Reviews from

in the past


I can't read japanese so idk what the fucok is going on but the aesthetics are kino and I'm a masochist for sadistic dung crawlers, just how I like my women too

Sent (churned) through the tower (tower) with weapon (sword) in one hand (controller), & a photo-translator in the other to glean (gears pressed against my brain) any sort of narrative (biblical fracture) I could, made for one (zero) of the (thee) most individually (surviving collective) unique (cloned) experiences (death & rebirth) of any media (twisted metal rot - fire purification & holy sacrifice) I have ever lived (died) through.

Really dig the OST and art style but the gameplay is just not for me.

Si hubiera leído sobre la mecánica de los angeles...

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


It's like how people describe taro games except it's actually good

One of the best dungeon crawlers on the PS1. It is by all means unique, a sin hellish story with some really creative characters and monsters going for a mechanical and grotesque look.
I love that it uses all the mechanics as an essential gameplay feature, like throwing items.
Its story its obtuse and to interpretation but its so interesting that one cannot simply look away

unrivaled amount of soul in this game

Que cursi va a sonar esto pero va: Baroque lo siento como un incentivo para romper el ciclo.
Se le compara de forma automática con otros títulos solo por etiquetas como "Dungeon Crawler" y "Roguelikes".
Digo de forma automática porque me da la sensación de que cuando alguien se encuentra con propuestas de este tipo así de golpe, pues uno siente tal agobio que necesita encasillarlo rapidamente con algo literal o "mecánico" que encuentre minimamente familiar....ponele. De lo contrario se asusta.
Para mi, Baroque tiene mas similitud con juegos como Mr.Drller: ambos titulos comparten la idea de descender hasta lo más profundo (mayor será la profundidad, mayor será la presión), ambos alteran el progreso en cada nuevo camino y en especial, ambos te educan a tomar decisiones inteligentes saliendo de esa linea recta que creías correcta para poder llegar a distintos resultados, por más que los dos aparenten totalmente opuestos terminan demostrando al final la misma fuerza.

El terror radica en la constante manipulación de una ilusión tipica: creer tener el control de la situación. Como las propias pesadillas, nos controlan sin siquiera poder darnos cuenta en el momento.
Baroque me parece el ejemplo perfecto como respuesta a la tipica frasesita de "el terror en un videojuego funciona gracias a la indefensión". Acá no lo estamos, pero eso no signifique que el juego no dé un cague de miedo terrible porque nos enseña por las malas lo necesario que es afrontar los horrores de la torre, aún si nos ponen en los peores estados posibles. Suena exagerado, pero a mi me recuerda mucho al sentimiento de enfrentar una fobia jodida y tarde o temprano tocará superarlo. Después de todo, herramientas las hay pero los metodos y las respuestas las tenés que saber vos mismo. Lo gracioso es que cuando te crees fuerte por haberlo superado, bueno, aparece otro más jodido después y así hasta el final.
La forma de como a Baroque le gusta reirse de tu inocencia y te putea a lo largo del juego genera como una relación rara entre amor y odio, no sé, una especie de rivalidad curiosa para ver quien le gana a quien, te ve como el mismo gusano de siempre que se clona.
Creía que esta era la faceta definitiva hasta que llego a cierta profundidad y pasa lo mas inesperado: el juego te está suplicando ayuda.
A partir de ESE momento, la mirada de Baroque se me cambió por completo y todo lo que me sucedió atrás comenzó a cobrar un sentido totalmente distinto. La rivalidad muere por completo y pareciera que ya a estas alturas el juego quiere que haga todo lo posible para llegar al último piso.
Al retomar el camino como la última y la definitiva, la torre responde con mucha ausencia; ya no hay dialogo, ya no hay sustos, ya no hay manipulación, solo superviviencia hasta la meta. Esa falta de personajes y vida se acerca muchísimo a esa sensación cuando paseas por un lugar público donde por el día pasa mucho movimiento pero a la noche no hay nadie.
Si bien el final indica la idea de una aceptación total de la situación, yo personalmente lo interpreto mucho más como la forma ultra potente que tiene Baroque de demostrar una bellisima gratitud mutua.


