A Game Called Marrow And What it Means to be Good

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Hello and welcome. Today I'd like to talk about a  game I'm willing to bet you haven't heard of it's   a game called Marrow. it's an indie Metroidvania  game on steam, and as you can see it hasn't had   the most sterling career. It came out in 2016,  and at the time of making this video, it's   63 percent positive with only 22 reviews. There  are zero people playing it right now and it boasts   an all-time peak of three concurrent players. So  is it a good game? Hmm well, It's complicated. I   was on the fence about making this video but if i  don't talk about it who will? I feel like i had a   divine visitation, like it's my duty to talk  about this game or something bad will happen.   Now Marrow does bill itself as a horror game,  so if you don't have your mom's permission,   uh... Don't close the video because I need the  engagement, but maybe just close your eyes or   something. Anyway the game starts with this  text, "Awaken in the Nightmare." which feels a   little on the nose but I'm not going to nitpick  pretty much the only line in the entire game.   So you wake up or, "awaken" to a house filled  with empty beds but no one else around. You head   downstairs only to find it just as deserted and a  strange hole in the ground. Standing before it you   can see these images flash and might notice that  they appear suspiciously similar to the figures on   the start menu. With nothing else to do, you head  into the basement and find a tunnel which you can   crawl through. This is the start of the game. Your  name is Daniel—though I had to beat the game to   figure that one out—and all of your friends have  suddenly vanished in the middle of the night.   Now the game doesn't tell you any of this,  you're just expected to suss it out for yourself.   The first thing you'll notice about  this game is that it's extremely dark,   and I don't mean that just in tone. I  recommend playing this game in a dark room,   not necessarily because of the atmosphere,  but because it's easier to see the screen.   Basically all you're doing here is getting  used to the controls. The platforming is   simple and responsive. It doesn't have any weird  delays, you have full strafe control midair,   and the gravity feels appropriate. Also these  weird things keep appearing for one frame Down here is where you encounter your first  enemy; this green thing with no arms. And if   you get close it screams at you. There's no  way of attacking it so we gotta go around. We go down here, take some fall damage, and come  to an impassable wall. Fortunately there's a   switch right below. It also subtly shows that  those glowing flies are there to help you.   Going through the wall we come to a strange  statue which we soon realize is a save point. And it does that every time you save. Then  there's some platforming over enemies that   are barely visible, and then that leads to this.  Yes it's a weapon. There is combat in this game.   But giving you a clumsy weapon is pretty standard  in horror games. It generally encourages running   away from monsters instead of fighting them.  In the next area there's some wall crawlers   straight out of Metroid. These platforms are  half transparent, but if we go down here and   hit a switch a timer activates. Then we can climb  up and get the first health upgrade. Except it's   not called health, it's called grit. And it's blue  instead of red. This is only the beginning. The   combat is straightforward, if a little janky.  You just click and you attack. That's it.   Now I'd like to introduce the main combat strategy  in this game. It's something I'd like to call ABJ:   Always Be Jumping. Standing on the ground locks  you into an attack animation, but if you're   airborne you can strafe, and when you touch the  ground it cancels your attack animation so you   can attack again sooner. Anyway down here is an  extremely dark room. You can't see anything. So we   don't go there, we go this way there's this statue  that holds an amulet. We grab it, and as you can   see, it makes the area much brighter. Going back,  it's still dark as hell, but we can see more.   And that's basically all the mechanics. Now the  question becomes, why is it rated so poorly? It's   not the best looking game sure, but it's got a  distinct style that was enough to get me to buy   it in the first place, and the controls aren't  terrible, at least by my standards. I've seen   worse games on steam, so why? Well the mystery  starts to unravel once you leave this tutorial   area. The game opens up, more paths appear, and  then you realize you have no map. Okay you can   live with that, but then you take some damage and  start wondering where your health is. And there   it is, but now it's gone. I had to press F to see  it, but if I press it again nothing happens. Guess   what? That was the only time I'm allowed to look  at my health. Not until I get to another save room   at least. That's right, checking your health is  a limited resource. Also, there's no start menu,   and there's not even a way to pause. Plus the only  way to heal is to save. Bizarre as these design   choices are, I don't think they're deal breakers,  but the mystery is starting to unravel. Anyway we   go up here and we find this. This is one of the 13  orphans, or at least their soul I guess. They're   hidden all throughout the game, but fortunately  there's a sound cue to tell you when one's nearby. And any game wanting to be like Metroid  needs the obscure hidden power-ups. So I get that and die soon after. I'm back at the save point, and that  means I need to run all the way back,   but that thing I just picked up?  Well I need to go get it again.   Unlike most modern games, anything you pick up  is lost unless you save after grabbing it. It was   pretty standard in older games but these days I'd  say the practice has mostly fallen out of favor.   