The fact that the player character never loses his mildly angry facial expression is immensely hilarious to me. He just looks so fuckin done like this is the fifth time this has happened this week
mfw i have to go destroy the eldritch abomination who tore a hole in the fabric of reality (this is the third time this week i've had to drown in cosmic blood)
I once saw a dev talking about how they didn't like the sort of game they were making, and wanted to make the sort of game they liked reading articles about.
@@singularityraptor4022 you've got this the wrong way. as long as the dev doesn't misrepresent the game in the promotional material, they've done their part. if someone sees what the game is like, buys it, and doesn't like it, that's their own fault
The worst part of this game is that it's so goddamn dark that watching this video is borderline impossible with any light in the room because it glints off of the screen
It's even more wild that it's some sort of strange Mega Man II reference? A long, winding tunnel with red liquid dripping onto you followed by a mostly-invisible boss with one specific weakness in a scrolling space-like area.
Honestly not sure how that would even be tangibly different to literally everything else in the game. If you can't see anything anyway, what does it even matter lmao
Alright. Video fully watched. Honestly, if you just stopped making Factorio content right now, and just continued with *this* sort of thing, I'd be here for it. You've got charisma and good presentation. I think I could like whatever content you put out, so don't stress about just doing Factorio.
Hey, thanks. It's my first foray into making a video like this, and personally I'm not entirely happy with how it came out, but I'm glad there are people who like it. I made this knowing full well that this would appeal to a very small minority, but it's just what I wanted to talk about, (as I wait for the SE update to come out)
SE update? You've got me curious- But yeah honestly this video. . . I'll agree with you, it's not *stellar,* which makes sense since this is the first time you've done this sort of content, but *you* make it work. I think you could really drag in a crowd if you got skilled with this sort of thing, for sure.
@@DoshDoshington I'd love to hear what you didn't like about the end product, cause I found myself enjoying it all the way through. Although long (I love longer videos), the pacing never felt to slow, especially when you switched up the dialogue with your own take on the concept of 'good'. Don't be too hard on yourself!
Never thought I'd see the day that someone makes a Marrow youtube video essay. Also it's pretty interesting how my experience with Marrow was almost the exact same as yours. From the moment to moment experiences play the game, having this game question what it means for a game to be good, having this game live rent free in your head for years after beating it, and honestly I've thought about making some sorta video essay about this game myself but here we are I guess.
Oh hey, it's the only other Marrow player in the world. I considered using your Exoder footage so I didn't need to play it again, but the video was already getting way too long so I decided to drop any mention of Exoder.
It's in the same universe with the same "story" but as far as gameplay is concerned they're completely different. It also follows canonically after a game that he hasn't even finished yet and might not ever.
This game feels like that one painting by Francisco Goya. "Saturn devouring his son". I am not saying it was created in manic state and hidden in the attic - i am saying that while it is a nightmare to playthrough - it feels like something created with purpose. Something that someone had to make and get it out of their system. Edit : whoops wrong god
This game seems like it's purely made for speedrun type of gamers. Like the game definitely has this feeling of "yes I made it like this. No I don't give a shit. Deal with it."
@@Zayindjejfj What we can certainly agree on is that this is developers uncompromised vision. They made it, they probably know there are flaws in it, but they wouldn't have it any other way. And i imagine that there are some people out there that think this game is great. Suprisingly genius quote from a silly anime, Bocchi The Rock, comes to mind. 'It might not resonate with all, but those that it does, it'll hit deep".
Some stuff reminds me of francis bacon paintings as well. Also goya made that painting to stand in his dining room, not his attic. He made others as well and BY FAR the most disturbing is Man Mocked by Two Women
I actually bought and played Marrow back when it first released, never known ANYONE else to have even heard of it. Not sure if you're aware, but that dev released a second game in that setting which is a precision platformer called Exoder which is also fun, and hard.
