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The Caligula Effect: Overdose Review (NSW/PS4)

Written by Anthony L. Cuaycong


Title: The Caligula Effect: Overdose (NSW/PS4)
Developer: FURYU Corporation, Engine Software BV
Publisher: NIS America
Genre: RPG
Price: $49.99
Also Available On: Steam



The Caligula Effect received mixed reviews as it made its way to the Sony PlayStation Vita in June 2016 (and localized on the same platform about a year later), with not a few quarters expressing disappointment on its inability to live up to promise. In part, it suffered from an unfair comparison to iterations from the Persona series; the involvement of publisher Atlus and writer Tadashi Satomi in the intellectual properties gave rise to heightened expectations the new release wasn't likely to meet. In larger measure, it was bogged down by the depth of its ambition; it put forth novel ideas that could not be executed fully in light of the inadequacies of its host hardware.

Creditably, developer Aquria took the reactions to heart and resolved to work off the feedback to come up with a bigger and better product, and on bigger and better consoles. The result is Caligula Effect: Overdose, just released out West on the PS4 and Nintendo Switch. As the title suggests, it's an improved version of the original, presenting gamers with crucial choices from the get-go, additional characters, narrative tweaks that allow for alternate endings, and graphical enhancements otherwise unavailable on the constrained Vita.




Story-wise, The Caligula Effect: Overdose prudently retains the already-compelling approach of its source material, albeit with a vital twist. At the outset, gamers are afforded the freedom to provide the name and gender of their character, and the tweak, while seemingly subtle, ensures expeditious engagement and enhanced empathy. And as they go through the narrative which has them realize that Mobius is a Matrix-like made-up world created by the sentient vocaloid Mu, their heightened identification with their dramatis persona informs their decisions. Do they help other equally wisened protagonists in the Go-Home Club expose the dichotomy? Or do they act as a de facto double agent and perpetuate the status quo, leaving affected individuals stuck as high school students in an artificial representation of life?

The Caligula Effect: Overdose unveils the blue pill-red pill dilemma in compelling fashion. The Go-Home Club is composed of enlightened students determined to expose the truth and free the minds of unwitting victims (or, as the case may be, beneficiaries) of Mu's creation. At the other end of the spectrum are Osinato Musicians, who compose songs for the latter to perform in order to keep Mobius' inhabitants in a trance. Along the way, gamers are aided by Aria, a virtual doll, in their mission and in harnessing Catharsis Effects, which develop from tense situations and, in her absence, which could have turned their character into a Digihead. Instead, the emotional reactions become weapons that manifest in radical alterations to their character's body.





Parenthetically, The Caligula Effect: Overdose boasts of a unique system triggered when members of the Go-Home Club do battle with the Osinato Musicians and brainwashed Digiheads en route to Mu. For every turn-based cycle, gamers can line up three courses of offensive or defensive action and then preview the timing of these courses via an Imaginary Chain. Period- and position-specific adjustments can be made to unleash effective combos, although the presence of mini bosses can stunt progression as initially envisioned. The flipside, to be sure, is that preparations take a while even for seemingly perfunctory combat. The math is clear: the Club's party of four requires 12 choices per turn, even during random encounters.

As with other turn-based role-playing games, The Caligula Effect: Overdose compels gamers to go through no small measure of grinding to earn Stigma and skill points and get ahead. Thankfully, there's an auto-battle option that can be turned to at any given instance, not to mention a more indicative map that allows for better location and level navigation. There is likewise the Causality Link, which, in a nod to the Persona franchise, enables the main character to develop social relationships with party members and over 500 non-playable characters. These, in turn, open up side quests aimed at solving personal problems and requiring quirky solutions.




In this regard, The Caligula Effect: Overdose shines in comparison to others in its genre. Even Osinato Musicians have Character Episodes that gamers can delve into, thereby enriching their appreciation of the overarching narrative. Heavy themes are tackled, in the process showing the marked differences between the lives of the protagonists and antagonists in Mobius and in the real world. They may be high school students in Mu's structured handiwork, but, in truth, they actually live more complex, and complicated, lives. Where are they happier? And where are they truly better off?

