Reviews from

in the past


A freaky roguelite dungeon crawler with a borderline incomprehensible plot and unexplained game mechanics that require wasting runs to understand. It's novel, at least.

The gameplay is serviceable despite not explaining anything about the systems, the atmosphere is outstanding, and the core loop can get fun if you don't exclusively get bad items or spawn between two enemies. It succeeds at being fun while also being scary, despite some enemies being horribly designed.

The main issue is the story and the lack of any explanations in the game itself.
Usually, I wouldn't mind it, and wouldn't count it as a negative, if it wasn't for the fact that it was a deliberate choice to sell it as separate material and separate novels instead of including the texts as an obtainable "lore" section/item in the game. The integrity of the storytelling is blown to shreds.

I love obscure storytelling that makes me think, I do not enjoy being deprived of already-written content because they wanted me to go read the author's blog about it, and also buy his books and drop by comiket.
If you are the type of person that gets obsessed and digs through archived posts from two decades ago to understand one comment that should've been in the game to begin with, you have plenty to look at here.
But I'm not.
And I'm not going to judge it based off external material written post-release either. And if I had to, the rating would be even lower.

Not that the story or world itself was good either, it's trying too hard and the execution is too flawed to be truly enjoyable. It's just very interesting to look at.

The cutscenes and their execution range from expertly crafted bizarre artpieces to a black screen with text on it for two minutes, most likely due to lack of budget.

Overall, it's fine.
If you don't care about any of the above and play games only for the vibe and gameplay, this is a fun time.

we are truly fucking blessed that there is a translation of this

A recently fan-translated RPG/roguelite/dungeon crawler with an incredible sense of atmosphere and sound: it can be haunting, anxiety-inducing or beautiful whenever it wants to be even in repeated playthroughs which I was very impressed with.

Gameplay while fairly simple is fun and well-balanced, and the post-apocalyptic, abstract story that you sort of slowly unravel a little bit of Dark Souls-style is filled with extremely striking imagery and while slightly too vague for my taste, I think it is very very lovely, I like to think it’s sort of an allegory about learning to deal with loss, trauma and/or the many issues with the world and to live life in spite of life’s inherent imperfection anyways. Which, I dunno, is executed real well and I think it’s neat. Good game.

unrivaled amount of soul in this game

dungeon crawlers não são meu estilo de jogo, especialmente esses bem claustrofóbicos. Ainda assim, com a ajudinha de um guia só pra me alertar sobre alguns andares em que precisava dar itens específicos a alguns NPCs, consegui ficar bem imerso na atmosfera opressiva e deprimente dele. Amei a direção de arte e a estética até mesmo do modo como conta sua história, que me deixou muito intrigado e curioso pra entender mais desse universo e seus assuntos. Graças a deus algum anjo da comunidade traduziu essa pérola pro inglês, quase 30 anos depois.


This review contains spoilers

Patched ISO here: https://cdromance.com/psx-iso/baroque-jpn/

Here you'll find LOADS of interesting information about this hidden gem. It's way deeper than we think.
https://nervetower.neocities.org/credits.html

An astonishing dungeon crawler/horror game with an absurd amount of story and lore with a very grim twist on everything. The gameplay, while a little sluggish, has so many tricks and ways to mess with inventory/enemies that you can always find a situation you can worm out of. A top to bottom masterclass of its time and still one of the most beautiful things I have ever played.

Highest marks, and my number one favorite game of all time.

Deep game with unintentional jump scares.
Finished and got the ending in the soonest amount of days in game.

Baroque interprets the roguelike formula in a uniquely macabre way. There is sometimes little difference between winning and losing. Navigating its strangely industrial corridors is haunting and tense, and this tension is further catalysed by the game's unsettling sound design and music. This is a very beautiful game by all metrics, one of the best looking games I've seen for the Saturn (which is the version I'd recommend playing) complete with absolutely dope CGI FMV sequences.

The game really is quite FUN, but sadly just a little too brutal. It has an interesting and tactical item system and unique enemies with different strategies, and the combat feels better than you'd expect, but you can very easily find yourself stuck in a run that is doomed to fail. And since the character controller has such sluggish movement, losing a run can mean sacrificing an hour or two for absolutely no progression in the main story. Roguelikes are at their best when you can play them at your own pace. Baroque's moment-to-moment gameplay is just too slow for the rather interesting strategy game beneath it. On the other hand, the slower pace fits the atmosphere perfectly. There is some dissonance between Baroque's intention to be a narratively substantial RPG and its commitment to traditional roguelike trappings, and that can be frustrating as someone who is invested but not enough to play the game for hours at a time just for breadcrumbs.