By the way that red number is my magic yep  they're reversed, and it's called clarity instead. Now we enter the next area called Windheim. Or not because i ran into an enemy  that's practically invisible. So I'm back here again, and that means, you  guessed it, I need to get the collectibles again.   Remember when I said that horror games generally  make combat clumsy in order to discourage   fighting? Well in Marrow it is absolutely  necessary. The combat is a core mechanic,   so you better practice your ABJ. According to  the steam store page, this whole game takes   place inside of a mountain. Anyway at the bottom  we come to this pool of not blood, but the titular   substance "marrow" and then there's this thing  which warps us here. It's this game's form of   quick travel and that means backtracking. All of  this game's design choices are not unintentional.   The lack of a map could possibly be dismissed as  laziness, but the fact that checking your health   was made a limited resource displays a willful  deviation from gaming convention. The original   Metroid and Metroid 2 had no map, but it was  probably due to hardware limitations considering   a mapping system was added in Super Metroid.  Now the 2014 game Subnautica doesn't have a map,   and neither do the Dark Souls games, so there is  a precedent in favor of missing or limited maps.   The goal is to make the player feel lost,  confused, to force them to engage with the   world on a deeper level. But confusion can quickly  turn to irritation and even when handled well,   there will always be players lost to this  approach, and clearly Marrow lost a lot of people.   But that alone I don't think is enough, and  then this happens. You're trapped so you try to   attack it but you just take damage. Whatever this  thing is it clearly doesn't like you very much. And then these appear you might remember  seeing them briefly at the beginning.   Whoever they are they're here to help. Undeterred we continue on. In spite of  Marrow's low play count and ratings, I   don't think the lack of a map was the cause. It's  not impossible to find your way around without it,   and it does lend itself to the atmosphere.  Also, not displaying the health does clear   up the screen, which helps immersion. But it is  difficult to defend it being a limited resource.   For what it's worth not knowing your health  does add some element of tension, but   that is what i like to call a Pyrrhic victory.  No I think the real problem lies elsewhere. Then you hear that scream from before and a bunch  of red stuff starts chasing you up the screen.   If you were wondering whether or  not it's an instant kill, it is. So the second time around I don't suck nearly  as much, but as you can see, platforming is a   major part of this game. Fortunately the controls  aren't bad and it does feel like your fault when   you screw up. If you survive the Familiar's crazy  kool-aid climb, you'll be treated to a new area—oh   yeah that thing's called the familiar by the way  another thing you'll only learn at the end of the   game. There's nothing to the left but a bunch  of whispering voices, so we'd better go right.   Obviously it's some kind of graveyard. So we go in here and we're immediately dropped  into a huge room. There's narrow platforms, these   spinning blades keep spawning underneath you, and  there's things crawling everywhere. There's spikes   on the floor and you'd better hope you went to  the left first and ended up hitting this switch,   because if you went much deeper without it you're  in for a world of confusion. Oh yeah, and see this   this easy to miss switch I can't press? Who knows  why I can't press it, but you'd better remember   it. And after that platforming we come in here and  learn that this area is called the Honored Refuse,   and given that it's filled with coffins  I'm sure you can guess who's the refuse.   So the game's a little cryptic, sure but that's  not the real reason the game is rated so poorly;   it's because it's hard. Once you reach this area  all the pieces start coming together the game's   cryptic, and it's hard. The game's confusing,  and it's hard. It's got no map and it's hard.   See the pattern? All of these things on their own  would have been manageable, but combine that with   a high difficulty and we finally get the whole  picture. Individually the encounters in this   game aren't that difficult, but you're eventually  going to take damage, and it'll whittle you down   room by room by room. And then you'll die  without ever finding out what's at the end,   and then you'll just sit in the save room  and realize you need to do it all over again.   So yeah mystery solved. Anyway after wandering  around we come to this passageway that looks   suspiciously like an exit, but the flies are all  red and there's this weird noise too. Sure enough,   try to walk past the grave and we're immediately  put down to one hp. So that's not it. What we   really want to do is go down this tube filled with  coffins, avoid the infinitely spawning enemies,   and make it all the way to here without taking too  much damage. This glowing totem is the answer and   when we touch it the screen goes all weird and  suddenly we're a weird frog tadpole thing being   attacked endlessly by flying fetus things. The  game calls this the echo realm, and when you're   like this you can't attack, only jump around and  try not to die. If you manage not to die you'll   come up somewhere familiar. You're presented with  two ways to go, and hopefully you'll choose left   first. Now we're back in the first room except  it's even harder to see and we can't attack. If you've remembered that switch, good job,  because we can only press it when we're in this   form. Now we need to do a blind jump. The lack  of vision makes this a little tough. We make   it the second time though. Now we go to the right  and up so we drop through this thing that changes   us back. And the game drops us off right in the  area before that invisible thing over the grave.   it might seem like the game's trying  to tell you to go that way, but don't.   