Reviews from

in the past


One of the coolest dungeon crawling rougelikes I've ever played. Truly just throws you into the dark and lets you flounder till you find your footing but in a good way. It feels great to learn how the systems work in a natural way without ever having to feel guided every step of the way. The aesthetics with regard to the sound and look of the game are obviously great. The story itself is very unique and while most of it went over my head again it still feels good to try to figure out what's going on yourself.

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.

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

I get it, the Sega Saturn version looks ever so slightly better. Still playing the the PS1 version tho. Tweeking if you think Im finna play a first-person game that rinky dinky ass Saturn controller. Game still slaps tho, shits swagged up off the wazoo.

okay... genuinely, how the fuck did i not review this game before? i love it. it's so good. it's very tedious and i will knock it down for being a bit unfair or unfun sometimes (paralysis ailment hitting me every 15 seconds no joke? dunno what happened there still.) but it's so good. the story drives me insane. i read the manga because i didn't understand it, but now i do and now i feel like my mind is exploding. go play it, it really is worth it. beautiful themes about struggling with religion, survivor's guilt, trauma, and queerness. baroque is a very queer game, that's barely subtle. if you didn't see it then whatever but yeah. it was definitely there. there's a large element of transgenderism in this story.


Baroque equals distorted pearls a style of art that once prevailed disharmony excess confusion in once upon another time. Age means change.This is the age of great heat. This is the world in destroyed. Baroque equals distorted delusions. in this devastation hold baroque inside yourself should you hope to survive.

A rare and fine gem that i am glad that i found.

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.

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

A really atmospheric Kings Field like game. The story is compelling, and I love exploring the dungeons full of these little fucked up Hellraiser dudes with great music.

The primary complaints I have with this game are mechanical. I never quite seemed to get the hang of dodging. Supposedly the game is ideally played with the Saturn 3D Pad, but it's hard to imagine that making much of a difference. I felt like I had very few options for managing risk and damage in enemy encounters and simply had to tank most of the enemies I ran into.

The game is a roguelike and I also felt that the game doesn't do a great job with balancing its runs. In a great roguelike, there's always a chance at success - the game always has some item that you get or at the very least a mechanic that you take advantage of to turn things around in your favor. I felt like with this game if you started at a deficit or disadvantage there wasn't anything you could really do about it. I felt like one powerful weapon or parasite was never enough to be a game changer.

Despite my issues with the mechanics, I still had so much fun playing this game. That's the power of the V I B E.

I felt the need to revisit this because in my review I suggested that the core gameplay loop could get tired very quickly, which seemed antithetical to a game that clearly wants you to take your time with it. I still stand by that evaluation; however, after submitting my review, I then began doing full tower runs every day for like a week. It was painfully easy - aside from a couple of deaths early on while I was still getting used to the game, I have completed every single run of the dungeon I started. Once you're acquainted with the mechanics, you can pretty much stumble through Baroque half-awake, and that's exactly what I did. The gameplay is simple but requires just enough thought that I can use 15% of my brain and use the other 85% for wizard stuff. And yet, for some godsforsaken reason, I couldn't stop. I felt a strange kind of comfort in walking through the Nerve Tower's halls, having become so well-acquainted with them, and each time I saw the credits roll I took the opportunity to chill out to the music and reflect. I should probably see a psychiatrist, but overall I just think Baroque hits all of the right notes for me as a person. I feel comfortable in saying that it's one of my new favorite games, but it's not the kind I'd readily recommend to all of my friends. I am unabashedly in love with the narrative and the world, though, and I'm glad that I had the opportunity to play it.

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

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

I'm sorry Baroque fans, style over substance is a real issue with this game.

Now that I caught your attention, I'll go on over why I think this game is poorly made. So I guess I'll have to start with the good part of the game to see if we are on the same page with that, the art style/aesthetic seems to be what most people like about this game and I totally agree! This game rules visually it has what people call "Soul", so don't worry Baroque Soul Squad I'm on your side, but that's pretty much all this game has to offer.
Now let's get down to business, First of all, I hate the gameplay loop. It's honestly not terrible at first but then you realize that it's the very same gameplay loop for the entire game, walking through the exact same room, and same corridors for over 20+ floors in a row and relying on RNG to get enough item to survive, it's not fun! And what irritates me the most in this game is that the goal is not just to get to a set amount of floors to get the ending, no, no, no... You have to do some "invisible" trigger quest to activate the ending or else it wouldn't be fun right? Well without a guide it's literally impossible to guess what you have to do, It's all too cryptic and to me, a game that ends up being pretty much impossible to beat without a guide cannot be considered good and if it's a secret ending why not but the main ending of the game hidden in small stupid precise events is just... frustrating.
And while I'm here I guess I'll trash the story as well, it's just nonsensical babbling, I do agree that the idea is cool but the game doesn't explain anything to you, they just expect you to understand this mash of information that just means nothing! I keep seeing people writing on and on about it but it's just theories and speculations, most of them are just people reading vague Japanese bits of info translated into English and made-up theories, I'm glad they are having fun but as a game story it just means nothing.

So yeah I do understand why people love the uniqueness and charm of the game but I don't understand why people rate it 5/5 as if it was the greatest thing they've ever played, I wonder if most of them even finished it, no offense.

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.

This game had a way more deserving score before a dumb YouTuber talked about it in a shallow video essay about how it was the most messed up rpg ever!!! and invited hordes to review bomb it (by giving it anything less than 5 stars)

Really cool, a wholly unique style, and shockingly modern in most of its design. If the movement didn't feel like it was designed for a saturn controller I'd kind of have a hard time believing this really came out when it did. I beat this almost certainly faster than intended, but had a really good time and plan to go back to see more.

The post-industrial nightmare environs are astounding on their own, but they also elevate the tension and survival elements of its gameplay, which is basically 3D Mystery Dungeon. It's a run-based game where I was genuinely absorbed by the world and story.

Paraclesius! Put on dat Fugue In D Minor!

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.

Yeah I listen to yabujin. How could you tell?

please play this i wont say anything else

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

Probably the best rogue like I ever played. I really loved the atmosphere of the game. I also really loved the characters in the game really charming weirdos. The Soundtrack is also fantastic. Masaharu Iwata (also did the soundtrack for Final Fantasy Tatics with Hitoshi Sakimoto) did a really great job. I also recommend checking out the nerve tower website there are really cool things in there about the game.
https://nervetower.neocities.org/

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).


Most people probably don’t realize that every item is a weapon that can be thrown at the enemy. Instead of dropping items when overburdened, get familiar with chucking swords and pieces of cloth at the grotesques. I might not have beaten the game without doing this.

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.

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.

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