They really like dialogues at Spike, don't they? I also wonder there I'll get to the Chunsoft part of this Spike Chunsoft title...Conception II is a sequel for the 3DS (played version) and Vita of a PSP game I skipped entirely.
The basic idea, or better, the concept (har har har) is that you, as the main character, transfer into a new high school where they fight monsters. Of course, who needs professionals when you have highschoolers? But hey, you are not a simple highschooler, you're the chosen one, or something like that, which means you can create children that look like out of Final Fantasy III for the DS with the girl you like!
Okay, let's take a step or two back.
Conception II is a JRPG with elements similar to the Persona series, as it's possible to choose between dialogue choices, decide on how to spend your time between dungeons and build relationships with various characters, most prominently girls.
During the first hour there's a lot of dialogue. A whole lot. Even the first hours in Persona III and IV weren't so full of dialogue; I'm pretty sure it's interesting, but no Japanese knowledge means skipping through it and always choosing the first dialogue option, which sounds like the "good guy" answer.
From what I've gathered from the spoken lines (right now there have been very few dialogues that aren't spoken), this first hour introduces the world, characters, story and everything you need to know, so hopefully there won't be as much exposition as the game goes on.
However, this means that I've been able to play through three-dungeons-three, all of them being tutorials to the battle system...total dungeoneering time: 10 minutes.
Ugh, I really really really hope the dialogues/dungeons ratio shifts in favour of dungeons later on.
Anyway, why would you get to know girls? To spawn children of course! And use the children in battle against monster!
Maybe what you spawn during the game are not exactly children, but they are something like the union of two different magical powers that materialise into super-deformed humanoid beings, each belonging to a classic RPG class (healer, shooter, fighter, etc etc).
Battles are turn based; enemies have four facings (front, rear, left and right sides), and controllable characters can move to a different facing during their turn; a facing (or tile, if you want) can hold up to two "adults" (your character and the chosen girl) and a single group of children (children always act as a group of three). If groups in adjacent attack consecutively, the attack is "chained"...right now I only know chain attacks give KPs (Kizuna Points) but I don't know what these points do...hey, after an hour I've been told that GPs (Glow Points) are used to buy new items!
The system seems interesting, but so far there has been only one encounter against mutliple enemies at the same time, so I can't really judge it.
The game has been clearly thought for the Vita. The interface is composed by rather tiny icons that are barely readable on a 3DS LL, and the touch screen is left unused for 90% of the time.
The first impressions is that the game holds your hand way too much. It might be worth doing so for the "visual novel" part of the game, but the three dungeons were completely driven to the point that the first only made an attempt to explain half of the camera controls (the other half are explained in the third dungeon...WTF!) and the attack action. So far, it' has been pretty uneventful and very run-of-the-mill.
The basic idea, or better, the concept (har har har) is that you, as the main character, transfer into a new high school where they fight monsters. Of course, who needs professionals when you have highschoolers? But hey, you are not a simple highschooler, you're the chosen one, or something like that, which means you can create children that look like out of Final Fantasy III for the DS with the girl you like!
Okay, let's take a step or two back.
Conception II is a JRPG with elements similar to the Persona series, as it's possible to choose between dialogue choices, decide on how to spend your time between dungeons and build relationships with various characters, most prominently girls.
During the first hour there's a lot of dialogue. A whole lot. Even the first hours in Persona III and IV weren't so full of dialogue; I'm pretty sure it's interesting, but no Japanese knowledge means skipping through it and always choosing the first dialogue option, which sounds like the "good guy" answer.
From what I've gathered from the spoken lines (right now there have been very few dialogues that aren't spoken), this first hour introduces the world, characters, story and everything you need to know, so hopefully there won't be as much exposition as the game goes on.
However, this means that I've been able to play through three-dungeons-three, all of them being tutorials to the battle system...total dungeoneering time: 10 minutes.
Ugh, I really really really hope the dialogues/dungeons ratio shifts in favour of dungeons later on.
Anyway, why would you get to know girls? To spawn children of course! And use the children in battle against monster!
Maybe what you spawn during the game are not exactly children, but they are something like the union of two different magical powers that materialise into super-deformed humanoid beings, each belonging to a classic RPG class (healer, shooter, fighter, etc etc).
Battles are turn based; enemies have four facings (front, rear, left and right sides), and controllable characters can move to a different facing during their turn; a facing (or tile, if you want) can hold up to two "adults" (your character and the chosen girl) and a single group of children (children always act as a group of three). If groups in adjacent attack consecutively, the attack is "chained"...right now I only know chain attacks give KPs (Kizuna Points) but I don't know what these points do...hey, after an hour I've been told that GPs (Glow Points) are used to buy new items!
The system seems interesting, but so far there has been only one encounter against mutliple enemies at the same time, so I can't really judge it.
The game has been clearly thought for the Vita. The interface is composed by rather tiny icons that are barely readable on a 3DS LL, and the touch screen is left unused for 90% of the time.
The first impressions is that the game holds your hand way too much. It might be worth doing so for the "visual novel" part of the game, but the three dungeons were completely driven to the point that the first only made an attempt to explain half of the camera controls (the other half are explained in the third dungeon...WTF!) and the attack action. So far, it' has been pretty uneventful and very run-of-the-mill.
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