What you really opened up was somewhere else, and  more importantly, go save, because if you die now   you'll need to do that whole thing over again. So  now we can go this way, crawl under all this crap,   and finally kill this big thing at the top  so we can get back into the echo realm. This will allow us to go to that grave while being  inside the echo realm. It's full of eyes and now   we can see just what it was that was blocking our  way. It'll still kill us, but fortunately the echo   realm allows us to go underneath it. And that's  that area. We're rewarded with another save room. And then there's this area it's got a fountain  and some statues it was probably nice once. We see a dead person who is suspiciously not  malformed and we learned that this place is   called the Stuland Manor, a new place  for us to roam around and get lost in.   There's a conundrum on our hands. There's about  a million reasons for me to hate this game,   but i don't. So this is gonna take some  examination. One question is what does   it mean to be good? Well if you look it up on  google you'll get about a billion definitions,   but we're going to be focusing on the first,  "something inherently desirable or agreeable."   In the context of video games, that would make  it something entertaining or engaging. Now what   constitutes good is a broad topic which would fall  under the purview of your conundrums of axiology,   which is beyond the scope of this video. But i  don't think I'm going to start any fires when   I say that "good" is a subjective term. What one  finds entertaining another might find frustrating.   If you look at any rating aggregation site,  be it steam, rate your music, or my anime,   list you will invariably come across people who  don't like what you like. Believe it or not,   there's even people who don't like my videos.  Even your favorite album will have its detractors.   Lower life forms they may be, the point still  stands. There isn't anything universally agreed   upon as good. A rating is really just a Gaussian  distribution, or, the chance that you'll be in the   group that thinks it's good. However even though  97 percent of people on steam think Factorio is   good, that doesn't mean 97 of humanity would share  this opinion even though they SHOUL—What it really   means is that of the people already predisposed to  purchase Factorio, of those who bothered to review   it, 97 percent think it's worth recommending. It's  a form of sampling bias. Everything is biased. And   while it does point towards the game being good,  it's still inherently biased. So if reviews are   biased, we can look at sales. But WII sports  is the fourth best-selling game of all time,   and i don't think many people are going to argue  that it's the fourth best game of all time.   While total sales and aggregate scores are  excellent at pointing you towards things that   are generally found good by other people,  they're by no means a guarantee for you,   or even in general. You know, I don't even know  why I bothered saying all that when I could have   just shown you THIS. According to popularity and  ratings, this "game" is superior to Marrow. This.   Oh~ I guess when people say a picture is  worth a thousand words this is what they mean.   Ultimately though, good is still subjective.  Anyway, we're going through this area, get   jump scared by this guy, and ultimately die to a  drip in the ceiling so now I need to do it again. We practice our ABJ on this faceless jumping  swordfoot thing, rescue the crusty skull from   the swarm of weird skull flies, and avoid  dying to the giant instant kill monster.   You know... Normal stuff. Then we  meet this guy again and we're back. Over here we grab what looks like a clarity  upgrade, but it's actually our first   magic spell. There's also this thing  stuck to the ceiling, clearly not   having a good time. Something interesting  I noticed is that the sounds it makes... ...are the same as the ones you'll hear above  this pool of marrow in the Honored Refuse.   Just something interesting. I do think this  game has some very cool monster designs.   Anyway, with the flame burst, now we can light  these torches and also destroy these yellow walls,   which the game successfully clues you in on. It's  used mostly for solving a variety of puzzles,   but you can also use it against enemies,  though stabbing them is usually better.   Now we're exploring the upstairs and here we  come across that guy again staring out a window.   Thanks to my keen gamer  instincts, I find this area.   In this game, you're going to  want every upgrade you can find. In here we find more of those faceless things,  and as you can see, ABJ is so powerful, even the   enemies use it. I'm sure these chalkboards are  interesting for lore reasons but I've got other   things to worry about. Another quirk of this  game is that some enemies can look the same,   but have wildly different behaviors. These  guys are about a medium level of bounce   while this guy goes absolutely mental. I hate  this guy, I really do. I mean it! I hate him! Anyway your reward for defeating the boss  is the ability to light this fireplace,   which damages you, because of course it  does. But it also lets us go in here,   and do our eyes deceive? Yes,  yes it is. It's a weapon upgrade!   This rapier has twice the damage and  twice the range of our old dagger,   although it seems something is less than happy  about that because the house is trying to stab us. Remember to save. And I totally did this on my  first try. It's not like i died to that jumping   guy three times. In here we've got this fancy  bedroom and another fireplace to light which,   guess what, does damage. There's also this  skeleton in the bed and when you try to   leave there's a ton of enemies that spawned in  your path. Fortunately the upgraded sword makes   this a lot easier. Around the top of the manor you  find a mirror, and you just stare at it for a bit.   You stab it, and then try some other stuff, and  then you realize that the answer actually was   stabbing it, just in the right place. It leads you  in here to this weird psychedelic mirror realm.   