I've played and beaten Exoder. It's got good style and very interesting bosses, but being more action focused it loses the strongest element Marrow had which was its atmosphere. The movement didn't feel as fluid as it should have been for an action platformer and the attack/deflect was way too short in both range and duration. There's no *weight* behind it. The random powerups floating about and healing you to full health introduces the luck element where you can just get the overpowered double jump powerup and easily breeze past a section you'd been stuck on. The enemies are hard to see, as are their projectiles, so you're going to get hit a lot, but the game's bizarrely generous with its full heals and checkpoints, so it isn't nearly as difficult as Marrow. But with how ineffectual your attacks feel the gameplay mostly consists of getting bashed in the face and tanking it all as your fourth full heal floats along. It doesn't feel good to play that way. It needed a lot more polish on the gameplay as far as gravity, strafing, flow, and reaction, but it's obvious the developer cares about the visuals first and foremost. I mean, hey, stick to what you're good at, but I just don't feel an action platformer was a good fit for this dev's style.
I agree it could be interesting, but also it doesn't sound like there's much more you really want to say about Exoder. I loved the towerclimb video though, and I'm having a great time working my way through the non-factorio videos rn
"If I don't talk about it, who will?" is probably one of the best reasons you can have for making a video like this. It's always great to have videos from people because they found something super interesting and want to share it with others, or it's some niche title that they're really passionate about. I think you did a great job on this one, and if you do more videos like it in the future, I'd love to watch them. This game definitely seems like a passion project from a small group as a love-letter to a very specific, very niche style of old-school action platformers, and while I'd definitely classify a lot of the design as being close to "objectively" bad, you are right in that there has to be some respect given to those who created something solely because it's something they wanted to exist, how they wanted it to be. Certainly more noble than just trend-chasing cash-grabs in theory, though maybe not in the final execution and estimate of how much "fun" the average person gets out of it.
here's the steam description. probably the most lore any of us will ever get. Marrow is a 2D, Cosmic-Horror themed, action-adventure game emphasizing challenge, puzzles, platforming, combat and navigation. Leap, crawl, slash and blast your way through the cavernous bowels of a menacing mountain in a quest to find your lost friends who now cry out for help, shrouded by the thick, living dark of the nameless peak's innards. A rotted town, crypt and Manor are merely the membrane which cover the deeper, undulating terrors left to decay countless years ago beneath the mud and rock. Marrow's setting is a burial site, made with purpose to mask the devices and cosmic crimes of those who occupied the hill's once flat terrain, now broken and mangled within the mountain's insides. Echoing within the hollows are the screeches and bellows of this realm's old inhabitants, shades and abominations seeking to forget the noxious truths and presences they uncovered with their unbridled experiments, attacking those who disrupt their shallow grave and mingling with the spirits of those seeking redemption, who are keen to guide you. You who might contain the grit and steely mind to face the mountain's darkest, imprisoned Secret and free them all from their sins. Marrow will test your wits and reflexes, forcing you to face off against dozens of enemy types, either through avoidance or confrontation using the small number of still usable blades and relics left inside the mountain. Search and explore every dark corner of Marrow's setting to increase your Grit (vitality) and Clarity (magic). Grasp new skills like Pyro-burst and Grit Regain. Use the last Luminous Orb to create tones, defend against enemy attacks and solve riddles. Enter the Fissures to uncover the Echo Realm, pull back the veil of reality and explore the world with a different perspective, but be mindful of the new dangers which dwell at the edge of normal perception. Light torches and braziers to illuminate your way, blast from spot to spot using the Orbital Anchors, and much more! Look and Listen. The Orphans are lost within the mountain, but when nearby you can hear them chanting a familiar song, one shared between you and your friends. Follow the withering melody and send the lost children back to the mountains top, to the house on the hill.
I'm honestly impressed and weirdly surprised by your commitment to finish the game. (Seeing your Factorio videos I shouldn't have been surprised I guess) If we disregard the general difficulty, no map and a lack of a clear objective. There are several points where I probably would've given up because of how cryptic the correct solution looked. You can't even google the solution because the game is too unpopulair. So uhm... GG I guess.
