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Showing posts with label Inc.. Show all posts
Showing posts with label Inc.. Show all posts

The Liar Princess and the Blind Prince is Coming to Steam


NIS America Reveals the First Screenshots of the Cozy Puzzle Game 

 

We are excited to share that the 2D side-scrolling platforming adventure The Liar Princess and The Blind Prince will be coming to Steam early this year.



The Liar Princess and the Blind Prince follows the tale of two lonely hearts brought together through a mutual misunderstanding. In it, you control the wolf, disguised as a princess who guides the blind prince through a perilous forest in search of the witch capable of restoring his sight. The forest is home to a number of hostile creatures intent on ending your journey prematurely, as well as hazardous traps that put the prince in danger.

Switch between wolf and princess form to dispatch your foes and guide the prince carefully as a princess to ensure his safety, in search of a fairytale ending.

The Liar Princess and the Blind Prince originally released worldwide on Nintendo Switch and PlayStation 4 on February 12, 2019.


About The Liar Princess and the Blind Prince


Deep in the forest, a solitary wolf sings. Charmed by this beautiful voice, a curious prince follows its song only to find and startle the wolf, who blinds him. Together, they embark on a journey to restore his sight. But every gift has a price in this storybook tale of love and loss.

Unleash Your Inner Monster: Transform at will from a princess into a wolf to guide the blind prince towards a cure. Weave through the dangerous forest, but be careful...the forest is no place for a blind prince.
     
Brute Strength Meets Sharp Wit: Various obstacles will require the wolf's strength, and others will require the princess's wit. With so many traps and perilous hurdles that await, can the two make it safely to their final destination?
     
Lost Pages from a Forgotten Tale: With each delicate petal comes a fragment of memories shared by the wolf and the prince. Collect them along your journey and paint a vivid story of tragedy, love, and loss.


Title: The Liar Princess and the Blind Prince
Release: Coming Early 2026
Platforms: PC (Steam), Nintendo Switch, PlayStation 4, PlayStation Vita
Genre: Adventure, Platformer
Players: 1
Text Language: English, Japanese, Traditional Chinese, Korean
Audio Language: Japanese
Rating: ESRB: Everyone 10+
Publisher: NIS America, Inc.
Developer/Licensor: Nippon Ichi Software, Inc.



Article by: Susan N.


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Persona 4 Arena Ultimax Headed to Nintendo Switch, PlayStation 4, and Steam in March 2022!


IRVINE, Calif. – December 9, 2021 –
A bear-y exciting announcement was just broadcasted live from The Game Awards 2021—Persona™ 4 Arena Ultimax is coming to Nintendo Switch™, PlayStation®4 and Steam® on March 17, 2022! Face off against old friends and foes in the P-1 CLIMAX and experience the action-packed continuation of the Persona 4 Golden story. Steam pre-orders are available now.

Check out the Bear-y Special Announcement video on the official ATLUS West channel:

The Midnight Channel is back – and more brutal than ever! Steam will feature a Midnight Channel Collection, which includes both Persona 4 Arena Ultimax and Persona 4 Golden. For a limited time, this bundle will be available at a 30% discount, and fans who already own Persona 4 Golden on Steam will unlock the same discount off Persona 4 Arena Ultimax when completing their Midnight Channel Collection! A Midnight Channel Collection - Deluxe Edition is also available which includes Persona 4 Arena Ultimax and Persona 4 Golden - Digital Deluxe Edition with the same discounts.

About Persona 4 Arena Ultimax

The stakes are Ultimate, the tension is Maximum, the fight is… the ULTIMAX! Experience the latest entry into the beloved Persona 4 series with a thrilling fighting twist. Join the heroes as they combat an army of Shadows in the P-1 CLIMAX!

Key Features include:

     Ultimax Version - Includes all previously released Persona 4 Arena Ultimax content, including the original Persona 4 Arena story

     A Deep Roster of Playable Characters – Persona 3 fan-favorites and “Shadow” versions offer a range of fighting styles to choose from

     Dual audio - Choose between Japanese and English VO

For more information on Persona 4 Arena Ultimax visit: https://atlus.com/p4au/

About ATLUS

With a wealth of award-winning titles, such as The Game Awards 2020 and DICE awards 2021 nominee for “Best RPG,” Persona 5 Royal, the long-running, legendary JRPG Shin Megami Tensei™ series, the groundbreaking action-adventure/puzzle game Catherine™, and many more, ATLUS delivers unforgettable, story-driven gameplay experiences to enthusiastic and dedicated fans around the globe. Learn more about ATLUS at www.atlus.com.

About Sega of America, Inc.

Sega of America, Inc. is the American arm of Tokyo, Japan-based SEGA CORPORATION, a worldwide leader in interactive entertainment both inside and outside the home. The company develops, publishes, and distributes interactive entertainment software products for a variety of hardware platforms including PC, wireless devices, and those manufactured by Nintendo, Microsoft, and Sony Interactive Entertainment Inc. Sega of America, Inc.’s website is located at www.sega.com.