Still, there is no other game that feels the way Baroque does, and despite its obvious borrowings from games like King's Field and Mystery Dungeon, this is a game that has no substitute - not even the remake for the PS2 and Wii. Ultimately you have nothing to lose playing through the dungeon once or twice, and I recommend doing so just for the wicked vibes alone. Check out the HQ concept gallery download from this page if you wanna see some crazy shit: https://nervetower.neocities.org/download

Insane, genuinely insane. The gameplay is a little clunky but other than that, I have genuinely 0 complaints with this beautifully crafted game. The atmosphere, enemies, ambience, everything I adore and love. Each playthrough is entirely unique and the way the story is told is in a way that no other game past or present has done. I don't even like roguelikes, or roguelites, whatever the hell you wanna call it. Most games in that genre are not my thing with how "endlessness" is the main appeal. This game has the perfect length where you can beat in in either 4 hours or 12 depending on what the game throws at you and especially luck. First of all, the game has a great and thoroughly explained tutorial dungeon you can return to to get items and prepare for the actual main dungeon. It teaches you the basics and even some of the deeper mechanics, seriously great. Enemy designs are all varied and each feature their very own gimmick or attack, super memorable and unsettling to look at. With their over the top designs or really indiscernible making them so disgusting to be near. As much as I love this game I don't want to recommend it to people who aren't familiar with first-person dungeon crawling, couple that with this game's tough difficulty, it's a very hard sell.. but if you keep an open mind you will find one of the most profound experiences ever made. So many games and concepts try to copy the style of this game with it's "aesthetic", the strange 2D character sprites, the heavily unwelcoming atmosphere and settings, it's truly a head of it's time on how it looks. Overall, a one of a kind game that will never be made again and an instant favorite.

I don't really have a clue how I'm supposed to review this game. I'm not entirely sure who it's for. I didn't even think it would be for me, but it was, and now I'm buying a physical copy of the game just because I think it would be nice to have on my shelf. I have no idea what's wrong with me, but I have an inkling as to why I find it so appealing: It's not often I find a game from this time period that has a unique enough style and concept that I have a hard time finding things to compare it to. In this review, I will still try.

I've never owned a Sega Saturn, nor have I ever been able to read Japanese. Those two things were, for at least a while, something of a prerequisite to play Baroque. However, as of late, there has been something of an effort to translate the game. I presume this is the reason it's been popping up in my Youtube feed via a variety of channels covering this relatively unknown horror roguelike. At first, it seemed like an obvious play. I like horror games. I like roguelikes. I definitely tend to like niche 90's Japanese titles. A quick peek at it definitely caught my attention, as to say that Baroque has a distinct visual style would be something of an understatement. I downloaded a PS1 ISO, patched it up and dove in. I think I ran the dungeon once before this silly thing called life got in the way and I had to put it down.

I came back to it a couple of weeks ago prepared to try and give it another go, when I realized that the Sega Saturn original had been successfully translated only a few days beforehand. At least one person on the Internet has been known to prefer the original version of the game over the Playstation port or the PS2/Wii remake (which is a whole other can of worms). After spending a bit of time with the Saturn version, I was inclined to agree that the visuals had that little extra oomph and ended up playing it start to finish.

The story is definitely one of two main reasons to play this game and I'm honestly kind of hesistant to talk about it in any real detail. The description given at the top of the game's page here seems like a reasonable introduction, but it really doesn't give you a meaningful idea of what you're in for. I'll leave it at this: You get booted out of a lab and into a hellscape of post-apocalyptic industrial noir. Something called the "Great Heat Wave" did this, and you might have also been involved, somehow. An image of an angel gives you a rifle as long as you are tall, and tells you to get to the bottom layer and shoot God. The bottom layer of a massive structure called the Nerve Tower, that is. Yes, you're descending. Don't think about it too hard. Saying any more runs the risk of spoiling the sense of discovery and comprehension that is a core aspect of the Baroque experience, so I'll leave it there.