This is a game that would've angered me, and I would've kept pushing just to see the end of it. It has just enough charm to it to keep me curious where it all goes. Thankfully, I didn't know it existed and I now know where it goes. Lol
For a game with such... questionable design choices, the art style is fantastic. Some of these sprites remind me of the art made for that one Godzilla NES creepypasta.
dude you actually have the perfect game review / video essay voice and editing style. this is like a match made in heaven and im shocked I didnt notice it earlier
The enemy sprites are well done it just seems like they're meant to be viewed a lot closer up than at the perspective the game takes place in, especially in such darkness definitely seems like there's a lot of conflicting design decisions
One thing a lot of indie horror creators mess up is that the biggest, most universal fears are fear of the unknown and fear of death - if you keep having the player die to traps they couldn't see coming and force them to repeat content, they get used to dying and always know what's coming next, ruining your two best tools!
Only watched 8 minutes so far but I was thinking about checking Health being a limited resource to build tension but they could've still had tension by not telling your exact health instead displaying damage on your character as cuts and whatnot. They would have a more immersive way of creating tension from taking damage rather than you trying to remember your health number and counting how much damage you take. Although it would be difficult to give a precise indicator to how much health you have as you increase your health. So idk I think it would be more immersive if your damage was displayed but they both have their pros and cons. (Also idk how you would display the characters clarity immersively). EDIT: I finished the video and maybe its not the greatest idea
Take a look at how health is tracked and displayed in the PS1 era Resident Evil games. There are no numbers, just a heart rate monitor that changes from green (Fine) to yellow (Caution) to red (Danger) the more you take damage. You also start limping once you enter Caution state.
I didn't like this idea because I thought it felt generic, but I had an idea that I think made it really suit the game and wanted to share it. How does a system like that handle health upgrades? That is, if you end up having double the health, you can't just display losing 10 points of health the same way, right? Intuitively, the answer is that each point of health only has half the weight in incrementing your "status" from one stage of damage to the next (assuming doubled health). So if you have three cuts at 90/100 health, you'd need to get down to 180/200 health for the same result. But when you consider the tone and style of the game, there's another option, which is to buck that and keep the weight consistent. Instead, make health upgrades correspond to further levels of damage that go past what a person should be able to survive until you plainly resemble a walking corpse or something even worse. That is, if you're at 10/100 health, you look near-death, and at 110/200 health you look the same way, so then all the increments below that starting with 100/200 don't look survivable.
@@MopedOfJustice That second one makes extra sense considering the health is called "Grit". Shambling forward, though Death should have taken you long before now.
I feel like you could portray Clarity through the eyes. at max Clarity you look wide awake and have a clear, bright red iris. when using it up, you gain heavier bags under your eyes, and the eyes themselves start to look more bloodshot and the iris starts to look more "fractured" and cracked like porcelain. I guess the reason why it would be the eyes specifically is because Clarity represents how easy it is to understand, see, or hear something, and I feel like the eyes would the best visual tell of this when compared to comprehending eldritch beasts. so when you increase your character's Clarity, it's easier for then to comprehend what they're seeing and hearing. and I think the reason this ties into the magic system is maybe because the character's clarity regarding the world's magic allows him to use it more efficiently and take advantage of it, but it has some sort of mentally draining property?
Every so often when a game mentions Necropolis, I can't help but hear the song. Hearing it in this video was so unexpected that it felt like an out of body experience!
Despite seing how difficult and frustrating this game may be, the mystery of it somehow caught my attention. I would definitely not finish it myself but it sure is a work of art rather than a simple game.
i've never played factorio, nor have i ever cared about it. i don't know why the algorithm brought me to your channel, but between this and your video on tower climb, i've subscribed. thank you so much for sharing something that's stuck with you, and thank you for being so genuine about it. i've never heard of this game before, but that's exactly what made me so compelled to watch through it all. i love these kinds of videos! as a hobbyist game dev myself i'm all too familiar with loneliness that comes with being my own biggest fan. there's something about watching someone write an essay on something this obscure that gives me what i need to press on and keep doing what i love just because i love it. thank you so much.
