LETS GOO ITS HERE
I AM SO READY TO DIE IN SPACE
EXPERIENCE HORRORS BEYOND MY COMPREHENSION
BE TORN APART BY LIFE NOT YET SEEN
QUESTION MY OWN HUMANITY
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It's just an old basement. Quit complaining and have a quick look around down there. (Janet Aulisio, Call of Cthulhu supplement Mansions of Madness, Chaosium, 1990)
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I had this discussion with my friend about how willing Walpurga was to take over Elise's life.. but did she ever think about the work that she has to do to feed herself.. like.. Elise pretty much had to work 9-5... so she will be there to annoy her and haunt her about it
ALSO I always liked imagining Elise with her eye pecked out by the crows.. something about her being one-eyed is very.. teehee
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Baroque (1998) is a post-apocalyptic first-person action RPG taking place inside the Neuro Tower, a mysterious place nobody dared to enter before.
It's a game that uses death as a core mechanic to advance the plot, rather than resulting in a game over.
Developed by Sting Entertainment for Sega Saturn, it later got ported to PSX, PS2 (remake), Nintendo Wii, and Switch (JP exclusive).
It looks and plays similarly to the classic Shin Megami Tensei games. (Fun fact: Atlus published it for NA)
Set in a post-apocalyptic world, it shows us a world hit by catastrophic climate changes on May 14, 2032, after conducting an experiment to understand the Absolute God.
Its surviving humans got physically twisted by manifestations of guilt, pain, and suffering.
As the amnesiac, mute, and nameless protagonist, you are picked by Archangel and tasked with entering the Neuro Tower.
You have to advance its levels, find the Absolute God, and fix the world.
Each floor is randomly generated and your aim is not to reach the top floor. It's to reach the bottom.
You explore the floor, gather items, fight enemies, and reach the next floor. The usual dungeon-crawler gameplay.
Upon death, contrary to other games of the time, it doesn't result in a game over but rather teleports you back to your hometown. Every death progresses the narrative, unlocking new dialogue and areas. It's a core part of the game.
You are able to save some of your items using consciousness orbs and gather them on your next playthrough.
Throughout your playthrough, you get to meet NPCs and have various dialogue options with them. Through these encounters and other contextual elements, you learn of the game's overall story.
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Little Omori drawings.
(I’m super excited about the nendoroids announcement 😭🖤)
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Continuing work on the alchemy lab's various failed experiments, for my horror RPG. These here were from yesterday! Doing some more! Check out the stream here: https://www.twitch.tv/frankiepixelshow
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