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Not just because its sound design includes the Asian koel, the bastard “uwu” bird whose incessant calls torment the country, or because its weapon categorization system borrows the white/blue/gold colors from the Diablo. My first few minutes with Ghostlore immediately felt familiar. It makes sense, as developers Andrew Teo and Adam Teo (no relation) are fellow millennials who did grow up playing games in local LAN cafes in a brief chat with Andrew Teo, he said that he started Ghostlore, which was initially a solo project, because he felt nostalgic. Like it was made for a specific generation of Singaporeans who grew up in the late-90s heyday of old-school LAN culture. Ghostlore is the first ARPG I’ve played that feels personal, even in its raw closed-beta state. We can finally beat the everloving shit out of creatures that were living, breathing parts of our childhood. From jiangshi (Chinese hopping vampires) and e-gui (Chinese “hungry ghosts”) to pocong (Indonesian “shroud” ghosts) and rampaging babi ngepet (Indonesian boar demons), Ghostlore’s bestiary is a dream come true for horror/fantasy lovers across Southeast Asia.
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This is a world of mo gui (Cantonese for evil spirits ), superstition, and ghost hunters, and I’m just a simple geomancer trying to do my job. I’m playing Ghostlore, an action RPG-in-progress based on Southeast Asian mythology. Like most sane Singaporeans, I don't actually venture out into the jungle looking for ghosts.