Here is the thing with "Dark Souls" not having a map: It's a 3D game with landmarks... a map absolutely isn't needed. But in a 2D game, you can only see 10 feet in front of you but never what's further ahead. The devs of "Salt & Sanctuary" made the same mistake by claiming "Well, Dark Souls also doesn't have a map but it's essentially a 3D Metroidvania.".
I mean tbf, i'd argue a 3D plain also gives you way more options for movement. 2D you can only move one of 4 directions. So in a 2D game, you will always (unless there are progression blockers) be able to go Up, left, down, right and end up in the same place. There;'s also a built in measurement of distance with 2D games, with Screens. Dark Souls imo works without a map because a lot of it is linear. Most of it is pretty clearly "do this so thing will open, then do this in the new thing that opened". Not to mention the inclusion of a main hub world where you can reach most of the other areas. Like Blightown for example. There's entirely no way you're navigating through Blighttown based on landmarks. You know where to go because there's only really one way to go
@@98loud I actually don't think its just because its linear, but because its so compact. You only have so many branching paths in an area that will lead to another area, at least immediately. And by the time you find hidden alternate paths you've likely already familiarized yourself with the area in question. And in fact DS1 is actually pretty non-linear compared to 2 and 3 due to the introduction of the Master Key (something you don't get access to at the start of any subsequent game) which allows you to access the second half of the first act of the game from the moment you reach Firelink. And then after anal rodeo you get to just pick which of the bosses you want to do. Its kind of annoying how much more open ended DS1 is compared to 2 and 3. I wish they were like that, but they just aren't for a variety of reasons.
@@WhipLash42o DS2 and DS3 are as non-linear as 1. The difference if feel is that 1 follows and hourglass design with Anor Londo being the focus. Though if you consider Linear and Interconnected to be one and the same thing then I'd more be having an ontological issue than one of what is linear. DS2 is DS2 (the discussion warrants essays and not youtube comments). Ds3 gets called linear for instead of putting 3-4 linear paths at once it always gives you two paths that then split again. I do however agree with your interconnected statement. DS1 is a spider's web before Sen's Fortress.
I'd sy salt & sanctuary did have a distinct enough map that it wasn't as necessary as a metroid or castlevania game. A map would be nice, but I never quite felt like i needed it, as the map is kind of 2 loops attached to a straight line
The thing is that each area of dark souls is different and memorable enough, with a lot of distinct visual landmarks that end up making it easy to remember and have it mapped in your head. This game does not have a map, while having areas that blend with each other on top of being so god damn dark it is impossible to even know where you're going on the screen.
Keep making variety content. Full stop. Hell make more, this video stands as a testament that you have the structure and ability down, too many folks let themselves get comfortable into a niche community and have creativity nipped in the bud by the limitation of their choice game. Keep your horizons broad.
I want to thank you Dosh. Thanks to your video i got interested in this game. I ended up getting it gifted to me and managed to beat it. This had to be by far the hardest thing i have ever played and i have played some devilishly hard difficulties in games (looking at you Cave Story+ on hard mode). Thank you for the assistance on some of the more obscure stuff with your excellent video review. Even though i had a mostly good time i'm probably not gonna pick this one up again. Rest in piece Marrow.
Welcome to the elite corps of Marrow players. I'm surprised even one person beat it because of this video. If I had to say one thing about marrow, I'd say it's an *experience* with a voice that is halfway sarcastic and halfway genuine.
Watching you play through this game made me feel like I'm going through the motions of a toxic relationship while suffering from depression, anxiety, and ADHD. You're an incredible person for getting through this lol
This game gives me the same feels old complicated levels from Little Big Planet 2 gave me growing up: soul and heart was visibly put into them, but with no gamedev knowledge awkward or straight up bad game mechanics slip through in the final product unnoticed, leading you to like what you played but still having basically more things you hate about it than the ones you enjoyed
Hey, it's me. The only fan who watches your channel for videos like this instead of factorio(apparently). As your only non factorio fan I say to you...keep making videos like this! Couldnt stop laughing and made my day. Thanks. Also, you may appreciate the irony that I only discovered your factorio videos because i watched your Marrow video first.