In any case, The Caligula Effect: Overdose's technical superiority vis-a-vis its predecessor is a plus. Gone are the frame drops that marred the presentation of The Caligula Effect on the Vita, as well as the soft tones and washed-out colors that then prevailed over the graphics. In their place are sharp outlines and distinct blends, and striking animation effects benefiting from its use of the Unreal engine. Notably, the soundtrack retains its appeal; original Japanese voices are backed up by music that draws the appropriate emotions for the moment. On the more powerful PS4 and Switch, though, their impact is pronounced.




In the final analysis, The Caligula Effect: Overdose makes good on its promise. It's what the original was envisioned to be. In fact, it's better, if nothing else proving that developers can, indeed, take criticism constructively and come up with improvements that lift up the overall experience. It's still far from perfect; among other things, Casualty Links involve too many characters for gamers to keep up with, and the presentation of their backstories can come off as heavy-handed, particularly when stereotypes are promoted. Still, it's a notch above the dregs that permeate the RPG landscape, offering notable features not found in supposed peers. Two thumbs up, and, whether at home on the PS4 or on the go with the Switch, well worth its $49.99 list price.



THE GOOD
  • Compelling narrative
  • Unique gameplay characteristics
  • Technically superior to predecessor
  • Use of Unreal engine allowing for graphical improvements on more powerful platforms
THE BAD
  • Grinding required, and not always providing the desired rewards
  • Can come off as heavy-handed
  • Relationship-building component can prove too taxing for comfort


RATING: 8/10

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It's My Birthday!

Just thought I would share that.

The Rising Popularity Of Board Games (LTUE – Panels 4 Of 4)


Tabletop—board, card, dice, roleplaying—games are more popular now than any time I can remember. I know people who only a few years ago wouldn't play a board game who now have a regular night each month, or week, when they get together with friends and play them. The games they are playing cover all types. They might play a favorite they know well or try a new game they hope will become a new favorite.

It's hard to pin down why people are playing more games than they used to. Everyone has their own reason for sitting down at a game table. Even though a thousand people will have a thousand different reasons, there are some generalizations to be drawn.

Socializing

Getting together has been a favorite past time for generations. In the past the reason may have been a different type of social event—helping neighbors in the garden or with the animals. My mom talks about how her family would get together to bottle up fruits and vegetables at harvest time. People still have dinner parties where family and friends get together. But now they might have dinner and a murder mystery to solve.

Games provide a focal point during social events. I grew up with my parents having friends over to play Pinochle or poker. I would get with my siblings and we would play Risk, Aggravation, Feudal, or two-handed solitaire. I know I'm not alone in this upbringing. Even sporting events are people getting together for a game, either to play or watch.

Times now are no different—people like to get together and socialize. What has changed are the types of games available and general attitude about games.

Rise of Game Diversity

Games used to be quite basic. I remember three main types of games that were available when I was a kid. There were race games, winner take all games, and party games. Some even combined the two, you race around the board buying property and raising rent until you forced others into bankruptcy and out of the game. That style of games, and many of those games, are still around. And they have their place on a game shelf. I keep some around. In collecting some older games, I've found there were other games that were harder to come by. Games that expanded on the basic concepts and used new ones to define what made a game. Now those games that were pushed to the side are what people are looking for.

A lot of games now allow everyone to play to the end. These games are called Eurogames by many people. Instead of working to see who gets to the end of the race first or who gets knocked out first, everyone is playing until a victory condition is met. Some of these are set for the person who reached to requirement to be declared the winner. Others hit the end game and then everyone counts their score to see who won. This style reminds me of many of the card games we played when I was a kid. No one is defeated out of the game who then waits for everyone else to finish before they can join in on a new start. Everyone is involved, something people growing up in youth sports have heard the past forty years.

There are also more mechanics used in how to play games. We still have card drawing and dice throwing. We also have deck building, drafting, role-playing games, cooperative games, and more. Each style brings new challenges to how a game is played and new ways for players to think. Not all games are for everyone. I know people who don't like heavy strategy games, others who don't like deck building. You name a style and you will find someone who doesn't like it. The flip side is also true. Each style will have its champion. A friend of mine has a daughter who is a worker placement guru. She very seldom loses when playing one.

The rise in diversity of game design allows access to those who didn't want to just play a game to become the ruler of the world.