Fuera del videojuego yo todavía tengo mi propio ciclo y hasta el dia de hoy no lo supero. Me es irónico como un juego que aparenta ser hostil, terrorífico y ultra pesimista me termina dando más fe en poder cambiar las cosas de una vez por todas, por más dificil que sea el proceso.

played this in two big spurts and had such a hard time putting it down for that single night to sleep. what a unique and fascinating game that i'm happy can be translated and appreciated by people now games are so good and cool guys what the hell

Sting Entertainment's Baroque attached sci-fi horror aesthetics to a Mystery Dungeon-ian roguelike, with an evil twist. On the gameplay side, two of its most noteworthy characteristics surround the items: Their risk factor (most items must be 'identified' by using them, and plenty of which could backfire and harm the player instead) and their dual-functionality. The former refines the concept of oppressive, high-stakes dungeon-crawling, and adds even more unpredictability to an already RNG-laden genre, but it's the latter that propels this above typical roguelikes: Obsolete equipment and unnecessary pickups can be thrown at enemies for considerable damage, with different properties depending on their type (e.g. elemental weapons deal damage of their respective element when thrown). Sting addressed the hassle of inventory management by simply turning clutter into useful ranged weapons.

They also stand apart for their anomalous areas, transporting players to grotesque, industrial spaces complete with limited visibility and creepy enemies. The effect is at times scary and surreal, like being cast into a nightmare with no end in sight, just floor after floor of desperate struggling against progressively otherworldly monsters. In this sense, Baroque took the original MegaTen equation to the extreme, accentuating both its heavy atmosphere and its mischievous, unforgiving nature.

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.

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 🤎

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.

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.

Sorry EOPs but this is real life, the spanish community gets the Baroque translation.

https://www.romhacking.net/translations/6316/

Baroque is artistic in its approach to game design and achieves an immensely dreadful atmosphere by combining its bleak aesthetics with simple but arduous gameplay. The objective is simple: make it to the bottom of the tower, but your success can be largely dependent on your luck with random items. You learn bits and pieces about the world through context rather than explanation, which is an approach to storytelling that I've always appreciated. Masaharu Iwata's grim sound arrangements are the perfect backdrop for this experience, and contribute so much to the pure isolation I feel while playing. I felt similar emotions while watching the anime series "Texhnolyze" years ago, but that story has much more of a concern for society than I can say for Baroque. However, this is the kind of game that different people will read in different ways. There are definitely allusions to problems of human civilization, but I find that Baroque is more concerned with understanding Being and the self. This isn't the sort of media I draw concrete conclusions from; I just find tremendous enjoyment in playing it repeatedly while considering any or all of the pieces of this incredible composition.

This review contains spoilers

“I no longer believe that my older brother was sacrificed. That is not my sin. Repetition is my sin.”

The world of Baroque is a complex, multi-faceted one. Its atmosphere is uniquely oppressive, dismal, unsettling, and beautiful. The story often develops away from the eyes of the player, leaving the aftermath to be unknowingly stumbled upon. Although there are specific events that need to happen to finish the game, the progression feels very “natural” in how it occurs, with not a lot of explicit guidance given to the player. You're thrown confusedly into the world without information and immediately forced to fend for yourself, only the depths of the unknown Nerve Tower as a goal guiding you forward. Unlike other games with similarly cryptic settings, the game’s mechanics are made pretty clear while allowing room for experiment and strategy. Almost all of the dialogue from the present few nonviolent characters contains some kind of hint for progression or survival. I enjoyed playing through the game with some paper notes I took on my discoveries by my side.

The post-apocalyptic world surrounding the Nerve Tower is all but desolate. Watching the Distorted Ones be completely consumed by their grief, the wasteland –always framed by the Nerve Tower on the horizon– begins to feel more and more barren. Venturing into the depths of the Nerve Tower on the other hand is an alienating experience. Within its darkness works a seemingly infinite array of strange machines, and through gashes in the rusting walls you can faintly hear the humming inner workings of this distorted world. Around every corner lurks something unknown and hostile. The ambient soundtrack is punctuated by the beating of the Protagonist's heart, the inescapable source of his regret. If you’ve read this far and haven’t played the game yourself (get outta here!), I don’t think any description I could write could encapsulate experiencing it for oneself.

Baroque is a game about repetition. You drag yourself through the same decrepit scenery, cut down the same grotesques, drive a bullet through the chest of the world’s unstable god over and over again, all the while listening to the same metallic mantra for hours upon hours. For as engaging as the game systems are, it often feels like a self-inflicted punishment. Like somehow you’ll atone for the sin of being alive by hurting yourself –by endlessly and knowingly sending yourself to die.