In many ways, the work of a critic is easy. We risk very little, yet enjoy a position over those who offer up their work and their selves to our judgment. We thrive on negative criticism, which is fun to write and to read. But the bitter truth we critics must face, is that in the grand scheme of things, the average piece of junk is probably more meaningful than our criticism designating it so. But there are times when a critic truly risks something, and that is in the discovery and defense of the new. The world is often unkind to new talent, new creations. The new needs friends. Last night, I experienced something new: an extraordinary game from a singularly unexpected source. To say that both the game and its gameplay have challenged my preconceptions about good is a gross understatement. They have rocked me to my core. In the past, I have made no secret of my disdain for Game reviewer's famous motto, "Anyone can develop a game." But I realize, only now do I truly understand what they meant. Not everyone can become a great gamedev; but a great game can come from anywhere. It is difficult to imagine more humble origins than those of Marrow, which is, in this critic's opinion, nothing less than the finest game in the world. I will be returning to Marrow soon, hungry for more.
odd thing to note but the aesthetics of the game bare a striking resemblance to the latter chapters of Godzilla NES creepypasta, particularly the levels of the last world and particularly the seeker boss
This game and video format really makes me think of something Ross Scott would review on game dungeon. It's always really interesting to see something obscure but high quality get a spotlight on it with this sort of play-by-play review. I appreciate these videos a lot.
I thoroughly enjoyed the video and hope you make more content like this in the future. I have enjoyed your Factorio content and remember you mentioning the time it takes to make videos. I hope you continue to make videos like that and this. I really like your channel and also hope that you find some algorithmic growth soon; you definitely have quality deserving of it.
I find it fascinating how this one video randomly gracing my recommendations led me to an interesting creator, over a year after it was posted, and in an unfortunate position between two significantly better-viewed videos. Most people would be discouraged by taking a dent in views like that, but seeing more recent videos of yours shows that same spirit and enthusiasm maintained. Hell yes.
I come to this video every so often. Usually when I can't sleep. I'm not really a PC player so I doubt I'll ever get a chance to play this. But watching the gameplay and hearing the walkthrough is enough for me to get a jolly out of it. Also the art and monsters in this game are hella rad
53:02 the boss's position is determined by the panning of the screaming sound effect. If you hear it on your left ear then it's on the left. But it does teleport randomly and I think every time a new scream starts also indicates a teleport happening
lmao 28:32 When you just selected "Quit" after figuring out what to do only to die in the end I felt that. I'm only watching your preview but Marrow seems to be designed with the punishing style of Eric Chahi's "Another World/Out Of This World" and "Heart Of Darkness" where part of the puzzle solving encourages you to die to try figuring out what the puzzle even is. But compared to those two, Another World is more forgiving because if you fail (aka die) you just respawn in the room you died in. Also, progression is linear, and Chahi's idea of puzzle solving requires you to backtrack and solve a puzzle 2 rooms back to solve the major puzzle blocking your way to progress the level. Still, Marrow's design could use some polish especially with enemy placements, allowing directional attacks and save rooms. Puzzles based on sound is a 50-50 for me because I'm hard of hearing. Chances of me figuring out what the puzzle is based on sound will be low. I know I'll sound like a Karen and casual but, the entire game doesn't look like it's been beta-tested because dark red thin font against black with atmospheric shadow effect? Not good. Subverting established gameplay mechanics as an attempt to change things up? Definitely not good. And your whole run with the Ferry Skull, and Laboratory Harp puzzle is one of Marrow's biggest problems. If Marrow came out in the late 80s or 90s it's gonna be a cult hit because of its obscure directions and punishing design. With the current state of video game design today where "if a game doesn't tell you what to do then it's bad design"..... yeah.
I had vibes of "Another World" too! I'm not really sure where it comes from other than the protagonist endlessly moving through rooms, trying not to die, trying to figure out what to do.