Article by:
Susan N.

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Grandia HD Remaster - PC Review


Grandia HD Remaster by developer GAME ARTS, Sickhead Games LLC and publisher GungHo Online Entertainment America, Inc.PC (Steam) review written by Natasha with a purchased copy.

Estimated reading time: 8 minutes


When I was a younger and aspiring gamer I used to search for gaming music back on the freshly discovered YouTube, and would look up top RPG soundtracks in the search bar. One of the many titles that kept popping up in peoples lists was a game called Grandia. After listening to its amazing soundtrack I realized I needed to own a copy of this game. So I grabbed a piece of paper and wrote down the name of the game I wanted to buy at my next convention.

Grandia is an RPG developed by Game Arts and published by Entertainment Software Publishing on the Sega Saturn. It was first released, exclusively in Japan, back in 1997 but was eventually ported to the PS1 in 1999. The game was created with most of the same staff that worked on the Lunar series, including the same producer Yoichi Miyagi and composer Noriyuki Iwadare. So if you ever feel like these games are similar that might answer one of your questions. Thankfully after several years this game still sits on an unforgotten pedestal and has been given an HD remaster for the PC and the Nintendo Switch (Editor's Note: That I still have to play...).

The Story

The story focuses on a boy named Justin, who dreams of becoming the next big adventurer, like his deceased father before him. He believes there is a much bigger world beyond the End of the World, a insurmountable stone wall that surround most of the land, that no one has ever returned from. Together, Sue, his childhood friend, and Feena, a seasoned adventurer herself, they will discover the hidden secrets of their world and many new friends and enemies along the way.


Exploration of the World

The world in Grandia is quite massive. Though you don't get the luxury to free-roam on the world map the game does make everything feel big with large towns and multi-layered fields and dungeons.

Villages and town are equipped with inns, shops and key story points throughout your adventure. While resting at Inns you'll be able to rest and recover your party, go into your stashing bag where you can keep all your items that don't require your immediate attention, since your on-person inventory is limited to 12 items per character, and Save your game progress, which I recommend doing frequently since there is no auto-save feature.

There's always one shop in town that'll sell you just about anything you need from weapons, armour, consumables and magic. Note that you can't just buy magic freely, you will need what's know as a Mana Egg in order to purchase types of magic. These Eggs are normally found in fields or dungeons so make sure to keep a close eye out for those blue crystal shaped Eggs. There are four types of elemental magic you can learn Fire, Water, Wind and Earth. All characters can eventually learn all four with time.

Sometimes the game won't always point out your next objective in the story and being in town can make that difficult. Your given a compass that'll normally point you to your next story point, however it doesn't work in town. Talking to NPC seems to do the trick so make sure to chat to all those friendly faces. Once you have everything you need you'll be set to take on the monster infested areas.

One of the biggest advantage to exploration is making sure you take the time to walk around any field or dungeon. There are items and coins everywhere and can sometimes be either strong weapons or helpful healing items. Remember that compass I mentioned? Well it's super helpful while you're exploring since it'll always point you in the direction of your next objective. Your top-down camera can make things difficult though since it doesn't always give you the best view. It can be a bit frustrating if you feel like your going in circles, the environment looks the same wherever you turn, but I find that sticking to a wall got me around pretty well. You''ll also notice a blue marker pop up once in a while. These markers will expand the camera, giving you a nice view of the area, so if you get claustrophobic try taking a peek through those markers.


Combat

Grandia's combat is turn-based with enemy encounters. To start a fight simply run into a nearby enemy, but watch your back since the monster can get an ambush on you if you're not prepared. Once the battle starts you'll notice a small bar along the bottom right of the screen. This bar works as your turn count, showing you whose coming up next. There is a waiting period, command and action shown on the bar.

While enemies are waiting to take their turn it's a great opportunity to knock them back on the scale by damaging them. Each time someone takes damage their icon will fall behind. This affects both monsters and party members.

In the Command area of the bar, you'll be given access to a list of option such as Attack, Critical Attack (high chance of missing) Defend, Observe, Move, Flee, Items, and Specials. Depending on which option you choose they'll either act on them immediately or have to charge up in order to use them. That's where the Action comes in and allows you to preform your Command.

Commands such as Attack, Critical Attack, Defend, Observe, Move, Flee and Items are pretty self explanatory, however Specials are a bit more unique in this game. By selecting the Specials you'll have access to a few choices like your Special Attacks and Magic Levels 1, 2 and 3. Special Attacks consume SP (Special Points) while magic eats up MP (Magic Points). All these attacks can be upgraded to something more powerful the more times you use them. Take Justin's V-Slash, the more you use it the stronger it gets. You can find out how powerful your skill is with the star icons that are displayed below the Attack name. This also applies to all your magic spells. Along with strengthening these Attacks you will also level up your Weapon skills and Elemental Power. You can keep track of all these levels in the menu option, which will even show you what power level you'll need to focus on in order to learn a new spell or skill.

