Gee, it
seems that I’ve been playing nothing but fan-service-laden games lately, doesn’t
it? Whether this is purely coincidental or revelatory of a deep-seated trend in
modern gaming—or both—would be an interesting issue to tackle, but I’m not
going to do so here. Instead, I’m planning to examine the no less interesting
issue of the fan-service’s purpose and importance in Conception II—along with other juicy subject matters such as the
gameplay, obviously. After having played a handful of fan-servicy games in
short succession, I’m starting to realize that there is, say, fan-service and fan-service. But more on that soon.
For now,
let’s focus on the usual bit of data. Conception
II: Children of the Seven Stars, developed by Spike Chunsoft and released
in 2013(jp) and 2014(na/eu) for the Vita, is the sequel to Conception: Ore no Kodomo o Undekure!, a Japanese-only PSP game. The
two games are built on the exact same formula, namely an alternation of
dungeon-crawling segments and dating sim segments, peppered with a solid dose
of fan-service for good measure. They also use the exact same gameplay
mechanics—so much so that Conception II
could be seen as a copy-paste of the original Conception with updated graphics and a new cast of characters
rather than a true sequel. Reviewers were mostly unimpressed by this second
effort, if the scores of 62 on Metacritic and 64.46 on Gamerankings are to be
believed. Reviews were average for the most part, describing the game as solid
yet not especially dazzling, and not really standing apart from the RPG mass
despite its risqué undertones and romance sim side. And that is not so
surprising, given the way both fan-service and romance sim mechanics were
implemented in Conception II and their
real purpose in the game’s context.
Alluring glaze is just that—a glaze
Indeed,
although the primary purpose of fan-service in games is always to lure the
potential player’s eye and make them open their purse while salivating in
anticipation, nothing forbids said fan-service to serve secondary purposes as
well. As a matter of fact, fan-service does
so in nearly all the games it occupies, and these secondary purposes are
usually related to the overall concept of the hosting game. In Code of Princess and Senran Kagura Burst, the fan-service was
a self-derisive addition that gave a parodic overtone to both games; in Criminal Girls, it was woven into the
gameplay and molded into a brand-new take on leveling-up mechanics. So, what is
exactly the fan-service’s secondary purpose in Conception II?
Well,
the answer is simple: the fan-service in Conception
II acts as a glossy, appetizing glaze conveniently applied all over what
turns out to be very classic RPG
gameplay mechanics. It is the honey that is bound to attract flies, i.e.
potential players, to the fold: why go with the vinegar of arid old-school
presentation when you can lure a greater audience with the sticky sweetness of
risqué looks?
Take the
game’s most prominent and eponymous fan-servicy feature: the infamous
Classmating, which is none other than the conception of the Star Children who
will accompany you in dungeons. It shows your lady of choice wreathing and
undulating, naked and bathed in light, before joining hands with your character
at the end of the act. We could argue that these sequences are hardly
titillating, with their garish colours and mediocre CGIs that make the girls
look like plastic dolls, but that’s not the point. The point is that we do not
know the exact nature of this ritual.
Is it plain old-fashioned physical intercourse? Is it a spiritual connection?
Is it a mix of both? The Classmating sequences are not exactly
self-explanatory, and neither is the narrative, which bandies vague terms such
as the females’ “Star Energy” and the males’ “Ether Count”—and yes, you’re
totally supposed to detect innuendos here, but that doesn’t change the fact
that we do not precisely know what Classmating
is. But this uncertainty is entirely normal, because that whole Classmating
business is nothing more than a sexy coating whose sole purpose is to revamp
what is actually a mere character creation interface. Well tried, game, but who
do you think you’re fooling with this transparent trick?
The same
goes for every fan-servicy element present in the game. The fact that the
ladies and your main character don a tighter, skimpier outfit—especially the
ladies, as you’d expect—when you enter the Labyrinths, treating you to a Sailor
Senshi-like tranformation? Just a plain attempt at titillation, useless as far
as gameplay is concerned and serving no other purpose than to make you lose a
couple of precious seconds. The excessive jiggle physics? No comment. The fact
that you have seven ladies conceiving and fighting at your side instead of just
one? Pure harem-RPG fare, pandering to otakus who want to bite off more than
they can safely chew. It’s all glitter and shine, designed to make you forgot
that you are actually playing a classic, old-fashioned dungeon crawler—to no
avail, as far as I am concerned.