I don't like how it looks in here, but now it's  time for me to introduce another quirk of this   game. Remember when I said that two enemies can  look the same but have different behaviors? Well   they can also have different amounts of health  too. This one takes three hits to kill, while   this other one took five. Yep, you heard right.  It's an interesting design choice to be sure,   but I can see the logic behind wanting to  fake you out in a horror game like that,   because most things have predictable amounts  of health, but you never really know.   Anyway I've been talking too long with this  place as the backdrop. We get to the top and   find an upgrade for our amulet which makes  everything brighter and thank god for that.   Now we can see the whole screen, albeit faintly.  Also there's an orphan over here but I'm getting   out of this place. After upgrading our amulet and  weapon, there's one more upgrade left to get here.   After lighting all the fireplaces we can  get this earring which reduces the amount   of damage we take. Highly recommended  and yes it does show up on our model. Hmm... Welcome to the first boss of Marrow—sorry, I mean  second boss. This is probably the only thing that   actually startled me. The way it just pops in  immediately, it's just... It's just great. This   is the Patriarch, and the blades he summons might  look familiar I also have on good authority that   the skeleton in that bed is supposed to be him,  which means this is his discarnate spirit or   something. He has three attacks: summoning blades,  making rocks fall from the ceiling, and shooting   some glowing bouncing orb out of his forehead.  Visually the boss looks great, but this is where   it gets a little stinky. The screen is too dark  to see the rocks falling from the ceiling before   they hit you and there's no warning when the orb  is going to shoot out and bean you in the face.   Combine that with the fact that you need to be  jumping to hit him which makes it difficult to   dodge and you have a boss that's about 50 percent  skill and 50 percent luck. So inevitably you're   going to die, but the save points right there  so you don't really have an excuse to give up.   All that said, the boss isn't actually that hard.  You just gotta hit him in the forehead 50 times.   After you hit him 25 times you get a second  phase, which is basically the same except   all the attacks are faster. And then he dies.  I highly recommend going to the left and saving   before going right. We meet this guy  again and he tells us to go over here. Now we're in the reservoir, but the reservoir of  what? Well, marrow. It's probably about time I   explained it. according to the lore, marrow  is what happens "when the universe bleeds."   Basically it's a substance created by tearing  reality and has strange mutagenic properties   which explains the reservoir, the labs  inside the manor, the overfilled graveyard,   and all the weird monsters running about.  There's clearly some thought put into the   world. It's trying to tell a story in a  hands-off approach, which I appreciate.   Its visual style is the best thing it has going  for it, and there is a method to its madness,   but it would have benefited from some more upfront  clues. Most of what I just said were only things   I figured out after playing through the entire  game, and if you don't read the store page you'd   have no idea what's going on. Though at the end  of the day, the setting is what kept me going.   Over here we have a very important item called  the luminous orb. We're going to need this to   solve several puzzles, and the game congratulates  you for finding such an important item by shooting   you in the face. Anyway, if we hold C and press  directions we can change the color of the orb,   and if we match the colors correctly,  we can reflect this thing's projectiles.   Remembering which direction which  color goes to is a bit of a pain. The fly over there seems to resonate  with our color and produces sound.   I'm sure it's important for lore reasons,  but more importantly it's for puzzle reasons. After we kill that thing, a passage opens up,  which allows us to get back into the manor.   And that's pretty useful because there's  this psychedelic bathroom over here. Walking in any further hurts us,  but if we listen to the sounds   and replicate them with our orb, this happens... Once again, our reward is  getting attacked. Anyway—deal   with that and we found another orphan.  Now I might as well take this time to   use these warp gates and unlock some of  the areas that were inaccessible before.   Like this area here that had a previously  impassable chasm, but if you noticed the blinking   light in the background you might remember to  come back here once you get the orb. Once again,   there's another orphan. Over here's an area  that we needed the flame burst to get through.   There's some platforming in the echo realm and  guess what's at the top it's another orphan. This time though we gain a spell called grit  regain. It allows us to use our magic to heal   ourselves, and while I'm not complaining, it means  our magic pool is now essentially our health pool.   So from a gameplay standpoint, that means that  using magic to hurl fireballs essentially deals   us one damage so guess what we won't be  using outside of puzzles? Here's some   invisible enemies that you can only see if you  tap the orb. This game is full of surprises. Oh yeah, I forgot. There's also a back dash move,  but it's literally only useful for damage boosting   through enemies. So previously we talked about  how good is subjective, and while that is true,   that doesn't mean that every person has their own  wildly unique idea of good. We're all human...   I... assume. So broadly speaking, our brains  all work the same. Generally you'll see people   self-segregating around genres, so you'll have  something like the guy who prefers role-playing   games, the guy who prefers first-person shooters,  or the guy at work who will bring up Skyrim then   look confused if you bring up Oblivion. To the  individual, the concept of good often becomes   a question of which of those clusters the game  falls under. This is perhaps a little reductive,   but not unreasonable I don't think, and an  individual can overlap with several clusters.   