I find you will have to juggle around a lot of different fighting styles during battle, but grinding is key to unlock new and more powerful techniques. Finally at the end of each battle you'll gain EXP (Experience Points) that'll help in levelling up your characters. EXP is pretty scarce in this game so remember to grind, grind, grind!


Visual and Music

Visually the graphics in this game blow me away. For a game that came out back in the late 90's it's one of the most artfully appealing titles to look at. The game was designed in a 2D style world, with a few exceptions of buildings and organic material being in 3D, it does a good job in holding its own.

Every character sprite is so expressive and colourful, even the environment doesn't lack in standing out. It's refreshing to see all the different stencils of each characters facial animation. They are adorable to watch during text conversations. Both the Japanese and English release of the game had voice acting that I found to be quite tasteful, grinning from ear-to-ear during all the comical scenes in the game.

The game does give us some animated cut-scenes that are beautifully hand drawn, accompanied with a LIVE ORCHESTRA! I hardly remember many titles back on the PS1 that had a fully orchestrated soundtrack. The music definitely pulls on my heart-strings, enhancing each moment in the game. The HD Remaster to the game really brings out all those colours and smooth away the hard pixelated edges, making everything crisp and clean.


Pros and Cons

To be honest the only issue I had while playing the game was that once in a while during a cut-scene, the character sprites would have a strange line running directly through them, moving half of their bodies two inches off. Exploration can be a bit dull at times, but if I don't wanna get slammed by bosses and baddies I need to take the time to fight and collect items. Everything from the story to the combat, environment, music and general flow of the game is fun from start to finish.

To conclude, Grandia HD is as classic as classical RPGs are going to get. It's packed full of adventures, emotional moments, memorable music and addictive combat. It does a fantastic job in making sure each and every battle is plentiful with all the options available to use. Nothing got me more excited then listening to my favourite character, Sue, spit out one-liners like “YEOW! IT'S HOT!” or “RAH-RAH!” *Watches little girl pulls out pom-poms and starts cheering for her teammates in the middle of the battle with her pet Puffy* If you're looking for a rocking good time, Grandia is the game to play. I'm giving this game a 9.5 out of 10.

Score: 8.5 / 10





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MistOver - Switch Review


After a deadly mist covers a part of the world unleashing death and hell itself upon it, it just as quickly disappeared. Fearing what may come out it, expeditions started to make their way in for fortune and fame against the creatures that lay waiting for them within.

MistOver, like the name implies, is a hardcore permadeath roguelike of what a fantasy world could be like once the mist that devestated it fell back to where it came. Finding a sort of weird, yet perfect marriage, between Etrian Odyssey, Mystery Dungeon and Darkest Dungeon, you'll be putting a team together and sending them out into unknown territories to complete quests and hold off what is basically the end of the world.

If I hadn't seen who had developed this I honestly would have said that it was Atlus and that this belongs in the Etrian series. Krafton have not only created an excellent and hardcore form of gameplay, but the art style is simply uncanny in all of the right ways. MistOver definitely stands out enough to catch your eye and make you wonder what's it all about with its various characters acting as classes and the hordes of different monsters.


After a very brief and quick tutorial, you’ll be starting off with a view of the town that will be acting as your base of operations. Leaving town with a party of up to five, you'll be entering fields where every step your party takes will take away from both your light source and your hunger in the typical Mystery Dungeon fashion. Starting with a high value of four units a piece, MistOver holds no punches as it doesn't take long to leave your party both hungry and in the dark with the monsters already hiding just out of sight.

None of the styles that compose MistOver are ever to be taken lightly and even less in this case. Starting off at level one, each member of your party owns no equipment, has no way to improve their skills, and over all of this, has no way to upgrade their capabilities until at least a few delves into the mist where they’ve gained enough experience in order to level up. Equipment can only be found in the reaches of the mist or as a quest reward, experience can only be gained by fighting packs of monsters that have not been fought before, and skill points are given at the rate of one per level and then you have to pay for the upgrade. Needing to buy food every time you come back as what you had become spoiled, there’s a lot of inventory management along with the stress of if you’ll even make it back.

But it works. Even if it feels rather unfair in the opening few delves and you getting a hang of the system, it works. The party that you form up can have up to five characters. Each character works as their own class and its finding what works for you that will help you ever push forward. Sisters are clerics, Omnyoji are Japanese spirit priest, Ronin are badass warriors without defensive abilities, Paladins are tanks, Witches are glass cannons, Reapers are a form of long range warriors specializing in debuffs and Werewolves are just freaking cool and look like berserkers.


More than just their class alone, as they level up characters can learn special abilities that require another character to be in front, behind or to the side in order to be performed. My favorite Shadowblade for example beside a Witch can launch giant ninja stars onto every single enemy. The Sister in front of the Shadowblade can hit everyone with a less power but cause bleeding damage over time. Each character is placed on a 3x3 grid and their placement matters for every single skill. Some like the Reaper and Ronin if in the middle row can use almost everything they have, while if you have your Shadowblade in the back, she’s really there for the ninja star ability because of how useful it is.