As to the other reason: Aesthetically, this game is a delight. Your surroundings are dark and dingy and oppressive, composed of metal walls and machinery that does gods know what, vats of liquid and grates and shutters, and everything is connected by cramped and poorly-lit hallways. Where light does exist, it is stark, and everywhere that it fails to find purchase, shadow rules. Ambient tracks ranging from eerie and mystifying to industrial noise to oh dear gods what is that manage to both absorb you and keep you on edge. As you progress downwards, you'll be hounded by freakish creatures known as Grotesques, with a bevy of unique designs that are sure to excite (in one way or another, depending on your tastes). Silent Hill fans are sure to feel right at home here. While Baroque as a whole is fairly light on traditional horror elements, it definitely does a great job of making you feel like you're never truly safe. Whatever horror the gameplay itself doesn't provide is provided plenty of support by the vibes and, of course, the mind-bending story that paints a fairly bleak picture of humanity, but one that isn't entirely without hope.

Artistically, Baroque is an easy A+. But this isn't art class, and games still need to be fun (or at least I feel like they should be). So is it fun? I'm not sure I'm the right guy to be asking on this one. At its core, Baroque is definitely a roguelike. You get one shot to make it through the Nerve Tower, and whether you die or succeed, you go back to the beginning with all of your levels and goodies gone (or at least mostly, but I'll get to that). Of course, where Baroque might differ from some other roguelikes of the era is that death is not only expected but also somewhat required. Each time you start over, you're rewarded with new dialogue and story elements being revealed, which will give you new hints on how to progress. In that sense, your prize for each run is knowledge, which can be a solid motivator if you're into that kind of thing. Otherwise, the only way to actually retain items between runs is to toss them into entities known as Sense Spheres, which will ensure those items will be waiting for you when you return to the surface. You're always guaranteed to encounter at least one Sense Sphere on a full run, and you also get some minor (albeit hidden) stat boosts if you complete a loop, so you if you play well you won't have to walk away completely empty handed.

There's other roguelike elements, too, of course. Floors are randomly generated, although they do follow a certain sort of logic. I'll leave it up to you to figure out the significance of that. There's a variety of eclectic items for you to obtain - swords and coats are probably the most standard of the bunch, while you'll also be able to find fake wings, brands, ampoules, worms, flesh, torturers, bones and "patterns" (read: magical landmines). Each has their own distinct purpose and a wide variety of effects that come along with them. Fake wings are equipment like coats, which typically provide no defensive value but do offer additional effects. Brands are single-use items that let you stamp your body or an item in exchange for a semi-permanent effect. The only way a brand can be removed is through a couple of other, fairly rare effects. Ampoules are basically potions, the effects of which are not necessarily beneficial. Worms can infest your body or a coat, which sounds horrid (and it kind of is) but they are by and large beneficial creatures that can also be merged together into a single grub which can offer twice the benefit. You can only be infested by one worm at a time, though; when adding a new one, the old one must die, and it even leaves a corpse in your inventory. Flesh and hearts are basic restoratives, but offer a sort of risk/reward system where eating them while your HP/VT meters are full increases their cap by a relatively small amount. They can also be found rotten, which means eating them will give you indigestion. Torturers are devices which impact all of the foes in the room and are essential for crowd control. Bones are just that, but they also have unique effects that you can activate by gnawing on them (or tossing them). And yes, patterns are pads which activate an effect upon an entity stepping on top of them, which rarely results in anything good. The broad range of effects amongst items gives a fair amount of strategy to how you can use them to your benefit. For example, you could toss an ampoule generally used for curing blindness at a foe, which apparently was not made for use on Grotesques and inflicts blindness upon them instead. Or you can use a torturer to bring every enemy on the floor to the room you're in, and then you can use another torturer to turn them all into hearts and proceed to feast upon them. Mmmm.
Sometimes items will be unidentified, meaning you'll either have to find a way to identify them or simply test it through various means and take the risk of wasting a very helpful item or accidentally activating a less-than-helpful one.