As for Marrow, its cluster is apparently weirdos  like me, which is an admittedly small market.   Having said that, I'd also like to touch on the  topic of what you could consider "objectively   good." Things that are good regardless  of personal tastes. I suppose the most   foundational example would be something that does  not cause pain, so the crazy bus theme is out.   In the context of this game, something objectively  good would be that it plays a sound cue when you   hit a switch to let you know a passage opened up.  Graphical fidelity is probably also objectively   good, but that breaks into a whole topic of cost  benefit optimization I'm not ready to go into   since anyone can think of a way to improve  something given infinite resources. All I'm   really trying to say is that there are things that  supersede taste, and while it may be subjective,   it often clusters together in very tangible  ways. Hopefully by now you've mastered your ABJ,   because there's monsters that require  it. The whole point of the reservoir is   to fall down this tube and find this place  where we can go back into the echo realm.   After some more annoying blind platforming  we can go in here and hit this switch. Which lets us save this orphan. You didn't  know how hard this one was to get because   you didn't get to experience the terrible layout  of this place. The most obvious path is directly   underneath where you first come into the  reservoir, but it is completely pointless   unless you're in the echo realm after coming in  way from the right. Not only that, but down here   contains the only save point in the entire area  which tricks you into thinking you're in the right   place, but it actually makes it harder to get  where you need to go. Let me just restate this,   the only save point in the entire area is actively  worse than the save point at the previous area.   And if that weren't bad enough, it's immediately  guarded by these things that respawn every time   you save. So now that I actually want to  leave this area, I need to backtrack to   the save point in the manor, and let me tell  you getting out of this place is not easy, but eventually we do it. We also get to see these weirdos again   and another dead normal person. I'm  sure there's no connection whatsoever. Even that guy shows up. It's a party Welcome to Necropolis. If you've made it this  far, congratulations, because it only gets worse. Down here is this thing. It looks important,  but it's not immediately obvious why. Then you   attack this swarm of skull flies and find this  guy being all, "Go over there." so you're like,   "Okay." so then you jump on this dude's  head and immediately get knocked off by   an infinitely spawning swarm of flies. Then if  you're anything like me, while you're getting   attacked you'll accidentally hit the switch and  realize that it made them stop spawning. Now   we try again and then realize it doesn't last  long enough. At this point you might be like,   "Oh O saw an alternate path so I'll go there  instead." Up here you'll find this waterfall   of marrow which kills you when you touch it,  and guess where we last saved. Yep, back at   the manor. This is around when you realize the  game is getting very stingy with its save points.   And we're back. Turns out there's a closer  switch up here, so we'll use that instead.   There's switches along the way so once you get  going it's no problem keeping the flies off. And there's the end A whole 24 hours later and I'm  feeling a little more up to it.   I'm not letting that happen again. Seriously,  I'd expect that crap from Mario Maker, not this. We go through here killing  three of these freaking things,   run all the way down here, and into this  area full of infinitely spawning enemies.   And when I say infinitely spawning enemies,  I mean it. Without ABJ we'd never make any   progress. At this point you might be wondering,  "Where's the save point? It's been 10 minutes!"   Well we're in luck, it's right over here past  another floor of infinitely spawning enemies.   I know I have enough health so I just start damage  boosting through them. By now these save points   will have started to occupy the same space in  your brain as the loving embrace of a significant   other—actually that sounds way too positive. It's  more like having one of those nightmares where   you're drowning then suddenly waking up. See those  things? Well you can stand on them. At no point   does the game clue you in on this, you're just  kind of expected to figure it out for yourself.   And that is an example of objectively bad  game design. Here's something funny you can   go down here and back dash through this  pool of marrow to get to the next area.   Before the marrow speedrunning scene takes  off, I'd like to call this one ketchup skip.   Here's an elevator, but it only works if one of  the switches is currently active. Now the game   doesn't tell you this, so if you happen to come  across this while it's off you'll just assume   it's something you unlock later. Over here there's  a big pool of marrow being fed from the sky and   this is the main puzzle of the area. You need to  go around and explore to find rooms like this.   Inside of them is one of these and you  can see the marrow pouring out of them.   It spawns a bunch of flies and you need  to kill them all to make it vulnerable. Yeah guess what. If you're a little too eager and  keep attacking it after it's gone invulnerable   it'll damage you. Always with the surprises this  game. Failing that means we need to get to the   area all over again, but this just so happens to  be one of the most annoying areas in the entire   game. You've got these laser beams firing off  at random heights, then these things come down   to attack you as crap falls on your head. The two  previously took three hits to kill, but this one   takes SEVEN, all while on tiny platforms.  