On top of worrying about your inventory space, how much food you have left, how much light and if you have the space for more equipment or not, MistOver is a severe game of numbers. Skills will all tell you how much of your attack power they deal and if it’s for one enemy, a row, column, or everyone. AND FINALLY as you level up these abilities, they don’t cost more but actually less as the character has gotten better at it. Who would have actually thought. So leveling up abilities is finally in your benefit as you can cast them more instead of less.

Now where MistOver hurts the most, is the perma death. Once a character has reached zero hit points, as long as you notice, you have a chance to save them. It’s not pretty and it hurts to lose them, but thankfully you don’t need anything special for once, you just need to heal them up. My first Paladin died because I had nothing on hand and didn’t know that just magic would do it. MUCH later when I finally hit game over, my Witch died because I didn’t know she was bleeding out once the battle was over. But gave over you say? Can’t you just recruit more characters? Yes, but only for so long.


MistOver’s permadeath is two-fold. One is for your characters, the second is for you save file. Let’s just say that the second hurts a lot more than the first. So, why? While the mist may have pulled back, it pulled back just enough to save up power in a sense in order to finish what it started. In order to prevent this, everytime that you launch your party out into the mist, you’re going to have to do one of several things while exploring, grinding for experience and taking care of quests.

You’re going to have to open chests which lead to loot, light up flowers which grand you back your own light making you only really have to worry about your fullness, and finally, kick the crap out of monsters that you have to do anyways in order to level up. It sounds easy, but in the beginning once you’re learning what to do, “it ain’t easy kid” and you’ll often see the clock move towards your doom. Once that clock strikes what is basically midnight, there’s a play by play visual cutscene in which you’ll see the world being torn apart until everything fades to black and the credits roll.

Oh! And there’s no NG+ or carry over from this. Just the option to start anew knowing a little better what you’ve got to do and the results if you don’t!

That said, MistOver was fantastic. Each character can affect the environment differently such as the Shadowblade can hide for fifteen turns or the Paladin can break obstacles freely instead of your party losing hit points. The controls themselves are smooth, the amount of customization for classes and party setup are vast especially when put onto a 3x3 grid and finally the combat itself was fun. It’s an amazing marriage between Etrian Odyssey’s class like system, the Mystery Dungeon series’ take on dungeon crawling and Darkest Dungeon which forms the more western influence.


This last element is what makes everything tricky. It isn’t just that you lose the light while exploring, but it’s that you pick up jinxes as the adventure moves forward. Thankfully unlike Darkest Dungeon where you have to worry about physical injuries and mental ailments and having to lose party members to be healed, MistOver instead heals everyone the moment you get back. What it does in order to make things harder however is that as you level up you pick up bad traits such as your attack power decreasing when you get hit, automatically bleeding, or losing defense because of where you’re exploring. Thankfully even if you pick up these bad traits you can always swap them for another. You can’t get rid of them, but at least you can work at mitigating the damage.

So as long as you don’t game over because the clock went and struck twelve, MistOver will keep you busy for a lot of hours. Hell, even if you wipe out and decide to go at it all over again, MistOver is worth it. MistOver is honestly a dungeon crawler that fans should look into even if they have a fear with permadeath for characters. Even if they die off, you keep the gear, cursed, but you keep it and slap it onto the next replacement that you’ve hired as a just in case things went south. With plenty of quests, boss fights and environments to explore, the mist awaits you!

Game Information

Platform:
Nintendo Switch
Developer(s):
KRAFTON, Inc.
Publisher(s):
KRAFTON, Inc.
Genre(s):
Dungeon Crawler, Roguelike, RPG
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher


Article by Pierre-Yves
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The Alliance Alive HD Remastered - PS4 Review


The Alliance Alive is a 3DS title that released early last year, and is now getting an HD remaster. A cute story of guts, determination, RNG, and frustrating ladders, The Alliance Alive is definitely one of the most fun RPGs I’ve played recently.

Back when Alliance Alive first released, I heard the name maybe once, read a few bad reviews, and promptly didn’t think too hard about it. I’d be kicking myself harder today if I hadn’t played the HD remaster. The story is a little hard to pin down without spoilers, but the gist of it is that the world has been split into sort of cordoned off sections, with an impassable wall called the dark current. The world is ruled over by daemons, powerful beings that decide to lorde of the humans of the world like an impersonable king to his peasants. However, one of these sectioned off lands has it pretty rough, with the local policing force of the daemons, the beast-folk, treating the humans as disposable tools for their own amusement. Well, eventually something is going to give, and a group of humans decide to overthrow their oppressors.

Gameplay in Alliance Alive is a wonderful throwback to a lot of traditional RPG elements. You have ye olde world map with monster symbols that you walk into to initiate combat in a turn-based fight, a world map that you traverse with different abilities when the unlock, guilds to visit and upgrade, and so many collectibles to find. Do some of you older gamers remember Final Fantasy II? Not the North American version, but the original II, or the remake released later? The one where your stats are determined by how much you use a stat? Remember how awful that was? Well Alliance Alive does that the way it was supposed to be done.