Stories

There have been games based around storylines, but many new games have richer stories that carry through the game instead of just creating a setting. Even those using a backstory before play begins have a stronger sense of place. People collect specific settings. I know a person who has a hard time turning away from any game that includes zombies.

The development of story in games provides a stronger connection to the game. No longer are people just pushing their pawns around the board, they are taking on the role of the space settlers fighting against other alien races to create an outpost on a distant planet. This draws people in.

Games create a draw that can be found in both books and movies. You have a story to start with, but with more activity than just reading. They contain similar elements to movies, something that really comes out with games that are based on people playing a personality as part of the game.


Designers and Artists

Designers and artists are gaining followers. Many enthusiasts follow creators of games they enjoy and look for other ones they designed. Artists are also making names for themselves by creating works for games. I heard a conversation of Magic the Gathering players that was focused on the artists who created the art used on specific cards, other cards they had done, and how some of the cards are collectible purely for the depiction on it.

Some follow a good author or director who has already produced something enjoyable. There isn't really any difference

This ties in with the increasing number of independent developers. I looked at some of the older games in my collection and many don't list who the designer was, just the company making it. Independent publishing allows smaller game companies and individuals to create and produce their games without having to first get approval of a larger company.

Final Thoughts

When you combine these four features, there are strong reasons why games are on the rise. You have the opportunity of sharing an experience with friends of a story you create based on what others have started without having to spend new money once it's on your shelf.

If you are already part of the hobby, you understand the attraction. If you are new to it, you will probably be surprised at what is out there. One convention I attend is a combination of electronic and tabletop gaming. Every time there is a group of people who arrived for the electronic games and ended up playing tabletop games.

Fellow Panelists (information from program guide)

Ryan Decaria is host of the Meeple Nation Board Game podcast, where he covers the hot new games, news, and kickstarters, and discusses the board game world. Ryan is also author of Devil in the Microscope, a YA mad-science fiction novel, and a sequel arriving later this year. madsciencefiction.com, meeplenation.com

Natasha Ence cut her teeth on Dungeons & Dragons before moving on to other rules systems like Mutants & Masterminds. Table-top gaming and a voracious love of stories lead her to study literature, teaching, and creative writing at university; this gave her the solid foundation she needed to become a full-time professional game master. talesoffthetable.weebly.com

New York Times bestselling author Dan Wells is best known for his horror series I Am Not A Serial Killer. His other novels include two young adult science fiction series. Dan has written for the television series Extinct. He cohosts the Hugo-winning podcast Writing Excuses. He also writes short fiction and game fiction and edited the anthology Altered Perceptions to help raise funds for and [increase] awareness of mental illness. Dan lives in northern Utah with his wife, six children, and more than four hundred board games. thedanwells.com

Aaron Lee Yeager has worn a lot of hats. Author, radio DJ, pilot, newspaper editor, space education flight instructor, teacher, game show host, actor, ambassador, stage hand, playwright, set builder, salesman, director, and stand-up comic. But of all the hats he has worn, the two that mean the most to him are husband and father.

Daniel Yocom runs Guild Master Gaming, which has supported tabletop gaming and other things geek. It includes reviews of games, books, and movies. Articles also appear on other websites. He has short stories published and is working on his first novel. guildmastergaming.blogspot.com.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).


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Storium Theory: Only Natural

I've spent quite a lot of time on this blog on Strength cards, Weakness cards, and Subplot cards. I haven't spent all that much time, though...if any...on the other card type that players pick out at character creation: Nature.

So, let's talk Natures. Specifically, I want to focus on writing your own Nature card during character creation. What is a Nature card all about? What should you do if you're creating your own for your own character?

A Nature card is your "at a glance" statement of just what, exactly, the character is. It's the broad strokes of the character, the central concept that defines them. In many ways, it is the single most important card you hold. You never, ever play it in the game, but it should guide every single thing that you do.

If you're familiar with tabletop roleplaying, a Nature card is similar to your class in some regards. It defines what people should expect from your character overall. Now, Storium Natures are nowhere near as defined and spelled out as classes in some tabletop RPGs, but the purpose, in terms of expectations, is similar: They tell the narrator and other players what sorts of things they should probably expect your character to be doing over the course of the game.