That’s
not to say that Conception II’s brand
of fan-service is horrendous. Superficial it may be, but it does have a couple
of redeeming qualities. For one, it’s not too obtrusive: the risqué parts of
the Classmating sequences can be skipped, as well as the pre-Labyrinth transformations,
and most of the jiggling will pass you by as you read the dialogues. For
another, it tries to expand its horizons by including elements that can cater
to a different audience: the game is rife with homoerotic undertones, from the
ambiguous relationship between your main character and Alec to the brand-new
possibility of “Classmanting”, i.e. uniting with another male through the
multiplayer option in order to create even stronger Star Children, without
forgetting the “bromance” ending you’ll be treated to if you don’t woo the
ladies hard enough. Last but not least, Conception
II’s fan-service is light-hearted and humorous. It’s not hilarious enough
to make the game a genuine parody of romance sims as some claim, but it’s
certainly amusing enough to make one grin rather than roll their eyes. The
occasional silly sexual jokes are quite mild and have a bantering edge that
reminded me of my teenage years, in a good way; I even smiled fondly when
witnessing that sequence in which the characters wonder if drinking from the
same straw is akin to indirect kissing. Ah, sweet youth.
Skin-deep romance is uninvolving
And
since I’m mentioning kissing, let’s move on to the next juicy matter in line:
the romance, folks! L’amour! It is
the logical continuation of the fan-service, but unlike said fan-service, it
has been integrated into the gameplay. Somehow. Let’s face it, this integration
is far from being conclusive, and the romance business appears more often than
not uncomfortably disconnected from the main chunk of the gameplay instead of
being tightly woven into it. Not every game series can be Persona, indeed, and here are the main failures of Conception II’s romance sim side:
—L’amour is boring. Now, your mileage may
vary on that one, especially if you have a high school fetish; but truth be
told, Conception II’s romance is more
likely to induce yawns than flutters in the stomach. The girls are both cliché
and cruelly devoid of personality, and that lack is not helped by the fact that
they all don the same school uniform—bar one. The bland and expressionless CGIs
used in the romancing segments do not help either, neither does the fact that
there are no fixed events like in most romance sims—and let’s not talk about
the entirely generic school setting. And talking about school, the game seems
intent on pushing the teenager envelope as far as it can by offering an
incredibly tame take on romance, all coy blushes, quid pro quos and
hesitations. That’s kind of cute, but it’s hardly thrilling. In fact, it can be
seriously disappointing: I spent the whole
game wooing Fuuko only, saying the nicest things to her and showering her with
gifts, only to be rewarded by monologues such as: “Don’t get all worked out, he
doesn’t mean it, there’s no way he loves a girl as plain as me.” Well, excuse
me, but I’m trying my hardest to convey my love here, and I would have liked to
see my efforts rewarded in a more fulfilling and conclusive way.
—L’amour is incoherent. This is an even
worse flaw than the one above, because it disrupts the natural flow of the
romance and prevents you from immersing yourself completely in it. To put it
simply, there are two types of romantic scenes: the Key Scenes, which are
milestones showing the (meagre) progress of your relationship, and the Filler
Scenes, which are here to fill in the blanks between Key Scenes. The Filler
Scenes show some generic babbling that is entirely noncommittal as far as
romance is concerned, and that’s where the problem lies: such scenes break the
immersion by not taking into account the romantic developments between you and
the involved girl up until that point. Worse, they can sometimes blatantly
contradict said romantic developments. During my run, I witnessed a Key Scene
in which Fuuko declared her love for me, after which I was served a Filler
Scene in which we chit-chatted and she tried to convince herself that we were
just classmates and that there was nothing between us—scene that I had already
witnessed several times since the beginning of the game. I don’t know about you,
but I find rather hard to be swept away by such a disjointed love story. The
game also occasionally forces on you scripted scenes in which one of the girls
mourns the fact that you’ve not been roaming the dungeons with her lately and
begs you to take her along next time you go crawling. I played the whole game with Fuuko only, and yet I
got not one, but two such scenes with
her. And I am supposed to believe that there is a strong bond between us and
that we are actually in love? Well, excuse me, but I find a teeny-weeny bit
hard to do so.
—L’amour is utilitarian. Wooing the girls
is the most efficient way to gain some so-called Bond Points, which then can be
spent to perform the Classmating ritual or to perform special attacks. While
this may seem like a neat way to tie the romance to the gameplay, it actually
cheapens said romance by turning it into a mere trick to cash in currency.