While stats such as they are aren’t affected, your HP and SP have a chance of increasing after battle. As someone who has struggled with RNG like nobodies business, I can assure you that Alliance Alive isn’t as mean as it could be. Although I do question why my healer has twice as much health as my tank, at least they won’t be dying anytime soon. Combat is both traditional turn-based RPG fare, where you select a move for all your units and then you and the enemy whack each other till someone dies, but it has it’s own twist to it. Characters can have two weapons equipped and spells available to them, giving a wide variety of customizable options to bring into battle, each with their own specific skills. The catch is you need to learn those skills through the power of dice rolls. Yup, they’re RNG as well.

However, the more you use a weapon, the more likely it seems you are to learn something new. These skills also have internal levels that you can increase. The analyze percentage increases as you continue to use a certain skill, and seems to carry between characters (although I haven’t extensively tested this), while learned skills per weapon and formation levels don’t. Formation levels also have a chance to increase as you use the skills in battle, and will be affected by what role in a formation that character currently fills.

Essentially you have a 5 by 3 grid, where five is the number of units you can bring to a fight, and 3 is the “location”. The further back you are, then less likely you are to be targeted by enemies. Additionally, you have roles such as attacker or defense that will give specific stat boosts related to the role to the character. Not going to lie, as you unlock more skills with your weapons the game can get kind of complicated in order to figure out what formations you want, when to use skills, what weapons to use etc., especially when you take into consideration that you need to use talent points in order to increase weapon proficiency, rate of unlocking new skills, and rate of increases to HP and SP.


Some of the talents will also decrease SP cost of skills, or increase SP recovery per turn, as stronger skills will require more SP to use. Another interesting battle trait is that if a character gets KO’d, they lose a portion of their max heath until you go sleep at an inn. This freaked me out at first when I thought it was permanent. With the full health recovery after every standard battle though, hopefully this won’t happen too often for you.

Admittedly the combat will get a little tedious after a while, particularly if you’re trying to have your front line units get more health than your rear-guards but their health just won’t go up. The grind is real. Thankfully you can speed the battles up to 4x speed, as well as turn on auto battle which will use the last skills used by each character, provided they have the SP to do so. Careful though, as self-targeting spells only get used on the caster in auto battle. It’s definitely a fun and interesting concept, and there’s a bunch of stuff that becomes available in new game plus to keep you coming back for more if it follows the original.

There’s library entries to fill out, a bestiary to complete, strong monsters that roam the countryside, and plenty of interesting characters to interact with. New game plus is also good for those who really want to see all the different combinations of things you can do, as there are five different guilds to help throughout the game that you may not get the chance to max out the level of during a playthrough. There are a number of guilds in the game, and once you reach a certain point you can start recruiting in order to increase the guild levels and get better bonuses from the guilds. While these bonuses are wide and varied between the different guilds, you can also get in-battle help from them occasionally, if you find yourself close enough to a guild tower.


As an HD remaster, and with little comparison to the original, I can’t outright state any gameplay changes they’ve made, but I can tell you that the game looks like it was made for the 3DS, but with a substantially increased graphical quality. The chibi characters are really cute, and the little walking 16-bit characters in the menu screen gave me so much nostalgia. While having voiced characters would have been nice to see, er, well hear, at least the music was good and catchy, so while it felt a little less immersive not hearing the characters voices, at least I could be entertained by the soundtrack. And not the ladders. Oh good lord, trying to go down the ladders in the lava area had me pulling my hair out. One particularly arse-ish ladder took me five minutes for the character to settle on. It would have been a lot better to have the player push a button to get on the ladders, although I do appreciate that you can just “push” doors and such open.

Overall there’s a lot I really enjoyed about The Alliance Alive: HD Remastered. The characters are pretty much all interesting and fun to watch, the soundtrack is good and catchy, the combat system is…trying at times, frustrating occasionally coupled with pleas to RNJesus, but definitely something that had me hooked. I appreciate the fact you can change formation mid-battle at no penalty at the beginning of your turn, particularly if you choose a wrong formation, no sweat, just choose another. One of the best things though is the handy guidebook. Easily accessible basically whenever, it stores all the info and tutorials you need, and I was definitely referring back to it often as I was playing.

As someone who has always loved a good RPG, I was not disappointed in The Alliance Alive at all. Yes some parts got a little frustrating at times, but that’s part of what makes the experience something you remember. While maybe not as portable as its 3DS brethren (at least for the PS4), the HD remaster is definitely a crisp and vibrant addition to the JRPG scene that I just couldn’t put down.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
FurYu Corporation
Publisher(s):
NIS America
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
PC

Source:
Provided by Publisher




Article by Richard
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The Caligula Effect: Overdose - PS4 Review


The Caligula Effect is a psychological term referring to the desire and compulsion to do and see prohibited things. The Caligula Effect: Overdose is an enhanced release of “The Caligula Effect” released on the PSVita in 2016, and it certainly does try to hit the psychological definition.

