing physical and digital availability through the PlayStation Store.[2] The PlayStation 4 digital version was removed from the PlayStation Store in North America, Europe, and Australia on January 7, 2022, reportedly due to Gaijinworks entering a dormant state following the Western launch.[2] In contrast, the PlayStation Vita digital edition remains purchasable worldwide. Physical Vita copies have encountered distribution hurdles amid the platform's decline after Sony ceased hardware production in 2019, boosting their appeal to collectors and elevating secondary market values for complete editions to around $40 as of late 2025.[2][41][42] No ports to other platforms, such as Nintendo Switch or PC, have been released or announced as of 2025.[2]

Reception

Critical Reviews

Summon Night 6: Lost Borders received generally positive reviews from critics, earning an aggregate score of 71/100 on Metacritic based on nine reviews for the PlayStation 4 version, with similar reception for the PlayStation Vita version.[1] Reviewers praised its nostalgic appeal to fans of the Summon Night series, highlighting the deep relationship system through "Night Conversations" that foster personal interactions and light dating sim elements among a large cast of crossover characters from prior entries.[12] The emotional storytelling was noted for its satisfying conclusion to the central mystery, blending visual novel segments with tactical RPG battles in a way that delivered fan service for longtime players.[3] Specific critiques emphasized the game's strengths in character dynamics and tactical depth. RPG Site awarded it a 7/10, lauding the relationship mechanics for allowing meaningful one-on-one dialogues that enhance party bonds and unlock abilities, though it lamented that not all interactions can be experienced in a single playthrough.[12] Similarly, RPGamer gave it a 3.0 out of 5, commending the solid battle system with grid-based combat, customizable classes, and summon assists that provide strategic variety and depth in encounters.[3] PlayStation Lifestyle rated it 8/10, appreciating the fluid combat and colorful cast that made the visual novel-RPG hybrid engaging.[7] Criticisms focused on repetitive elements and accessibility barriers. Many reviewers, including those from RPGFan, pointed out the cyclical story structure, where frequent visual novel interludes interrupt gameplay and rely heavily on prior series knowledge, creating a steep curve for newcomers unfamiliar with the lore and characters.[4] Battles were often described as straightforward and repetitive, with most objectives boiling down to defeating all enemies or bosses, lacking innovation in mission design.[12] The English voice acting received consistent backlash for being inconsistent and flat, detracting from the presentation despite impressive 3D visuals and fitting soundtrack.[3] Overall, the game was viewed as a solid revival of the series after a long hiatus, offering reliable tactics and fan-pleasing crossovers but failing to introduce groundbreaking features that would elevate it beyond competent fare.[43]

Commercial Performance

Summon Night 6: Lost Borders debuted with combined sales of approximately 57,000 units across PlayStation Vita and PlayStation 4 platforms in its first week in Japan, with the Vita version accounting for 40,000 units and the PS4 version 17,000 units.[44] This figure marked a significant decline from the series' previous entry, Summon Night 5, which sold over 105,000 copies in its debut week on PSP in 2013.[45] Overall lifetime sales in Japan have been estimated at around 60,000 units, reflecting underperformance relative to Summon Night 5's stronger commercial showing of over 100,000 units. Factors contributing to this included a prolonged hiatus in the mainline series following earlier installments, compounded by competition from prominent strategy RPGs such as the Fire Emblem series during the mid-2010s.[46] In Western markets, sales were modest, buoyed primarily by dedicated niche RPG enthusiasts but hampered by the ongoing decline in PlayStation Vita hardware popularity by 2017. The game's release coincided with waning support for the Vita platform, which saw reduced market share and developer focus shifting toward more viable systems like the Nintendo Switch. Despite initial commercial challenges, Summon Night 6 has cultivated a dedicated cult following, evidenced by ongoing community efforts to translate and preserve earlier unlocalized entries in the series, such as fan patches for Summon Night: Swordcraft Story titles on Game Boy Advance.[47] As of 2025, this enduring fanbase continues to advocate for potential sequels, highlighting the game's lasting appeal within tactical RPG circles. The digital version for PS4 was delisted from the PlayStation Store in early 2022, limiting new digital purchases and driving up demand—and resale prices—for physical copies, which now often command premiums due to scarcity.[2] This delisting has further emphasized the game's niche status, with physical editions becoming key for accessibility among collectors and new players. As of November 2025, the PS4 digital version remains delisted in Western regions, while the Vita version is still available digitally in some markets.

References

User Avatar
No comments yet.