Added to the tedium and incoherency of l’amour,
it can lead to a situation in which you find yourself triggering and
fast-forwarding romantic scenes solely to get the Bond Points you need, which
is anything but fulfilling. Romancing in RPGs is always better as an extra
option independent from the main gameplay, a yummy side dish that acts as a
lovely breather from all the crawling and butchering and that you can savour
when you’re in the mood for it, not when you need some currency.
All in
all, I was most unimpressed by Conception
II’s take on l’amour. Of course,
I understand the logic behind some of the design decisions regarding
romancing: relationships must stay mostly noncommittal because of the school
setting, romance scenes have to be partly disconnected from one another in
order to allow the wooing of several girls at once without any jealousy
involved, as well as disconnected from the dungeon crawling in order to be
triggered at any point in the game; this all makes perfect sense, but it
doesn’t make for a pleasurable gameplay experience. The romance ultimately
feels like an unnecessary addition that cannot hold a candle to the core of Conception II’s gameplay—which is none
other than pure, unadulterated dungeon crawling.
Dungeon crawling is strong with this one
Indeed,
forget the glossy fan-service and l’amour;
behind these shiny looks, Conception II
is a dungeon crawler through and through. That’s exactly what I expected from
the start, so I was delighted—all the more so as the crawling experience
offered by the game is a highly solid and enjoyable one. Conception II may not be the best conceived and most addictive
dungeon crawler ever, but it certainly holds its ground thanks to an enticing
combination of old-school substance and modern form.
Indeed,
the substance of Conception II’s
brand of dungeon crawling is as classical as it gets. This is old-fashioned
roaming at its best, with a completely assumed aridity that should delight any
dungeon crawler aficionado who thinks that less is more. The design is clear-cut
and no-frills—to a fault, may say some—and identical for every dungeon: square
rooms bristling with monsters connected by corridors devoid of any, one ward
that lets you escape the dungeon and another that lets you move on to the next
floor, all generously sprinkled with tons of safes to loot and occasional
traps. And nothing else: no secret passageways, no hidden bosses, no Monster
Rooms—although all rooms could be considered as such, in a way. The aridity of
the whole thing is further reinforced by the fact that the dungeons are
randomly generated: this is a pure and astringent crawling experience that
serves you a brand-new challenge with every single floor and never lets you rely
on the comforting knowledge of the dungeons’ layouts to ease your way through.
Pleasure is derived not from beating the dungeons per se, since they are ever-changing structures, but rather from
the slightly compulsive urge to scour every single floor and leave no stone
unturned, no safe unopened and, for the most hardcore of us, no foe alive. The
crawling becomes significantly less fulfilling when one tries to make a beeline
for the exit, because Conception II’s
dungeon design is made to accommodate both thorough exploration and assiduous
fighting. It is bare-bones, it is repetitive, and it is deliberately and
unapologetically so—classic dungeon crawling for the most dedicated aficionados
of the genre.
The form
of Conception II’s brand of dungeon
crawling, on the other hand, is unashamedly modern. Spike Chunsoft knew better
than to stick to the clunky aspects of old-fashioned dungeon crawling, and they
tried their hardest to give their game a good dose of sleek modern gaming chic—to great success. It starts with the
game’s gorgeous aesthetics: aridly designed dungeons do not have to be incompatible
with eye-candy, after all, and we are thus treated to a unique brand of
stylization that could best be described as “Baroque abstract”. It involves
geometrical patterns and ingenious combinations of vivid colours—one
combination per dungeon, from the most harmonious to the most garish—as well as
celestial or aquatic backgrounds that can be glimpsed at when you position the
camera properly. Talking about this, the camera can be rotated around the
characters at well as tilted in three different positions; not only does this
flexibility allow you to discover dungeons from a new angle—literally—but it is
also incredibly useful to spot monsters and safes. Said safes are pleasantly
numerous, yet not overwhelmingly so; the balance in that regard is perfect, and
this cleverly dosed amount of safes provide a great incentive to explore
dungeons to the fullest. Conception II
also boasts a good dose of user-friendliness when it comes to escaping and
entering the dungeons. Every floor has an escape ward, conveniently localized
in the very room where you start the roaming. This is already neat enough, but
there is better: the game lets you re-enter dungeons from any floor that has
been previously cleared, meaning that you can basically start over from where
you left off. Add to this the fact that you are automatically healed every time
you exit dungeons and you have the catering cherry on top of the convenience
cake. As a result, every progress becomes meaningful and every cleared floor is
cleared for good, creating a deeply fulfilling dungeon crawling experience that
also happens to be perfectly tailored to the brand of portable gaming offered
by the Vita. There are tons of other useful features designed to make things
easier, but enumerating them all would be tedious; suffice it to say that Conception II is a game that takes
user-friendliness to heart.