Before I start describing what type of game Caligula Effect is, I should note that this game flew completely under my radar when it first came out. Heck, I almost ended up turning down the opportunity to review it, and let me tell you I would have regretted it. While I didn’t play the original, I took some time to check out what the original was like, and I can say the developers certainly fleshed it out a lot more. The battles are smoother, the interface isn’t as ugly or cluttered, and they introduced new characters and options.

So what is Caligula Effect: Overdose about? Well, I think the best way to describe it would “vocaloid Persona”. Essentially, a bunch of people have been “kidnapped” into the virtual world of Mobius by an artificial intelligence music program “µ”. The thing is, all the people that have been “forcibly invited” to Mobius have some sort of mental issue. While the game implies that they’re all “traumas”, I’m pretty sure a bunch are moreso “psychological conditions” rather than specifically “trauma”.


Either way, everyone in Mobius is being brainwashed by µ’s songs, in order to make them “happier than in the real world”. And for some reason, regardless of age, everyone looks like a high schooler, and is in a “fake high school”. Upon graduating a year, you start again in the first year. Supposedly this is because you gain a form fitting your “ideal self”, but eternal high school sounds more like a hell than utopia to me. Your main character realizes there is something wrong with the world, and thanks to a spunky sprite (another vocaloid who helped build Mobius), you and the members of the “Go-Home Club” try and, well, get home. But µ doesn’t want you to leave, and neither do the “Ostenatio Musicians”, who act sort of like µ’s generals. Using the power to draw out your trauma as a weapon, it’s up to you to fight to leave this virtual world, or maybe fight to stay in it?

Right off the bat you get introduced to something I was rather fond of: the ability to make your character’s backstory. Well, to an extent, anyway. You are given a few questions, and how you answer them determines why your character is in Mobius. Also, you get an animated opening scene, regardless of whether you choose a male or female character, which is some nice production value right there. You’re free to name the character, although you’re limited to six characters, which is the exact length for my standard default name I choose, but then you get to choose a last name, and I didn’t know what to do with only six characters. Thanks to a fellow reviewer, I soon started my adventure through Mobius with my newfound protagonist: Rhea Lystik.

You’re introduced to combat right out of the gate, and while the tutorials are always there and quite helpful, the problem is that you’re going to need them. A lot, most likely. Heck, I’m still not entirely sure what “Risk” is. Essentially combat takes a “sort of turn-based” approach, where you can choose up to three actions, whether it be attacks, field movement, skill casting, or performing a special type of move. Each move has a different “time” it takes to employ, and you’re given a preview of up to three seconds of what the predicted battle will play out like. Keep in mind, this is only an “ideal-ish” scenario.


The enemy could have a skill that counters your moves that you don’t know about, or you could miss that guard break attack you need to hurt the enemy. After choosing you moves and starting the “round”, your up to four characters will perform their moves, indicated by dark grey, pink, and light grey “bars” in the action gauge. A dark grey zone is a “preparation” stage, where the character gets ready to use the move selected, and can be knocked out of the move if hit during this part of the attack.

The pink portion is the actual “action” portion of the move, and the light grey is your “cooldown”. Once the cooldown on the final skill has passed, you can choose moves for that character again. But keep in mind that each move costs action points that will keep being used. If you run out, you need to refill your action points via a “special action” skill. Unfortunately the game isn’t super smart, so if you’re out of action points, you can’t assign the “refill” to a move and then choose two others since your action points should be recovered, but at least it’s a pretty fast action.

Another aspect I liked is that each main character has their own weapon, skills, and fighting type. I used all of the characters in my party at some point, and they all have their own roles and areas of expertise. Except the main character, who is basically just all around useful. While you start with a limited number of skills and spells, you can learn more by levelling, and then spending skill points to learn/upgrade your skills. Here’s the thing though, you get three skill points anytime a character levels, and the skill points are applied to THE WHOLE PARTY. So yeah, the game doesn’t clue you in to that. Queue me spending all the skill points on the MC and wondering why everyone else has none for, like, two full dungeons. This brings me to one of the more interesting, but pain in the butt aspects of a game I have ever seen: the causality link.


Essentially, there are over 500 people trapped in Mobius, and anyone you can view in the Causality Link (read “relationship chart”) you can have join your party if you make friends with them. I have mixed feelings about this for a number of reasons. At it’s core, it’s a really interesting idea, where you can talk to classmates, make friends with them, and then help “resolve” their traumas for MC stat increases or passive equip rewards, and the chance to invite them to the party. Needless to say, the non-important classmates are pretty generic, and can’t use a lot of skills. Additionally, there are a lot of “repeated” traumas, where you do the exact same thing to help the person for the exact same trauma.