In the world of Baroque, the Protagonist has the special ability to purify –to harm, to eradicate. While the player is (pretty aggressively) taught by the Archangel that this is the only meaningful course of action to take in order to restore the world and absolve of their sin, in truth the Protagonist can only free himself from his eternal punishment by his own will, and by his own choice accept impurity, to embrace grief and become something greater than it. Perhaps the game itself explains it best: “Trying to purify the world was, in itself, a distorted delusion. So, what do we do then? Entwine with the distortion without turning away.”

The genius thing about the setting is that the “real” post-fusion world is the exact same as the twisted, corrupt world the Archangel so fervently wishes to destroy. The game’s somewhat indeterminate conclusion asks both the Protagonist and the player to reevaluate their struggle. If you want, you can comfortably return to the same loop of violence, trying in vain to erase the immutable. In fact, there's an even harder bonus dungeon available where +99 equipment is almost a requirement.

This also served as a conclusion that made me think about why I play video games in the first place. Why do I sink hours to years of my time into these intangible activities with nothing to show for it but a number rising in the corner of a display? Why as a lover of video games do I so eagerly return to the hostile depths of the Nerve Tower? Well, I don’t know if I could ever fully answer those questions, but I suppose it’s my baroque –the ephemera I cling to that makes life bearable. I latch onto the fantasy of these virtual worlds that are controlled and predictable, worlds where pure perfection isn't just a delusion.

There’s so much more I could probably elaborate on regarding Baroque’s themes, but again I think that it is best understood through coming to one’s own conclusions. These are my thoughts from immediately after finishing the game, but I'm sure it can be read in a multitude of ways I haven't touched on.

Also, there’s a lot of interesting supplementary material related to the game’s development, including lore tidbits not found in game, and interviews with the game’s artists and developers about how it was created. You can read much of it on this fansite. To me the biggest takeaway is how much love director Kazunari Yonemitsu put into the game, especially his love for video games (e.g. Rogue, Kowloon's Gate, Torneko no Daibouken) and other media.

Perhaps the elephant in the room that I have yet to address is that for lack of better words the game is a little janky. Particularly, the stiff Saturn/PS1 early 3D movement takes some getting used to. At the time of writing, this game is some 24 years old and certainly shows its age in some respects. However I think that this contributes to my previously mentioned point about Baroque's message as not only a message to the player, but a message to the video game loving player, encoded in the gameplay itself, partially constructed as a tribute to monumental titles of the past.

In conclusion(?) I am fascinated by this game. I love it like a treasured friend and am equally terrified of what it tells me about myself.

Autism be damned that boy can hold baroque inside

I honestly cannot put into words what itch this game scratched - I've never played anything quite like it and, like a few other people said, I finished this game in two long bursts because I just couldn't possibly put it down. That time was full of "just one more floor," as "one more floor" turned into finishing the run, then into "just one more run", and the cycle repeats. The action is complex yet rewarding, with each enemy having a particular moveset that you can learn - it feels incredible weaving around and avoiding all damage because you've learned how the Grotesques move and attack, manipulating enemies into killing each other, and using these skills (and a great deal of luck) to finally make it to the bottom for the first time.

Plot is obtuse, progressing based on vaguely defined puzzles, experimentation, and death; you never quite know what's going on, but that mystery adds to the barren, dingy, and dark atmosphere.

I started this game after a friend's recommendation, and very quickly realized it followed the template of a Mystery Dungeon game while doing something completely different and unique with the narrative and atmosphere. I was so engrossed that I wouldn't stop to take screenshots, even though I wanted them to record my memories of playing it and to share it with friends so they can see them and maybe want to play it as well.

The multiple contextual uses for near any item lets you turn most bad situations around, and that level of emergent gameplay is something I haven't seen even on proper MDs. I appreciate how the game trusts the player and doesn't overexplain mechanics, not robbing me of those discoveries.

It's a bummer that the game's biggest moments (the beginning, reaching the bottom of the tower for the first time, and the ending) are largely the same visually (the same CG repeated a number of times from different angles and in each situation with less and less VFX obscuring it, with text on top). There's a different meaning each time but I still wish there was something else for the ending, maybe there wasn't enough budget to produce another FMV and that's why they reused that one so much (or even a longer one, considering you watch it about 10 times in the ending because it's so short).

The game continuing to escalate the narrative every few floors in the last run was very cool and made me not want to stop playing it until I was through it, but then it put me through ~10 floors of pure gameplay with more, and more difficult, monsters as a final challenge, with no NPCs to talk to, which was grueling as well. But I'll grant it that I was storming through the first floors after having seen them before, thinking I knew everything that was in the tower and no longer intimidated by it. But the second I started seeing new floors and new enemies all that affliction came back, which got a laugh out of me.

