Imagine, if you will, a JRPG centered around a created classroom reality manifested by a virtuadoll name "Mu"who is hellbent on saving humanity from their own emotional suffering. Imagine even further still that this manufactured fantasy world is more of a prison, and less of an escape. One that holds it's classroom captives captive indefinitely even if they intend on returning to their long forgotten harsh reality. Thus is "The Caligula Effect". At the heart of the story is a male or female protagonist named by you, and controlled by you. He or she finds themselves in a sort of living nightmare as they see through the veil of supposed reality that is set before them. They see classmates corrupted by a digihead infection that has them doing the main antagonist's will according to the idol songs she both plays, and has playing out through associated Ostinato Musicians within Mobius, a paradise reserved for the emotionally distraught. Through your own manifested emotions, and as a counter to said threat, you are able to weaponize you and your fellow classmates who can also see beyond the veiled truth. A group of interesting individuals in a sort of high school club known as the "Go-Home Club". A club with the means with which to combat the mindless minions of the Mu. After your entrance, and joining of said club with your own virtuadoll companion you will find that fighting the good fight is done with the "Catharsis Effect", or rather a manifesting of your heart's hidden emotions brought forth into weapon form. It is this catharsis effect, and the imaginary Chain ability that ultimately allows for predictive assault, defense, and support options with which you'll take on the afflicted, face off against the antagonists, and eventually wake up in the real world ... if you are successful.
Gameplay in "The Caligula Effect" comes in a variety of different sectional experiences. The story which plays out in a fairly cinematic fashion via conversational animations or cutscenes will follow your named male or female protagonist, and the joining members of the Go-Home Club as they sleuth about campus in search of those keeping them captive. Campus sleuthing is a point to point affair where you will trigger cutscenes that forward the plot at marked points of interest. Along the way you'll also run into patrolling digihead infected students who show a level of corruption above their heads, and who will attack if approached. Some of these fights are lesser battles while others are key combative situations against boss-like characters of equal importance to your own character. Combat in all of these instances is turn based. Giving you the option to chain together, in predictive plays called "Imaginary Chains". Skill attacks known as Catharsis Effects as well as defensive maneuvers, and supportive skills included. Up to three in total per turn. The catharsis effects themselves can counter, or parry enemy attacks according to type. Say, for example, a piercing shot can break a defensive skill user's barrier. Follow that up with an attack, and you can do damage beyond the initial barrier break. Noticing which skills enemies are using, and the effects of your skills when applied will play out in the Imaginary Chain visual clip allowing you to adjust the characters' timing as well as position. Ultimately perfecting your approach while minimizing damage intake.
Along with the Catharsis Effect battle mechanics comes additional perks in the form of applied Stigma. In the game Stigma are left behind souls of students who are no longer in Mobius in human form. In combat these Stigma, once collected and applied, will add bonus perks or effectiveness stats to attack, defense, and support options in battle. Even further still you will find opportunities to build relationships with NPC characters through the games' cellphone text. Asking multiple choice questions will increase the relationship level, and open up skill benefits between paired characters via a skill tree which is also accessible through the "OPTIONS" menu. There are 500 characters with which to build up relationships, and in turn further your array of skills.
In the way of end goals you will be working towards forwarding the plot via classroom sleuthing sections while dealing with digiheads, and other enemies of importance along the way including Ostinato Musicians for each of the main characters. Ultimately leveling up your party in JRPG fashion. As you level up your skills will open up more as will your base character stats. Stigma, and relationship perks accounted for. Managing your party, your character/s, and the battle efficiently will be your means to an end. An escape back to the reality you seek.
New to this version of the game are new scenarios, endings, and a special forbidden route for those who stick with the game long enough. You'll also find some new characters from Mobius's own eternal high school as well as a new female protagonist to play as. As with any JRPG there are side objectives as well as main objectives to playthrough, and enjoy. Making replays a viable option, and the new experiences therein welcome.
The verdict ...