As an example, the solution for “Self-Harm” is to raise that character to level 20. Any character with self harm needs that same requirement, although the rewards will differ. Another interesting aspect is that characters may not talk to you right away. If you’ve ever known someone with a mental condition or trauma, you may know that they can tend to be guarded against new people. In order to commence helping them, you need to first make friends with someone else that they are friends with. While this system is really interesting, it ultimately feels a little shallow, as all you need to do to make friends with someone is to talk to them three times. While I certainly am not expecting super in-depth character arcs for more than 500 people, a little bit more variation would have gone a long way.

So, let’s talk a bit about the main group of protagonists, and by extension antagonists. They’re all messed up. Seriously, in some way or another, EVERYONE in Mobius has some sort of issue. For instance, that cute girl you just saw could be an 80 year old grandmother that enjoys making her children argue with each other, or that guy over there could be a 46 year old and a real life molester (true in-game example, btw).


The “Go-Home Club” and “Ostinatio Musicians” are no exceptions to this, which may be why I felt a lot more drawn to them than characters in most other games. They don’t go spouting off about “love, justice, and friendship”, they’re all flawed, and they fail miserably to hide it most of the time. They feel a lot more “real” than most standard protagonists and main characters that feel as they exist for no other reason than to advance the plot. Let me tell you, I found myself seriously vested in figuring out my virtual friends secrets and traumas.

Now, what is a game with a virtual idol that doesn’t have a musical focus in some way? I had some mixed feeling here as well. I hope you like vocaloid tracks, because pretty much every time you enter battle the vocals start going. I wasn’t a fan of the first two songs, so that made the first two dungeons a bit of a slog for me. Thankfully, it picked up a bit, and I started really enjoying it. Ultimately, it comes down to personal preference, but the theme for “Lucid” is still super badass. Seriously, go have a listen to “Suicide Prototype”. But I digress, the songs can feel really overdone and annoying, especially if you’re stuck in an area too long, and you can’t really sub them out, which is a little disappointing.

The graphics are rather smooth, and the characters look, well, sharp enough in battle, and pretty good outside of battle. Everything is anime-themed, so yeah, it’ll be another niche type title, although with how popular Persona 5 was, I’ve got higher hopes for more of these styled Eastern games.


So, now that the basics are laid out, let’s talk a bit about some points I liked and didn’t because this is a game that really revolves around what you prefer to do in games more than anything else. Perfectionist like me? Grinding through all the Causality Link will feel like a mini-nightmare. Only here for the main storyline? Then you’re missing so much in character backgrounds.

So first up: the combat can get seriously tedious rather fast, especially since there isn’t much of a “quick select” for skill usage, although this is solved in two ways, sort of. First of all, enemy AI when on the field map is really dumb and generally rather passive. You can sneak by the vast majority of enemies no sweat, which you may start doing rather often, most notably if you’re at or above the enemy level, most fights become a joke anyway. Heck, even the bosses can be push overs if your whole party is a level or two above them. The second “solution” is the fact that you fully recover between fight. This is the reason you may have enemies beating the piss out of you, because as long as you make it out, you’re now full health and action points. I’m not sure I’d be super happy if it didn’t work like that, as sometimes other enemies will walk in mid-fight. And they could be level 7, or 97.

As I mentioned earlier, the songs can get repetitive, so I hope you like them. While the trauma system is really interesting, and kind of messed up when you find a 12 year old “homicidal maniac” who you need to take to the library to find and read “a guide to lust murders”, things get a little sketchy. The rather blatant copy/paste type traumas also tend to downgrade the impact, although some trauma “resolutions” may give some pretty big WHAM comments. It’s super nice that every time you get in a fight the battlefield expands to a circular arena, regardless of walls in the way. To my understanding, this wasn’t the case in the original release. Unfortunately, I couldn’t find a way to turn the camera, so you’ve got to make deal with the default, at least at the time I’m writing this. I believe they added a camera patch in the original, so they might add it here too.


Speaking of changes form the original, the “world rewards” passwords are different. Actually, the “world rewards” themselves are completely different. I’m still not 100% sure how they work, but I think it’s a ridiculously low chance to have an enemy drop a piece of a three part password after battle. My first one should be pictured here somewhere, as long as the site editor doesn’t goof. You can also feel free to post the passwords you’ve seen in the comments, and I’ll do the same if I ever see any more.

Having trouble keeping track of where people are? Well, as long as you’ve talked to them once, you can send them a message asking where they are, and their name will be highlighted in blue, which is super handy. I did have one soft-lock crash, so be careful not to talk to a person you just solved a trauma for before the game does the “resolution” cutscene, otherwise you could be stuck with a blacked out screen. You can still do stuff, get into fights etc, just won’t be able to see anything. Like I said though, if you resolve a trauma for a person and they aren’t in your party, don’t spam the talk button on them and you’ll be fine.

Overall, I have to say I really loved how “relatable” or “real” the characters in Caligula Effect Overdose felt. A lot of good improvements were made on the original, and there were a lot of new and innovative gameplay ideas. While the game may get a little repetitive at times, if you intersperse with trauma resolution, it becomes significantly more manageable. I’m really hoping the team that made this continues on to do future work.