Watched the entire 58 min video. Very insightful and interesting. Personally I wouldn’t play a game like this but, hearing your commentary and point of view of what makes a game “good” kept me hooked. I was engaged through it all. I just discovered your channel and I have to say I love it. Keep up the good work.
This is the most engaged I've been in a review slash video essay for a long time. This was good and I wouldn't be disappointed if you decided to do something else like it in the future.
This is without a doubt one of the best videos I've watched, not only because you have a nice voice, and not only because of seeing this strange game, but because of the commentary. You explored the concept of what it means to be good, which to me was super interesting, and you showed how even games like this have a beauty to them, and are "good", even when the vast majority think they are not.
watching this right before the point where I start to get tired, and just sinking deeper and deeper into exhaustion while I watch is quite the experience
What a glorious video. I can't believe somebody made an hour long video on just to talk about this hidden gem. I share just about all of your thoughts on the game. I found out about this game years ago because of an offhand comment some random guy who I don't even know made that got buried in a sea of other comments while everyone was discussing metroidvanias. I checked it out on Steam and was immediately drawn in by the art style, I then checked the handful of reviews the game had and almost everybody hated it, but the one thing they all hated it for was the difficulty. I decided to ignore all the other reviewers and pick it up anyway and man, the joy and pain I felt going through this game was unreal. A cryptic game with basically no dialogue, pitch black areas, no map, crazy puzzles, high difficulty, lots of bullshit and no guides? You literally can't find many games like this anymore. I was one of the first people to not only beat the game, but to 100% it and I can't tell you how good that felt. Gave off the same vibes I imagine an explorer feels when they find land that no other man has set foot on. Like you too, I find this game always creeping its way into the forefront of my mind over AAA titles. Marrow will always be one of those games that is so unique, you will never get the experience this game can give from any other game. So while I can't recommend any other games like Marrow to you, because as far as I'm aware there simply are non, I would like to take this time to recommend just a few other games to you that can give you that same air of uniqueness which you won't find elsewhere. Rainworld and La-Mulana 1&2. Highly recommend you try them out. Highly recommend you don't resort to outside help with them (or if you do, you keep it to a minimum). Regardless, I appreciate this video. The last thing I expected this long after Marrow's release was a video like this covering it, and to be fair a regular run of the mill review video just wouldn't feel right for it and probably wouldn't have done it justice because the fact is the game does have a lot of janky shit in it. No, rather I prefer this style of video.
Dude, you have something here. You're presentation, editing, great voice, and long videos are, at least for me, prefect. I like the darker horror games and would love if you played more, I will probably love anything you put out. Watching you play this reminds me of playing older Japanese rpg maker games. Anywho, amazing content! Watching your videos before bed the last few days has calmed me down a bunch. Whether you main factorio content, or down right stop all together, I think I'll stick it out. I hope you continue with the great content, but don't burn or stress yourself out. Thank you!
I was trying to pinpoint the feeling your videos give and honestly after my second rewatch of tower climb and third of marrow, I think I figured it out. you feel like that person in someone's life who's better at every game they've ever played than you could ever be explaining how to get through an incredibly hard game you just so happened to have shared. that's probably why I love these videos, the factorio videos are great aswell but I'm pretty sure you can make anything interesting. (I haven't ever played factorio but I still watch those videos from time to time) thank you for making these videos.
8 month old video just found your channel, i already loved the video and your delivery. But then you had to go and play a clip from one of my favorite Manilla Road songs. You sir are a gentleman and a scholar.
This was one of the best, most thoughtful reviews I’ve ever watched. Your commentary took me back to when I first started gaming as a kid in the mid 90s. Back to when I didn’t even have the vocabulary to describe gameplay. Back when I still referred to the L and R buttons as “the shoulder buttons” and didn’t know there was a way to un-invert my controls. Just gameplay at its purest. Thank you ❤
This was awesome. I thoroughly enjoyed this, while I have absolutely no interest in playing marrow, you're narration was stellar. You're voice and cadance puts this in the same vein as Ahoys video essays. If you wanted to do more of these, i'd be interested.