It's pretty understandable in that regard, right? If you're a Warrior, people expect you to fight. If you're a Thief, people expect you to sneak around and steal. Combined with your starting Strength, Weakness, and Subplot, a person can get a quick at-a-glance look at what makes your character tick.

But that's not all a Nature card can be. The default natures are often by necessity pretty broad, right? You get things like Warrior, or Paladin, or Wizard. They're broad, easily applied to a variety of characters. They suggest a little about what the character is, but really defining the specifics are left to the description and the other cards.

And that's fine, for the Nature cards built into a world or game to begin with. But again, that's not all a Nature can be.

When you're writing a custom Nature card during character creation, go deeper. More specific. Make your character's Nature.

When you're creating your own Nature card while you're creating a character, you aren't making something anyone else is going to have to use. You're not making something that has to be applicable to lots of different characters. You're making something that applies to your character, and your character alone.

Your custom Nature card, then, can be more openly about your specific character. It can say things that only apply to your character. It can spell out more details about their specific variant on an overall concept, or tell how they're entirely unique among the characters.

And in doing so, it can give a much, much stronger "at-a-glance" understanding of the character.

Here's some examples:
  • You might explain more of a character's story or highlight the most important element of it: 
    • A character isn't just the Chosen of a Time God, he's the Displaced Chosen of a Time God, highlighting the fact that his personal tale is all about being displaced in time.
    • A character isn't just a Sorcerer, he's a Cursed Sorcerer, and the card text even notes that he was cursed for arrogantly challenging a person he shouldn't have.
  • You might establish that you're something different or unique, and explain the concept in more detail:
    • You're an Experimental Computer, and because that concept is not exactly a normal one for the world, you take the time to spell out a basic form of your origin and what sort of things you might be expected to do.
    • You're a Commune Kid, and you take some time to spell out that that means you've been raised with great freedom, but a general lack of restraint. 
  • You might highlight something about your abilities that makes you a more focused or unusual variant on something expected:
    • You're not a Wizard, you're a Wizard of the Flame, focused entirely on fire and heat magics.
    • You're not a Warrior, you're a Bladedancer, an agile and graceful fighter for whom battle and blades are sacred and beautiful.
If you're writing a custom Nature, take a little time with it to make it something different. There's a reason you haven't picked one of the existing nature cards - so take the time here to make your custom Nature something particularly interesting, or to tie it directly to what makes your character unique or separate from others that are of a similar type. Or, heck, make up something entirely new (appropriate to the game, of course)!

For names...use more than one word, or at least an unusual and evocative single word. Give your nature a name that immediately calls to mind some traits or a mental picture of what this sort of character could be. Your Nature card's name should immediately give a feel for what your character is about.

For the text on the card, take a little time to spell things out in a bit more detail than the regular nature cards do. The regular nature cards are intended to be fairly generic in most cases, so they don't need to go into heavy amounts of detail. People understand what a Wizard is, or what a Warrior is, or what a Thief is. In the more unusual genres, there may be some more detail and thematic content, but overall, an included Nature card is pretty basic.

Don't be basic.

You don't need to spell out every detail of your character here, obviously. You don't need to go into much detail. But explain what the Nature is. What makes it interesting? What ties it in to the story and world? What sort of things is it expected to do? What sort of things might be expected to give it trouble?

Again, don't list everything...but give a general understanding. When you define a custom Nature well, you give a narrator a great, quick picture of how you're going to interact with the story...and you also make it much, much easier to use the Nature yourself for later inspiration! Believe me, six months in to a Storium game, it can be a little tough to remember just what you were getting at when you made the character half a year before...it helps to have taken the time to spell it out a bit.

Custom Natures are more art than science, but they are loads of fun if you take a little time on them. They're some of my favorite things to create when making my character in a game. Sometimes I'll start with one, sometimes I'll come back to it once the character is done, but it's fun just thinking of a way to "sum up" what a character is about, and it continues to help me as I go through the game and think about what, exactly, my character should be doing or how they should be doing it. So take some time, have some fun with it, and get creative - you'll find you have a fuller-feeling character, one that feels vibrant and interesting, and one that you can play more easily as you go through the game.