It struck me that Baroque is a game that is simultaneously 15 years before its time and yet could only have been made when it was.
First-person roguelites – procedural generation; permadeath; reasonably short runs – would only begin to see time in the sun in the mid-2010s: Paranautical Activity; Tower of Guns; Heavy Bullets… This goes for roguelites at large – surely there are other examples, but Baroque is the only ’90s roguelite that comes to mind. Their popularity wouldn’t burgeon until the early 2010s. Of course, Baroque is an antecedent but not an ancestor – its similarity to those later works is purely a result of convergent evolution and a shared roguelike origin. A prime case of “before its time”.
However, had Baroque been made much earlier or later than it was, it would not have been what it is. I think it’s uncontroversial to say that its two main gameplay inspirations are blindingly apparent: Mystery Dungeon and King’s Field. On a gameplay level, that’s all it is – a combination of Mystery Dungeon’s roguelike elements (down to some specific quirks, even) and King’s Field’s first-person hacking and slashing. Far from a coincidence, both of these were very much “in the water” at the time – Mystery Dungeon was and would practically remain the only source of roguelike influence in Japan for decades, and the entire original King’s Field trilogy had just been completed and made waves in its home country.
Mystery Dungeon would truck on into the oughts, but its status as a tastemaker would somewhat dwindle – in the wake of Torneko and Shiren, Japan had perhaps not a flood, but certainly a respectable stream of inspired roguelikes from other companies. Come the new millennium, these apers would drop off, and Spike Chunsoft would essentially carry the Japanese roguelike torch alone.
King’s Field, similarly, was revolutionary when it came out, but the first-person hack-and-slash genre never quite took root in Japan, and its identity in the West (which had up until then been reasonably similar, if much crunchier by virtue of making its home on PCs) would change drastically with The Elder Scrolls Ⅲ: Morrowind in 2002. Japan famously never quite got into the first-person shooter in the way the West did, and FromSoftware themselves would abandon the first-person perspective over the first half of the ’00s.
Using, then, (somewhat arbitrarily) the release dates of King’s Field Ⅱ and King’s Field Ⅳ as the start and end dates for when one might have reasonably been given the impulse (and the green light) to make a first-person hack-and-slash game (Mystery Dungeon’s potential influence can reasonably be argued to have stretched across that entire span and beyond), Baroque could only have been made between 1995 and 2001. Realistically, the window is narrower yet – it’s a highly specific zeitgeist that Baroque sprang from.
It’s the sort of game that confirms to me the necessity to dive into the past if one wishes to enjoy all video games as a medium have to offer.