I usually don't write comments and this is a 7 month old video but this is probably my 20th time watching. I can't explain the entertainment I get from your videos and I can't find that feeling on any other channel. Please god I need more videos like this...
I was planning on letting this play on my second monitor while I played another game myself, but then it hooked me, and I couldnt spare the attention to play the game I had open. Was actually a pretty good video-essay/walkthrough overall and finds its seat nicely in my library of video essays. Well made Dosh
I don't know why, but I come back to this video on average every month, watched it around 10 times already since I found it around December. I rewatched most of videos on the channel, but this one is something else, Marrow is just beautiful and incredibly climatic, will never play it though unless some catastrophic drunken bet happens
I have spent the past few days binging your content and I have to say it's all great. I really enjoyed the Necropolis bit, introduced me to a cool new band, thank you.
you have a good presentation, and nice humor. I like the deeper aspects of life and problems you find yourself trekking down. if you did videos like this and just as long I and many others are definitely going to be there.
As someone who hasn't played Factorio nor has any intention to (sorry), this is the first video I've seen from the channel, and damn, this was incredibly interesting. Marrow is the kind of game I'm really glad exists, but would never get anywhere near due to the numerous design decisions you mentioned, so I'm happy this video exists as a way of "experiencing" the game without suffering through it, even if it's nothing but a glimpse of what you'd feel when properly immersed in that world.
I've rewatched this video like three times now and i wanna add I appreciate the subtitles a lot, they're really helpful! Also this i s a really well done video essay.
Now these are the sort of games I love to find. Something so weird and niche it's hard not to appreciate for its uniqueness. And like you said it shows some artistic purity in making deliberate decisions that may push many away, but services the creator's vision. That's something I can greatly get behind and why I love video games as a medium. If I had to say one reason I appreciate seeing these sort of games is that I hope to one day manage to externally represent and express my own thoughts and feelings in a way at least some others can enjoy. There's something admirable in the pursuit of that I feel. And it's a feeling I get from playing a game like this. Also while I've enjoyed your Factorio videos and it's how I originally came to find your channel, I think seeing more videos like this from you would be an excellent addition!
Also, I believe I know why the health is blue and the magic is red - all of Igarashi's Castlevania games also had that iconography, affecting both the health/manabars and the potions. (So presumably the dev played them and got inspired by them, which is why this is a metroidvania) And that choice is probably in turn because the old (stage-based action) Castlevania games used hearts as ammo pickups, so the red color was already associated with special attacks.
Thank you for making this video. Both it and the game were well done, although I'm more likely to re-experience Marrow by watching this again than play the game. The tragedy of Marrow lies in the fact that it's genuinely well made, to the point where it could have become a cult classic Metroid imitator with a few different decisions. However, due to preference or inexperience, the developer did not make those decisions, and thus the game is frustratingly hard instead of just hard. With slightly better save placement, less infinitely respawning enemies (especially during boss fights), a bit more environmental signposting, and maybe a flashlight that is replaced by the light upgrades, Marrow could have gotten better word of mouth. As it stands, I'm glad I've seen it, and I hope the creator is doing well.
it looks like the kind of game that will have a lame ending, even after all that torture you get a "the end" or something between those lines you die and your things float away on the blood river... called it
Such a shame how many of these kinda games just absolutely cop out on the ending. Super Metroid is old af and had a great, fitting ending. And people like to go "Oh but nintendo money and polish", but even Blasphemous, a game very similar to Marrow, has a fantastic ending. And that's a goddamn slideshow, but it's still epic, just because it was very fitting and well thought out. Just going "Umm, and then you die and then it ends" feels almost like the developer giving up because they just wanted to release the game.
I've been waiting to watch more factorio content from you for the past week now, so when I saw this upload I was on the fence about it, but after watching the whole thing, I think this video was really interesting! I especially enjoyed the commentary about the definition of good.
Started from your newer la mulana video and i must say... BOTH your analysis style and the choice of what game you look at is extremely interesting. Keep up the good work!
