BAROQUE
BAROQUE is… a trip, man. Imagine if someone took a really depressing anime, fused it with a punishing dungeon crawler and then made the whole thing a psychological puzzle. That's BAROQUE in a nutshell. You're an amnesiac guy in a ruined world, shoved into a shifting biological tower by a creepy angel to «purify» things, which basically means dying over and over to piece together a seriously messed up story.
| GAME DATASHEET | |
|---|---|
| Name | BAROQUE BAROQUE: Yuganda Mousou BAROQUE: Distorted Delusions |
| Genre | Dungeon crawler JRPG Psychological horror Roguelike |
| Console | SEGA Saturn, PS1, PS2, Wii, Switch |
| Released | 1998 |
| Developer | Sting Entertainment |
| Publisher | ATLUS | Rising Star Games |
| Language | Japanese |
| ENGLISH TRANSLATION | |
|---|---|
| Released | 2022 |
| Updated | 2024 |
| Author | Plissken |
| SPANISH TRANSLATION | |
|---|---|
| Released | 2021 |
| Author | Mr. Nobody |
Gameplay-wise, it's a first person roguelike dungeon crawler, and it's merciless. You explore randomly generated floors of the Neuro Tower, fighting off fleshy monsters with clunky deliberate combat that makes every encounter feel scary. Your inventory is tiny and you're always managing two health bars, one for actual damage and one that constantly drains, forcing you to scavenge for gross consumables. The big thing here is the permadeath. When you die, you lose all your levels and gear, booted back to the start. The only progress is unlocking new cryptic story bits.
The PlayStation port did tweak a few things to make it a touch more forgiving, like adjusting the floor generation and adding a new vendor in the hub town, but don't get it twisted, it's still an unforgiving gauntlet. The save system is infamous, you can only make temporary saves inside the tower that vanish once you load them, so a dumb mistake can erase hours of work. It's tense, stressful, and absolutely core to the experience. 
The story is where BAROQUE gets its real personality, and it's delivered in the most obscure way possible. There's no traditional narrative dump. Instead, you get fragments, weird dialogues with NPCs in the hub area and cutscenes that only unlock after certain deaths or actions. The plot is a dense psychological horror thing about a failed experiment to understand God, conjoined twins, collective guilt and a world literally distorted by sin. You're not playing to win, you're playing to understand, and each run feels like peeling back a layer of a very depressing and confusing onion. 
Atmosphere is BAROQUE's masterpiece. The visuals are a grainy surreal blend of rusty industrial textures and organic meaty growths. Enemy designs are these disturbing 2D sprites that feel completely out of place in the best way. And the soundtrack by Masaharu Iwata, is all ambient drones and haunting melodic loops, it doesn't feel like music, it feels like the tower's own distorted heartbeat. It's incredibly effective at building a sense of lonely oppressive dread that sticks with you.
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