Game Information

Platform:
Sony PlayStation 4
Developer(s):
FURYU Corporation
Engine Software BV,
Publisher(s):
NIS America, Inc.
Genre(s):
RPG
Mode(s):
Single Player
Other Platform(s):
Sony PlayStation Vita (Original)
PC

Source:
Provided by Publisher




Article by Richard
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The Jackbox Party Pack 5 - PS4 Review


You’re at a party, actually you’re at a fairly large party, too many people to sit down to a game of risk, a game of Betrayal at House on the Hill or for a good old fashion bout of Mario Kart. People will always segment off into smaller groups, find something to do but then there’s always that one other person that goes and feels left out. In a stroke of brilliance, JackBox games created a “game” that everyone can play as in this day and age, even if you don’t have data on your cell phone or tablet, someone’s got a wifi running. Now up to Number 5, Jackbox Games is back for more party craziness that just makes you wonder how sane some of your friends really are.

Like the other Party Packs, the more the merrier. I mean, I’ve sat down to some of these on a Sunday night with my Mom and Marc just to kill a bit of time before watching a movie but when there are only three of your? It’s not the same as a room full of people or even more if you decide to take it online and stream it through Twitch! In that regards, the Party Pack is as robust as ever with easy controls that are pushed out to your devices while the main content is on screen. What I’ve always appreciated on this is that regardless of the party pack, you simply need to go to JackBox.TV, put in the room code, a “witty” username, I totally go with PY, and unleash sarcasm or epicness upon your foes! Erm… friends.

Like some of the older packs, there are some revamped classics and some entirely new elements to spice up any party. Starting off with the return of You Don’t Know Jack, I clearly didn’t. Pop Culture is definitely not my thing but in a room with others that don’t? You may just stand a chance. What was great on this revamp was the style of how the questions were asked. Other than the typical, which do you think was right, there was now a timed “quick draw” which presents players with six items in which they have to choose whether or not it fits into the above stated category.


Shown two at a time, you need to think quickly if, for example the category was Captain, if Capt America actually works or not. Was it written Captain? No? Then the answer was wrong and in not clicking it you don’t lose any points. Click it? Whelp, you just lost a fair amount of points AND probably let someone else take the lead. This new addition in the mix of the others was awesome because it acts different even within its own “game” keeping things moving and interesting because if you space out? You’ll miss out and quite possibly lose.

Coming in new are the following party games that bring in some new life to the series. Now while I personally wasn’t a fan of all of all of them, that’s something to be understood as each Party pack comes with several entries that will hopefully apply to everyone, but let’s be honest for a moment in that not everyone will always agree. That said, each one was well designed.

First up after You Don’t Know Jack is Split the Room. Split the Room is a test of would you rather A or B. Simple enough until you start thinking of who you’re playing against and who’s most likely to take the most amount of points. If several people agree that they would rather my epic voice narrating their life story versus having to pee themselves every time that they say the word “I” instead of talking in the third person, then I would get a measly amount of points. If it comes down to a 50/50? Jackpot! So this was fun because you really have to play the room more than aim for what you may truly want.


After splitting the room there was Mad Verse which confirmed what I already knew. Even with giant robots I can neither rhyme nor can I rap. I suck. Badly. But conceptually you go head to head against other players in which after putting in a subject and given a line in return, you have to write a second verse before doing it again for the third and fourth lines. It’s freaking hilarious if you’re good and considering that the raps are all done with a Microsoft Sam like voice? It’s well worth going through a few rounds regardless of your skills.

Patently Stupid was perhaps by far my favorite of the bunch. Everyone writes an idea. Ideas are all sorted out to the players, and then you have to come up with a name, slogan and a drawing off of a dinner napkin for your solution to the problem. Do you have what it takes to be the brains behind the idea? Do you have the nerves to present it? This was a bit of a neat concept as you don’t have to be the one presenting but can actually allow the computer to do it for you. If you leave it to them, they’ll go through their script. If you want to do it yourself? You are given the prompts for how you want things to appear and you better bring your best presentation voice because without that? No one is going to want to back your project. Zero presentation skills means ZERO funding from your peers!


Finally there was Crab Nebula that was more of an interactive catapult fest in which all the players present have to work together to eliminate enemies on the screen. After being hit once, an enemy will change colors befitting that of another player. That player who’s color has been chosen must be the one to launch themselves at the enemy in order to do damage to the enemy. Now while this is a team exercise, the most kills will give the most points which basically makes you the winner. Having to work both together but “alone” was a lot of fun and you’ll definitely want to bring your A-Game if you want to win!

Like those before it, The Jack Box Party Pack 5 is a great addition to any party whether it’s with your immature friends or your once bland family get togethers. No go get to playing!

Game Information

Platform:
Sony PlayStation 4
Developer(s):
Jackbox Games, Inc.
Publisher(s):
Jackbox Games, Inc.
Genre(s):
Party Game
Mode(s):
Multiplayer
Other Platform(s):
Microsoft Xbox One
Nintendo Switch
PC / Mac

Source:
Provided by Publisher



Article by Pierre-Yves
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