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Both the Caligula Effect Overdose and its sequel, The Caligula Effect 2, were made by historia, the same developers, who had made the (from what I heard) very good Live-A-Live remake together with Square Enix (who provided cash as a publisher and a guidance). The L-A-L remake had been done with care, getting the time and budget necessary to make it good.
That sadly was not done by FuRyu in the case of The Caligula Effect Overdose. In fact, they took the original devs' project, The Caligula Effect 1, from them, before they could even finish patching it, so historia had an incomplete, buggy build as a reference for the remake, because they also weren't given any of the original game's game design philosophy, leading them (and the game's director too) making changes to the remake, which went against the original "risk vs. reward" and "careful planning of your actions" design.
If that wasn't bad enough, the remake was not even given the budget to make good looking anime cutscenes by even a small experienced anime studio. The original game's anime cutscenes were made by drop inc (now defunct) which looked way better, even if you could tell it was a budget production (the character expressions and poses were great). The remake instead had the cutscenes be drawn by 32 college students (who are all individually listed in the credits). The cutscenes took a hit for the worse (unsurprisingly) with bad looking expressions, stiff movement and even animation errors.
Sure the remake has extra content, but even that was awkwardly implemented, with one character they added going against the game's design entirely (game is about building a combo chain, said character breaks combo chains with their attacks)
The extra content isn't even mentioned in the sequel, the postgame took a turn for the worse (because it wasn't implemented by the time historia began working on the project), resulting it to be underwhelming as well (the original game had full fledged dungeons, with one having a plot relevance to the story. This was not implemented in the remake.)
In fact, both games were released, due to deadlines, unfinished, with game breaking bugs, requiring multiple patches (5) to add the missing content (up to 700MBs in the remake's case) and fix them.
historia was really enthusiastic when they took the project, unaware of the circumstances FuRyu left behind and what would await them. They said so as such in one interview "We were very happy when FuRyu approached us with The Caligula Effect; they remembered and were impressed by what we had shown them previously." They took the project for their portfolio and money, since they were a very young game dev studio.
They did not even know how to use the engine well when they took the project, requiring assistance.
And those were the circumstances of The Caligula Effect 1 remake, which obviously resulted in a very subpar experience, with some extremely slight improvements (cutscene skip, better framerate on PC), but otherwise a complete downgrade, with the exception of the extra content (which isn't even used in the game's sequel in any capacity, both in narrative and gameplay feature wise).
It is the Grand Theft Auto Trilogy: The Definitive Edition, low budget, niche RPG edition.
The Caligula Effect 2 has none of the original AQURIA game design language at all, alongisde other things, and while it is somewhat better than the TCE1 remake and mostly beloved by its fans, it is the complete opposite of what AQURIA was going for, with none of the risk vs. reward system featured in The Caligula Effect 1, resulting in a very different experience overall, with its design making it clear, that the game was originally designed with very different goals in mind and the system, as it is featured, is barely resembling what it once was.