As far as the actual dungeon-crawling goes, though - it's about as basic as it gets. You progress through the dungeon in a first-person perspective. You have a singular attack button which you use to swing your sword. You can walk forward and back, you can turn, and you can strafe. You don't move particularly fast. Otherwise, you can use items, and that's about it. There are no spells or special abilities or anything of the sort. You have no ranged attacks aside from your items. You level up in a fairly linear manner, with equipping better swords and coats having the largest impact on your overall survivability. As you're not especially tanky otherwise, you're going to need to be a much a trickster hero as you would anticipate a roguelike protagonist to be. Kite foes, toss items, set traps, run when things get hairy. Some enemy types can be maneuvered around once you understand their movement patterns, but just as many others are basically impossible to avoid taking damage from once they're in melee range. Some also impart some surprisingly nasty status effects, which makes facing them in direct combat highly inadvisable unless you have some degree of protection against them. And yeah, there are some situations where you'll be swarmed by an inescapable host of nasties or you'll have precious equipment deleted by traps, enemy tricks, or your own poor judgement. All of this will feel very familiar to roguelike veterans, but the more hands-on approach here feels very one-dimensional. As it stands, the slow movement speed and awkward controls make your trip through the Nerve Tower a fairly tedious experience, and your A button finger will definitely be a bit tired by the time you reach the bottom. There's a few other odd issues: As your foes are 2D horrors living in a 3D world, you can sometimes get blindsided by an enemy you couldn't see because they were living in your character's blind spots. A lot of enemies in the game are weirdly silent, given how cool the game's soundscape is otherwise, which means you'll be getting taken by surprise fairly frequently. It does add to the fear factor, I suppose, and you are given a subtle warning in the way of your heartbeat hastening when an enemy is nearby, so I can overlook it. What's a little less forgivable, though, is the seeming lack of concern for where your character appears and which way they're facing when you descend a floor. It's entirely possible for you to load in facing a wall, with baddies already taking a couple of free swipes while you attempt to turn around. It's a minor annoyance, but considering how difficult managing yourself on later floors can be, it's definitely worth mentioning.

Honestly, it's hard for me to complain too much because Baroque's flaws don't get to overstay their welcome. It's a short affair; one that is made much shorter assuming you're using a guide. As I mentioned before, completing runs or dying is sometimes required to progress, but once you know what to do there's really no barrier to getting further.
After you've reached a certain stage, the game effectively becomes a race to the bottom. To that end, avoidance is the smartest tactic you can employ. So I guess it really is a roguelike! There is room to develop your gear to a point that you can take most of your challengers head-on, so if you would rather play the grinding game, you have that option. In light of that, the biggest issue I have with Baroque really does come down to its relative lack of variety, both with regards to its gameplay and its locales. The scenery does change a bit as you get further along, but I wouldn't say the diversity is so great as to ensure you're oohing and ahhing with each run. If you're spending a lot of time trying to work things out, I could see you getting bored very quickly. Really, the fewer runs you can beat Baroque in, the better.

And that really is a shame, because blind is absolutely the way to go in on this game. Unraveling the mystery of how this twisted world came to be, and your ultimate purpose in it, is definitely Baroque's biggest strength. I absolutely adore a lot of the stylistic choices and the themes on display here. By the time I saw the end credits roll, I felt it was definitely something that would take up a corner of my brain for some time to come. It reminds me a lot of one of my favorite animated films, Tenshi no Tamago - go watch it if you haven't seen it - which centers on a beautiful, ruined world with dark religious undertones. There's a lot of commentary on humanity and our desires and motivators in life. There's also ton of supplemental material surrounding the creation of the game, much of which is documented on the Nerve Tower site, and it shows the creators were definitely passionate about this project. I highly recommend taking a look at it even if you don't necessarily intend to play the game.

All in all, Baroque definitely feels like an experiment to me - one that, while I consider it a success, isn't one I think will appeal to most. If you're the kind of person who likes to immerse themselves in strange worlds with little direction on how to unravel the threads in front of you, I think there's a solid chance you could fall in love with this game. If you're looking for a solid dungeon crawler, or roguelike, or hack and slash, I think you have plenty of better options. Give it a try, and use a guide (also provided on the Nerve Tower site) if fumbling around in the dark proves to be a bit too much. Don't tempt yourself into dispelling all of the darkness, though. There's a lot to love here. Just temper your expectations and know that I don't blame you if it's just not your cup of tea.

Hold Baroque inside yourself.

As one additional note: The PS1 version does technically have more content than the Saturn version, so if that sounds like something that appeals to you...

I wish I could enjoy older dungeon crawlers, but the gameplay isn't for me.
Easily some of the best aesthetic I've ever seen in a game, period. You could study this game at a university and it's a shame we don't already.

One of the most engrossing atmospheres of the era, somewhere between David Lynch and Silent Hill.

Mechanically simple, but engaging, although I don't know how you'd fully beat it without a guide (there's some esoteric conditions). It doesn't really matter though, I just wanted to spend more time in this world.

WE’RE ON A BREAK but i need my shawty to know i love her and miss her and will come back home to her esoteric ass 🤎

Its bonafides as a singular artistic work are overstated, but there's certainly a lot more going on here than most other emulation fetish objects. Systemically the game doesn't do anything new, and despite its oppressive atmosphere, it's actually quite easy, presumably to sustain the narrative momentum. To that end, the added floors in the PS1 port are misjudged, contributing nothing to the difficulty and padding the length of each run. Its true successes emerge with each strange new bit of exposition, and although the slowly unfolding compendium of lore is not a unique storytelling strategy for roguelikes, here they are so often tucked away behind obscure flags and cryptic elision that there's a legitimate sense of mystery and discovery. Knowledge of this world feels deliberate and well-earned, rather than merely random or incidental.