Conception II is thus thoroughly dissected and laid bare
under your eyes, and you know what to expect now: a pure dungeon crawler with
skin-deep risqué looks and unconvincing romancing mechanics. From what I’ve
understood, the first instalment fared a tad better as a dating sim: it had
twelve ladies instead of seven as well as seasonal events, which are completely
absent from Conception II. Could
Spike Chunsoft have decided to let l’amour
take a step back in Conception II
favour of pure, unadulterated dungeon crawling? Since I didn’t play the first
game, I cannot say for sure; but if you know, you’re more than welcome to fill
me in. What I can say for sure, however, is that I truly loved Conception II. I didn’t care that much
for the romance in the first place and was mostly looking for a good, meaty
dungeon crawler; that is exactly what I got, so I’m delighted. More than that,
I’m starting to dig the Vita’s brand of dungeon crawling, and I’m more than
ready to lap up all the Vita dungeon crawlers that come my way—which is quite
neat, given that there are tons of them, most being already part of my precious
collection. My Vita prospects look bright indeed, as well as my dungeon
crawling ones! Thanks for reading, and be my guest anytime!
"From what I’ve understood, the first instalment fared a tad better as a dating sim: it had twelve ladies instead of seven as well as seasonal events, which are completely absent from Conception II." Yes, that is true, the first Conception had some seasonal events with each of the girls. However, the girls from the first Conception suffered from being a one-trick-pony (barring two of them) while in the second the girls are more subdued but they try to make something different. Either way, I really liked the first one (specially the slickness of the game like you pointed out) and the second was really fun to play. Specially since it has a difficulty curve; the first one was way too easy. The only problem I found with Conception II was that it took its story way too seriously for its own good whereas the first was more lighthearted and comedic.
ReplyDeleteI name it, you've played it! Really, the enormity of your gaming resume amazes me. Compared to you, I'm a mere rookie! :D
DeleteAs you pointed out, it was quite pleasant to encounter a modicum of difficulty in Conception II. I actually had to sweat a little bit in order to devise strategies while facing some of the bosses, which was nicely challenging. On the other hand, I never really needed to grind, but that may be due to the fact that I dutifully scoured every floor of its resident foes before moving on. :P
I'm seriously considering the purchase of the first instalment, since I liked the second that much...
Ahah, thank you for the compliment but I'm still far from having played all the games I want to! It's just that I've played about 90% of the PSP's RPG library and since you're mainly posting about sequels/remakes it kinda happens.
DeleteIf you really liked Conception II, the first offers more of the same. Both games are really fun although the first one has zero challenge except for the last boss. You probably can find it for cheap right now since the game(s) had lukewarm sales anyway.
So many games, so little time to play them! Sometimes I wish games were a trifle shorter in order to be able to play more of them, especially nowadays. No need to spread out a good gaming formula for 70 hours when it can be condensed in 15-20 hours!
DeleteI checked Conception's prices, and it's quite cheap indeed. Oh well, I'll get it; one more game cannot hurt! :D
I have mixed feelings about short games. In a way, shorter games may have better quality overall, making them a prime candidates for replaying later. On the other hand, long games, if they're good, make an enjoyable long ride; exploring everything, mastering the combat and gameplay, mixing and matching skills or classes. Each have their ups and downs of course.
DeleteGo for it! You can never say "no" to a cheap game, specially if you know it's fun.
By the way, you've been posting pretty regularly. What game is next in the pipeline?
Indeed, I spent 200 hours on Dragon Quest IX, and those were amazing hours. If the game is good, length is not a problem at all! I guess pacing is more of an issue than length, actually. Pacing, and fake longevity.
DeleteYes, I kinda found my stride. :D "Golden Sun" should be next in line!
Yes yes, bad pacing and fake longevity are the real problems here (case in point: Tales of Hearts).
DeleteAh, Golden Sun! Brings back memories. Real fun series. A little on the easy side but the music and exploration is really good!
Yes, the music struck me as really excellent, which doesn't happen so often. Golden Sun is quite a lovely and fun game, indeed... But more on that later! :D
Delete