This is some great stuff, I love essay type videos. I hope there's more stuff like this coming Now, if you'll excuse me, I have some Factorio videos to binge
Hmph, It's not often you see a 15% like percentage. Great work by the way, The videos you make are a perfect blend of depth and obscurity, while not making them long-winded or boring like a long series. Or giving too little content in short videos. It Feels like you are distilling the best parts of a game while not cutting out the parts that are essential. PS: don't worry about voicing your unfinished ideas or even opinions. As many who know less and have thought less freely share theirs.
I'm the opposite end of the engineering pipeline from you, a production welder, so my enjoyment of factorio is mostly academic, it's a game I can't play explained by someone who can. This is sort of similar, but also really talking about what makes the game have feel and texture. I like this. The way your mind works lends itself well to this method of discussion.
I think you're a great video essayist or whatever. Your presentation and the points you raised about subjectivity, marketability, and art were informative and entertaining. Plus, you've got a great sense of humor, and I like your voice. I look forward to whatever you put out next!
Good is partially objective and partially subjective. They are clearly objective things that make the game better or worse, like if it lags or not. Then there are clearly subjective things like not having a minimap - adds to the atmosphere for some, but is terrible for others. Then there are things in the middle that seem objectively bad on one hand - for example misaligned hitboxes - but some people will enjoy them. And interesting take would be to say that game being good and you enjoying it are two separate things, but what good is a definition of "good" if it's unrelated to how people receive a thing?
This was a very good watch, and I think I might just give this game a try. I do have a game recommendation for you, it is called Lisa: The Painful. I am only about 15 hours in, but it is a very unique game. A story driven RPG, and with slight horror aspects. It definitely has it's charm, and... "slightly" more positive reviews. I hope you give this game a try or at least look into it.
I've tried LISA years ago but couldn't quite get into it. Might try it again one day If you do play Marrow just know that I'm not responsible for any emotions that may come as a result
I find it very hard to stay focused during 20 min videos much less an hour long ones, but this and la-mulana videos have managed to captivate me from beginning to end. Please continue this sort of videos.
cats play to fulfill psychological needs such as self-actualization, the need for competition & problem solving too. i know its basically completely besides the point of the video but i find it interesting to know that cats can develop self esteem issues that damage their mental (& therefor physical) health, that can be relieved by performing the role of a dominant predator during play. You can see a part of this in lion cubs biting their father & him pretending to be in pain from it -- which is adorable
As an avid self-harmer, this game and your analysis speaks to me. Following a severe accident that destroyed my left ankle, my right hip, and right elbow, requiring 4 extremely invasive orthopedic surgeries with long recoveries, I have developed a deep devotion towards pain, and the feelings of recovery, regrowth, and mastery it invokes. Thank you for this recommendation. Coincidentally, my name is also Daniel.
I really like the sort of combination of video game narration and spontaneous commentary about roughly the same topic, since it's honestly how my brain works whenever I play games. It's something unique on youtube that I haven't really seen before and it works really well in video format
49:17 I disagree with your assessment; you've managed to keep my uninterrupted attention throughout the entire video and by my own admittance I'm a very fussy, particular and impatient person when it comes to the video content I consume, and anything that can give me much-needed distraction during what are proving to be very ugly days and hours for me is precious and worth cherishing. People do not slide out of the amniotic muck with the ability to write a thrilling book or construct an intricate mechanical automaton; keep at it and I think you'll find your stride making video analyses like this. You've earned my subscription.
an hour+ videos of either dissections of games, or just the journey through them, is what i live for. From obscure titles no one has ever heard of, to things way more established. just hit me with that good shit.
Just found you yesterday, watched all your factorio videos multiple times and now this. Holy crap I would have given up on this game after maybe half an hour. I can't even imagine the tenacity you displayed here. Also, cudos for making what seems like an entirely niche game somewhat entertaining to watch. You have a very distinctive way of speaking and presenting your point ... it's really refreshing and I could just listen to you talk about anything for hours. Please continue making videos. It's very enjoyable to watch and listen.