I could literally spend about 10 minutes   complaining about this screen alone. Now we gotta  kill the wizard by jankily reflecting his orbs   while lasers come from the sky. If all goes well  we're allowed to try again. So I'm not screwing   around this time. This is the best example  of how we can use jumps to attack way faster.   And finally it's dead and the marrow  stops flowing from its mouth and now   this previously filled area is empty, but we're  not going there yet we still got a lot to do. Back on topic, if our definition of  good varies how does one determine it?   Well it's largely predetermined. without getting  into affective neuroscience theories, it shouldn't   be too shocking to hear that most people aren't  applying strict epistemological methods when   they're trying to see if they're having fun  or not. They just play the game and either   they like it or they don't. Obviously there's  some granularity in between those two extremes,   but the point still stands. Now we must ask,  why do we like video games in the first place?   I believe that at the most basic level we can  attribute it physiologically to the concept   of play. In a species, play is the behavior  most closely associated with intelligence.   The leading theory is that play stimulates the  brain and allows it to create neural pathways   in a risk-free environment that may contribute to  survival later on. As such, the brain encourages   play-like behaviors by releasing the appropriate  reward chemicals accordingly. Video games can be   viewed as an advanced form of play, but seeing  as we're a little more complicated than cats   they can also fulfill psychological needs such  as self-actualization, the need for competition   and dominance, as well as problem solving. In  essence, we've hijacked the reward pathways that   were originally intended to help our survival.  Personally, I wouldn't have it any other way.   Oh yeah, this place sucks. Instead  of going right, this time we go left,   and then this thing spawns behind us. It  seems to be totally invincible as it slowly   advances towards us. No that wasn't a  jump cut, it just teleported me here.   if you happened to find that guy and ran away  without giving it a second thought, I pity you,   because there's an orphan in here and  touching him is the only way to get here. And we're back in necropolis. Here's some  invisible platforms that you need to play   your orb to reveal but they barely last  long enough so this is bound to happen.   If you go up here you'll find that we're  actually behind that waterfall of marrow now.   Unfortunately I die because  this guy's face comes off. So I'm back and a little further in we find  another one of these guys shooting energy   orbs in front of a locked door, which means  there's probably another one of those mini   bosses through these doors. Unfortunately  this guy isn't nearly as easy as the other   one because he spawns in all these crazy  locations. You have very little time to react   and you're already low on health from the journey  getting here so you're probably going to die. Now we get to do it all again. That only took five minutes. This is made  even harder by the fact that when you click   to attack there's a slight delay before your  weapon becomes active. Then, if you get hit,   chances are it's gonna rebound and  hit you again. I don't know why it was   necessary to make him spawn in such awkward  locations. This guy is an absolute menace. This time I managed to make it up here  with 19 hit points and kill the guy   but there's still the mini boss. It's just like  the other one except the arena is much harder.   The problem is, if you were forced to run  away, by the time you make it back to the   center its weak point will have already  disappeared and deals damage to you. Okay let's just skip to the part where it dies. But it's not over yet, I still need to save.  It took me five minutes to get here from the   last save point. Instead of going back I decide  to forge ahead, assuming that there must be a   save point up here. After going through some of  the worst platforming the game can throw at me I   finally find one. You cannot imagine my relief.  Now the question becomes what the hell did we   accomplish? Well I'll tell you, pretty much  nothing. That's right two mini bosses down   and we've accomplished almost nothing. So screw  this area, I'm going across that pool we drained. And then the second boss appears. If  you try to attack him you will die,   and there's that skull from way back in the manor. So how do we kill it? Well we need to protect the  crusty skull from the flies. If we do that, the   crusty skull will then break the shield and reveal  a weak point. But not for long, and you need to be   jumping in a very specific way to actually hit  it. And make sure you get out of the way before   the shield comes back up. All things considered  this is probably the easiest boss in the game. And now we go in here. To get in we need to hit this  thing, which is apparently a harp. Welcome to the Laboratories. If you thought  it was going to be any better than Necropolis,   you're wrong. It's just as confusing and just  as sprawling. There's also this wall over here.   This area almost made me uninstall the game. So what makes this area so rough? Well it's  just as big and sprawling as Necropolis except   it's even darker and there's even less save  points. Its even got its own mini bosses.   I don't even know what that switch does. This  whole place is just confusing. I'd feel better   about it if I wasn't currently killing a mini  boss in the new area while still being tied to the   save point in the previous area. The puzzle that  almost got me to give up on the game was this one.   