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YMMV / Conception 2: Children Of The Seven Stars

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  • Anti-Climax Boss: Enzea, in both forms. Even if you've been avoiding encounters for the final labyrinth, the only thing truly threatening about him is that he has flunkies. Both forms are also non-elemental, which are weak to elemental attacks, meaning every heroine but Feene is strong against him.
  • Base-Breaking Character: Torri. She has a unique design and quirky personality, leading to some of the game's funniest moments, but her voice is very unpopular with a lot of players.
  • Demonic Spiders:
    • Anything Light-element, due to only being weak to Non-Elemental, which you can only access through one of Wake's skills that consumes your much-needed BP.
    • Anything with the Lust for Life passive has a luck-based Last Chance Hit Point, forcing you to waste another team's action just to finish it off if it triggers. These also have a habit of being Dark-element, meaning they resist nearly everything. Their weakness — Light and Non-Elemental — can only be obtained through using the rare Light Matryoshka, from late-game loot, or using a BP-consuming skill. Their tendency to come in pairs also doesn't help matters.
  • Difficulty Spike: The game is pretty easy until about 3/4 the way in, especially for those who take the time to develop their city and Star Children. The final chapter gets particularly brutal, as its associated dungeons are almost exclusively Light and Dark monsters which have an elemental advantage on you, regardless of your chosen heroine.
  • Enjoy the Story, Skip the Game: The main story and the character interactions are the game's strong points, while the actual gameplay and dungeon exploration aren't looked at nearly as fondly.
  • Fan Nickname: Shortly after the game released, fans who grew up in The '90s started adding "Roger" to Chlotz's name.
  • Fridge Logic: With the game having the secondary title of "Children of the Seven Stars," it can jokingly be referred to as a sequel to Super Mario RPGnote .
  • Goddamned Bats: Any mob that makes a beeline for a door and blocks it, forcing you to fight through it to advance and slowing down dungeon progression. You can just run from the battle and slip past them to proceed, but some mobs have passive skills that negate this. It gets more annoying if they respawn while you're backtracking, forcing you to fight them additional times.
  • It's Easy, So It Sucks!: One of the complaints about the game is that it has a nice, variable battle system, but there's almost no chance to actually use it because the enemies are incredibly easy, and go down in 1-2 hits to their weak spots. It doesn't help that there isn't an option to adjust the difficulty.
  • Narm:
    • The event where Narika, under the influence of Demonic Possession, pulls a knife on Wake. The delivery of the voice acting completely negates the tension of the situation.
    • Wake's normally tear-jerking narration of his sister's Heroic Sacrifice might be one too, especially if you catch on to the Double Entendre.
  • So Okay, It's Average: As a game, consensus appears to lean this way, but some fans do find a charming uniqueness in it, too.
  • That One Boss: Alec on Neo Ether. The boss has only one attack: A powerful spin that hits all four areas where you can place your team. Coupled with his immense speed and the lack of flunkies to abuse for healing, it makes this a much harder boss fight than the rest of the game.
  • That One Sidequest: Any quest that involves needing to find materials from chests in the labyrinths, due to the unreliable drop rate. With monsters, you can at least single out the target and attempt to steal the item, but with chests, the loot is generated the moment you step into the labyrinth, and preserved across saves, meaning you can't simply save-scum in front of a chest and hope to get what you need.
  • They Wasted a Perfectly Good Plot: There are seven labyrinths for the seven deadly sins, as well as seven heroines. There is never anything involving the heroines with the labyrinths' themes.
  • Underused Game Mechanic: Once per day, the protagonist can initiate a bonding event with three of the seven heroines and optionally give expensive presents tailored to their preferences, with variable outcomes on their relationship progress, moods and BP. However, these events loop and the player can instantly gain another three interactions by resting at no cost, throwing any strategy in playing this wisely out the window.
    • Scavenging, a.k.a. "pay 5000 GP so your discarded level 40 mage can bring back a common-as-mud potion in a few days."
    • The training simulator lets the player revisit completed dungeons, albeit without any chests or battle loot, and only a trivial GP reward for completing the entire thing in one marathon...despite the player always having access to the real dungeons, with real loot and checkpoint teleporters on every floor.
  • Unintentionally Unsympathetic: Mr. Watts. While he doesn't come off as sympathetic for much of Chloe's subplot, it's revealed much later that he actually likes idols. Somehow, this makes Wake completely forgive everything that Watts did, in spite of the fact that he constantly berated her for the actions of her fan club (which was beyond her control), and suspended her as a teacher because she was the victim of sexual harassment.
  • Values Dissonance: In-universe, in regards to Watts' and Chloe's ideas of how the school should work. While the game itself is mostly neutral, Watts seems to have been written to make one side with Chloe.

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