It was an incredibly interesting game, and I'm very glad I got to play it.


You ever play something so ahead of its time that you could trick someone into believing that it just came out yesterday?

Seriously, what the fuck? 1998? I know Dungeon Hack existed for half a decade before this, and Wizardry a decade before that, but this feels advanced. Like, this might just be me speaking from ignorance, having not played the fifteen years of first-person dungeon crawlers building up to this, but there's something about the entire design philosophy of this that seems modern. Roguelikes weren't new at the time — you know, what with Rogue existing — nor were real-time blobbers, but combining them into one entity that encourages multiple playthroughs to peel back an obfuscated story is something that I last saw in The Binding of Isaac and in precisely zero games before that.

This game is impossibly cool. Let this be the most Hot Topic thing I ever say, but there's something about these hellish industrial land-and-soundscapes that make me feel a sense of belonging. Having a world that's in such an obvious, complete state of disrepair that you can't do much besides band together is a welcome reprieve from our world where everything is awful but the collective populace pretends as though it's fine. Comfort in discomfort; the end-times as impetus to make what's left over better. Of course, that isn't going to stop opportunists like Coffin Man from picking your corpse for loot, but it's not like he's gonna kill you for it, either.

It's a difficult title to discuss, and that's mostly due to how reliant it is on being experienced. This is probably a bit of a nothing statement, given that everything is designed to be experienced by someone, but the actual act of attempting to engage with the game feels more like "the gameplay" than its actual mechanics. Attempting to define this by putting it in neat boxes of clearing rooms and slashing up monsters and leveling up does a disservice to the whole. You cannot break this down into its parts without losing the magic that binds them all together.

I mentioned in my Last Call BBS review that I have a hard time with puzzle-solving because I can't really figure out how to learn how to solve them. With that said, though, brushing through Baroque's cryptic design came naturally to me. It's a game not just of learning, but of risk-management. You learn that Bones are items that can be thrown or consumed to deal enemies and apply buffs, respectively, but what do you do when you find an unidentified Bone on the floor? Do you gnaw on it and risk hurting yourself, or do you toss it at the enemy and risk giving them total invulnerability? When you find a new weapon, do you equip it right away to identify it, or do you avoid doing so because it might have an "adhesive" that makes it impossible to take off? These are basic tenets of Rogue games, but are they really different to puzzles in any meaningful way? You're meant to use your reasoning to figure out what the best course of action should be, and then following that path. Is that distinct from puzzle-solving?

I suppose what makes Baroque work for me is that there's never a binary right or wrong answer. There are good answers, and bad answers, but never right or wrong. Gnawing on a damaging bone will hurt you, but only for 10/20 HP (you start with 99). Stepping on a status pad might afflict you with Lust or Darkness, but only for a minute or two. The game can be harsh, but never unfair. You can never make a single mistake that'll cost you the run; you have to make several mistakes in sequence before you're in danger. I like not being judged completely on a scale of "you did it/you didn't do it". You can succeed here in a lot of different ways, but it's just that some ways are more efficient than others.

Immaculate vibes. It's a wonder that this got a translation nearly 25 years after it released.

Su respuesta a la narrativa clásica de videojuego es la repetición con pequeñas variaciones. Es hasta visionario al coger Rogue y añadirle una colección de personajes depresivos y una trama intermitente. El problema: la base de mazmorreo se siente estirada ya desde las primeras partidas, como para aguantar esta repetición. Y no por falta de buenas ideas, que de eso desborda el juego, sino por falta de garra. Con la abundancia de recursos y su exigencia que no va más allá de darle un uso razonable a estos, lo raro es no verte al final de la torre en cada partida. Al no conseguir así transmitir el tormento interno que explicita su texto, nos queda solo el papel del ejecutor.

En la contínua repetición de "purificar" seres corrompidos, Baroque refleja los sentimientos de autoflagelación y tendencias suicidas de la gente que ha sobrevivido a un trauma, que siente que solo merece sufrimiento a pesar de ser las víctimas. Nosotros, como protagonistas, les ofrecemos el fin a su miseria a cambio de beneficio propio. En una conclusión enrevesada de más (con revelaciones de última hora, fusiones entre personajes y planes malvados de suplantar a Dios) Baroque concluye que la posibilidad de curar estos martirios es una falsa ilusión y hay que aceptarlos como parte de uno para poder vivir en paz. Dependerá de cada uno decidir si esta conclusión justifica el camino de miseria que nos ha llevado hasta ahí.

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.

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.