You find these harps that give off a color when  you hit them. There's four of them in total and   they're all numbered by the number of flies  around them. It's obvious in retrospect, but   when I played, after needing to hit a harp to open  the first door, I assumed that hitting these harps   would open another door and the one through four  was the order that I needed to hit them in. But   that's not it, they're just the order of the notes  you're supposed to play in front of this door. But   the problem is there's nothing to differentiate  this door as being opened by the orb versus one   that's opened by a switch, so when hitting the  harps in order failed I assumed the switch was   deeper in because there's plenty of areas i hadn't  explored yet, but the reason I hadn't explored   them yet is because they're pitch black and the  enemies are literally invisible, and then I went   through those areas and I died multiple times  fighting dozens of invisible enemies looking for   the switch that opened the door I was already  supposed to have opened before going there. Yeah... Maybe it's my fault, but you need to  remember that this game is so obscure when I   played it there were zero resources online.  If I was stuck I had to get myself unstuck,   and when you're lost and confused, fighting  through the game's difficulty to search every   corner of the map multiple times in hopes you  find the solution... It's a grueling experience.   But honestly, this is what  games used to be like: obscure.   And we didn't have resources then either.  This game made me weirdly nostalgic for   the days of playing DOS titles on  my old Windows 95 home computer. You know, that enemy coming out of nowhere to  hit you from the ceiling really encapsulates the   feel of this game. After running through a load  more crap we'll end up at another one of these,   except this one's got infinitely  spawning enemies coming after you,   and times like this will make you abundantly  aware of how easy it is to get stun   locked in this game, because taking  damage cancels your attack animation. Next time around I come in from the  middle, but they're still annoying. And it's dead now we get to platform over here  down here there's those two guys we've seen   before. It's more of those blinky purple lights.  The switch does this to them, and honestly,   I hate them. I hate looking at them and I hate  using them, but they do this. And we've activated   them all across the world. With these activated  we can go to an earlier area and find this thing,   except we can't get in our weapon's not strong  enough. At least I can do this. In order to find   a weapon strong enough, we need to go down  here. Inside is the decrepit gold sword.   Even though I've been to this area before,  I didn't grab it because it actually will   break if you use it too much. And if you save  after breaking it, it's never coming back.   To repair it we need to bring it to the area  above where we fought that mini boss. At least   the game gives you some hint about this because  it flashes this pillar when you first pick it up. And now our weapon does  three damage instead of two. Here's the other earring. Hopefully it'll help  us die less. With the sword earring and orphan,   we're ready to move on. Surprisingly, the  next area actually has a save point before it. There isn't too much to say about this  place. You light these braziers to make   the missing platforms appear and  to help keep you out of the soup.   There's also these homing infinitely spawning  ghosts that phase in and out of existence.   It's best to just ignore them. Also  these metroid looking things are back.   If you go all the way to the right you'll find  this boat hanging over a big pool of marrow.   Unsurprisingly, if you jump in you die. After  exploring a bit you'll eventually come across   a big room with a chain in the middle, and when  you attack it this guy spawns. We've seen this   enemy before so we know that all we need to do is  reflect his projectiles back at him. Except that   doesn't work at all. You can reflect it as many  times as you want but nothing will happen. Oh,   his body will flash red every time you reflect a  projectile properly, but he will never ever die. Try as many times as you want, you will not kill  him. So obviously there's got to be some solution,   but what? Well you really want to know? You break  these mirrors with fireballs. You can also do it   by reflecting an orb. And here's the problem with  that, previously the game taught you that the way   to kill them was by reflecting their orb into  them, but now it's not. Accidentally reflecting   an orb and hitting the wall is a complete fluke.  In fact, the better you are at the game the less   likely you are to solve it. If there was some  visual feedback that it's invincible that would   be fine, but it flashes red just like all the  other ones you killed in the exact same way. Only a little mad. Anyway, that lowered the boat,   but there's one more thing to do here and that's  to hit this thing. It starts a timer and this   thing shows up. He chases you everywhere,  all the way up to where you need to be. Here's the solution. You need to drop it down in  front of this thing while the timer is active.   There's no indication of that and the only hint  is flashing that circle when you hit the switch.   Whatever, plus one orphan.   At least for all our effort we get to  enjoy a nice and relaxing boat ride. Except it's not relaxing at all.  It's actually the third boss.   This thing called the Cloven. It continually  dives under the marrow while spikes spawn   underneath you. It also shoots orbs at you you can  reflect the blue ones with your weapon but on top   of the animation delay it's almost impossible  to react in time. You're better off ducking.   If you get too close so you can hit it  with your weapon, it'll spew eggs at you.   There's not really a good winning strategy.  Just attacking blindly and tanking all the   damage is about as effective as actually trying.  Shockingly, there's a save point after the boss.   Now we get to go over here. There's  another one of these idiots attacking us.   Hitting this harp makes the fly go away.  I'm sure it'll be useful later. I don't   know what's going on in this room but this dead  guy was kind enough to leave us a grit upgrade.   