A Game Called Marrow And What it Means to be Good

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In this video, I feel it in my bones.

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I know it's not Factorio, please don't hurt me
(I promise Space Exploration's next)

DoshDoshington
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Did you make me like and appreciate this game?
Yes!
Did you make me want to play it?
Not a chance!

bottlekruiser
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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

CreeperDude-cmwv
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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.

alacer
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I feel like this game is peak "dev making the kinda game they wanna play" and I respect that a lot.

RegalRoyalWasTaken
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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

TheNextDecade
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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.

tinggggggggggggggggggggggggggg
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The final boss being obnoxiously invisible seems somehow deeply appropriate for this game.

CantusTropus
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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.

slamfistlord
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"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.

MrDrCthulhu
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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

bartoszkrawczyk
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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.

cookiecan
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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.

ProffessorYellow
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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!

GameDevYal
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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

dahdumbguy
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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

fartface
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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.

tootietooter
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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.

kashirra
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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.

ThisChannelIsNoLongerActive
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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

UglyBuckle