Though the game looks somewhat dated, and basically an upgraded port of the original the combat, and story that plays out is interesting enough to hold one's attention if they can look past the stiffness of some of the character interactions. That, and the overal stiff visual presentation. I personally feel the story itself is a huge part of the appeal while the unique battle system does offer something different for JRPG fans. It's an in-depth, but easy to pick up engagement that can be masterfully played if one takes the time, and does not rush things without planning ahead. I found myself enjoying combat in the game once it clicked. Once I understood the application of the imaginary chain feature everything else fell into place. That experience paired with the interesting plot points comes together quite complimentary. In the end I think this is a game that will appeal mostly to JRPG enthusiasts who like a good story, and who like a twist on the traditional turn based combat.
Gameplay in "The Caligula Effect" comes in a variety of different sectional experiences. The story which plays out in a fairly cinematic fashion via conversational animations or cutscenes will follow your named male or female protagonist, and the joining members of the Go-Home Club as they sleuth about campus in search of those keeping them captive. Campus sleuthing is a point to point affair where you will trigger cutscenes that forward the plot at marked points of interest. Along the way you'll also run into patrolling digihead infected students who show a level of corruption above their heads, and who will attack if approached. Some of these fights are lesser battles while others are key combative situations against boss-like characters of equal importance to your own character. Combat in all of these instances is turn based. Giving you the option to chain together, in predictive plays called "Imaginary Chains". Skill attacks known as Catharsis Effects as well as defensive maneuvers, and supportive skills included. Up to three in total per turn. The catharsis effects themselves can counter, or parry enemy attacks according to type. Say, for example, a piercing shot can break a defensive skill user's barrier. Follow that up with an attack, and you can do damage beyond the initial barrier break. Noticing which skills enemies are using, and the effects of your skills when applied will play out in the Imaginary Chain visual clip allowing you to adjust the characters' timing as well as position. Ultimately perfecting your approach while minimizing damage intake.
Along with the Catharsis Effect battle mechanics comes additional perks in the form of applied Stigma. In the game Stigma are left behind souls of students who are no longer in Mobius in human form. In combat these Stigma, once collected and applied, will add bonus perks or effectiveness stats to attack, defense, and support options in battle. Even further still you will find opportunities to build relationships with NPC characters through the games' cellphone text. Asking multiple choice questions will increase the relationship level, and open up skill benefits between paired characters via a skill tree which is also accessible through the "OPTIONS" menu. There are 500 characters with which to build up relationships, and in turn further your array of skills.
In the way of end goals you will be working towards forwarding the plot via classroom sleuthing sections while dealing with digiheads, and other enemies of importance along the way including Ostinato Musicians for each of the main characters. Ultimately leveling up your party in JRPG fashion. As you level up your skills will open up more as will your base character stats. Stigma, and relationship perks accounted for. Managing your party, your character/s, and the battle efficiently will be your means to an end. An escape back to the reality you seek.
New to this version of the game are new scenarios, endings, and a special forbidden route for those who stick with the game long enough. You'll also find some new characters from Mobius's own eternal high school as well as a new female protagonist to play as. As with any JRPG there are side objectives as well as main objectives to playthrough, and enjoy. Making replays a viable option, and the new experiences therein welcome.
The verdict ...
Though the game looks somewhat dated, and basically an upgraded port of the original the combat, and story that plays out is interesting enough to hold one's attention if they can look past the stiffness of some of the character interactions. That, and the overal stiff visual presentation. I personally feel the story itself is a huge part of the appeal while the unique battle system does offer something different for JRPG fans. It's an in-depth, but easy to pick up engagement that can be masterfully played if one takes the time, and does not rush things without planning ahead. I found myself enjoying combat in the game once it clicked. Once I understood the application of the imaginary chain feature everything else fell into place. That experience paired with the interesting plot points comes together quite complimentary. In the end I think this is a game that will appeal mostly to JRPG enthusiasts who like a good story, and who like a twist on the traditional turn based combat.
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