Kamen Rider Summon Ride -
Unlocking the Gate: A Look Back at Kamen Rider SummonRide If you were a Tokusatsu fan in 2014, you likely remember the height of the "toys-to-life" craze. While Skylanders and Disney Infinity were dominating global markets, Bandai Namco decided to throw their helmet into the ring with . Released for the PlayStation 3 and Nintendo Wii U, this title attempted to merge the high-octane action of the Battride War series with the physical collectibility of NFC figures.
Despite its ambition, SummonRide remains a polarizing title. In Japan, it famously won "KOTY" (Kuso-ge of the Year, or "Shitty Game of the Year") for its perceived soul-less "cash grab" nature and technical limitations.
The base station used to read your figures. Kamen Rider Summon Ride
The game leans into a fantasy JRPG aesthetic, which some fans felt was a strange departure from the typical Rider urban-tech style.
These coin-like accessories provided two types of support: Unlocking the Gate: A Look Back at Kamen
But did it stick the landing, or was it a "Rider Kick" that missed its mark? Let’s break down everything you need to know about this unique piece of Rider history. The Core Mechanic: Toys-to-Life
It features all Heisei-era Riders up to Drive . However, a major point of contention for players was that many of these characters were locked behind separate physical figure packs. The Legacy of SummonRide Despite its ambition, SummonRide remains a polarizing title
The game launched with a starter pack featuring Kamen Riders Drive, Gaim, and Wizard . These figures were designed in a standard kicking pose with elemental splashes representing their power.