If you enjoyed this, I recommend watching Evil Dead Trap, Malice@Doll, or Riget (the latter of which Yonemitsu cites as an influence).

Esse jogo é uma experiência. Diria que tá mais pra uma experiência positiva do que negativa, pois o jogo tem uma estrutura de repetição a lá roguelike e que te apresenta a história de uma forma parecida com que Hades faz atualmente apresentando novos detalhes da história toda vez que você morre.

A história é confusa, precisei ver um guia na internet (acessem o Nerve Tower, o site é absurdo de bom) pra entender tanto a história quanto o que precisava fazer para pegar o final verdadeiro pois os detalhes do que precisa ser feito para conseguir esse final são bem abstratos.

Recomendo bastante pra quem quer um jogo esquisitão de PS1.

Died like 15 minutes in and then left to go get a quiche or something

I’ll probably write more about this game later, but what I will say is that the art direction is flawless

Really really cool aesthetics, might come back to this if I ever get more time to spend

please play this i wont say anything else

Hikayesi diyalogları ve estetiği baya ilginçti bu oyunun. Hikaye anlatımına dair çok fazla bir şey yok, cutscene felan beklemeyin ama sahip oldukları da ilginç baya. Garip bir rouge-like, değişik türlü türlü eşyalar var. O sayede her bir oynayışınız farklı hissettirebiliyor, tabi oyunu bi kaç saatten fazla oynamanın sıkacağına eminim. Oyunu tamamen bitirmek için benim oyunu 4 kere bitirmem gerekti. Baya kısa sürüyor ama ondan korkmayın. Hoş bi oyun öneririm.

Incredibly weird, incredibly cool, incredibly frustrating.
Remember to zigzag, it's faster than walking (just like real life)

There's certain games that feel like finding a missing puzzle piece, even if you haven't played Baroque yet you've most likely played games that have been influenced by the ripples it created throught the art form. That certainly doesn't mean Baroque isn't worth playing nowadays though, as it's beautiful horror gothic artstyle is nothing but timeless and its roguelike gameplay and subtle storytelling is more relevant now than ever.

"It’s difficult to live in this world without some sort of Baroque."

Unfortunately never officially released outside Japan, Baroque absolutely deserves to be considered a cult classic due to the extremely innovative perspective it offered in terms of narrative structure encased in game mechanics, elements that can occasionally be found even today in the roguelite field, but still manage to come across as unique: launching the game we are thrown into a distorted, post-apocalyptic world inhabited by surreal-looking creatures and drenched in a bleak and intensely surreal atmosphere, we are plunged into an enigmatic quest caught between reality and simulation, in which annihilation and rebirth go side by side, in an endless cycle of creation and destruction of this lost world that we are eventually destined to break.
Everything really comes together beautifully, both in terms of gameplay between roguelite, rpg, dungeon crawler and survival horror elements (yikes), and in terms of aesthetic and narrative coherence with horror inspirations, science fiction, mystical themes brought together in an obscure existentialist plot.
It is truly a masterpiece that knows how to fascinate and keep you glued to the controller, where each run turns out completely different from the others.

This game completely captured me when I first played it earlier this year...what an experience. You are on a mission to kill God who dwells at the lowest floor of a great tower. The items/loot you get each run is randomised, as is also true with the floors. Your run could come to an abrupt end, or you could luck out with upgrades and become OP.

This game is near impossible to 100% without a guide.

Uma pérola perdida antiga... infelizmente hoje em dia não acho que envelheceu bem, além de ser um pouco inacessível, mas os visuais são macabros e a atmosfera dar um ar de tensão pra esse jogo, um dos rpgs mais diferentes que joguei


probably one of the most unique games i've ever played. such an odd yet addicting dungeon crawler; gameplay, art, narrative, and sound design wise. feels like being dragged through a rusty, decaying nightmare.

edit: Finally peak gaming is here. The only roguelike to ever happen. You're practically thrusted into the game without barely any knowledge of lore. Now go down this fucking tower while beating up fish and kill god! Do it all while listening to bangers.

One of THE most unique, creative, eerie, and just all around fascinating games I have ever played
The gameplay in itself is decent, takes a bit to get used to but it does the job, but it is CARRIED by its out of this world atmosphere, art direction, and story