How nice. The main purpose of this area is to  find this thing. Seems the weird skull flies   are at it again. Whatever it is it disappears,  so you wander around and explore some more and   then suddenly that happens. Thanks to that we  can get in here now, but it's kind of gross. Welcome to Malignance. Basically it's cancer land.   If you touch one of these purple orbs the screen  does this and these things start chasing you.   They're completely invincible and I  would not recommend touching them. Luckily if you leave the screen and  come back it goes back to normal. There's not many enemies in  here, it's mostly just cancer.   It may look bad, but this is one  of the easier areas in the game.   Up here we find some colored flies floating  around. Thanks to them we have the code to   get rid of all these weird polyp things and  get the fourth and final amulet upgrade. Then you get some whispering voices, a picture  of a house, and then these four skeleton things   over here. I'm sure there's some deep lore  going on here but i don't have the time.   The only other point of interest is over here. There's a save point right here and a warp door  right next to it which is very convenient for   backtracking, but the question remains, what the  heck is this place for? Well I'll tell you. I hope   you remember every place you heard whispering  voices, because that's where we need to go. First stops here, all the way back in the Honored  Refuse. Feels like this place was an eternity ago.   You might even remember this room. The wall on  the left is now slightly fuzzy and if we try we   can crawl into it, leading us here into this  place. This thing is only vulnerable to magic   damage and is constantly spawning enemies. It  just sits up there until it chooses one of three   locations to appear at, and I'd say about ninety  percent of the time that's right on top of you.   I hope you've found plenty of clarity upgrades  cause this thing takes like 20 fireballs to kill.   Eventually you will kill it though, and  you're awarded with one of the seer's eyes. The next one's back here in a place  you're guaranteed to never look. At least this one's in normal vision. Last one is all the way in Necropolis. Remember  way back when I was complaining about how killing   those marrow spewing mini bosses did nothing  useful? Well here it is. It lets us access this.   This arena is the worst. You are not allowed  to stand anywhere where the thing won't appear   on top of you. Well, we kill it and get another  eye. Yep that's right, the seer has three eyes.   With all that we can go back to the hut. Yep, it's the fourth boss. Attacking the seer  directly damages you, because of course it does.   Not only is the seer summoning an endless flood  of blood enemies, but ghosts are coming in from   the right too. The only way to damage the seer  is to reflect its projectiles back with your orb,   but good luck being able to pull your  orb out, because the constantly spawning   enemies will never leave you alone. Since the  ghosts are constantly fading in and out you   can never kill them when it's convenient  either,and god help you if you fall off   those platforms and end up down here, because  you will immediately be stun locked to death. And when you do actually get a few  seconds to yourself to reflect an attack,   you better remember the color and react  immediately. If that wasn't bad enough,   sometimes it'll randomly shoot a projectile  you can't even reflect with your orb!   And there is no timing or tell to when it's about  to launch an attack you can actually reflect.   It can just sit there for 30 seconds doing  nothing while you just get annihilated by the   endless stream of enemies. So yeah, you're gonna  die. Multiple times. I mean it. But eventually,   by what mostly feels like a fluke, you will kill  the seer. And it drops about the only thing that   could make it feel like any of this was worth  the effort: the fourth and final sword upgrade. With it we can break this wall and  rescue the second to last orphan.   Now you might be getting the impression that I  hate this game, and yeah, I guess i kind of do,   but not that much. It's complicated. If you've been keeping up with the  overarching discussion of this video,   you may have realized that I'm not a very  good video essayist or whatever the kids are   calling it these days. I'm not telling you  what to think, or taking any hard stances,   and all I've really managed to say in too  many words is that people have different   opinions and to throw up my figurative hands  because the concept of good is too complicated.   The gulf between our psyches is much too vast  to work towards anything "truly" objective,   but truth be told, if all you're looking for is a  good game, you can do a lot worse than listening   to the vox populi. It's extremely rare that you'll  like a game that a significant amount does not,   and so now that I've established that, it begs  the question... Why do I like this game? Well   if you've made it this far I'm sure you can wait  a little longer for the answer. The final area   is actually down here. Technically we didn't  need to do any of that stuff to beat the game. Despite being the final area, it's actually the  easiest. There's an orphan to rescue, but that's   about it. Everything else is just health upgrades  and empty rooms filled with nothing but lore. That sound means that we've rescued all  the orphans. Seeing all this environmental   storytelling around makes me wish that someone  else would play it so they can explain it to me,   but I'm sure there's something about experiments,   these things are related to the seer  we just killed, and uh in this thing,   uh... I'm pretty sure it's supposed to be where  the familiar came from. Then the familiar is   like a, uh, earthly incarnation of some all  devouring outer-god whose incarnation was,   uh, sealed away for the good of all mankind and  buried underneath the mountain along with all   the research. That's about all I've got. I could  speculate, but this video is long enough as is. Anyway at the bottom of the tower we seem to  have wandered into an alternate dimension,   or at the very least somewhere off Earth. I'm  glad there's save points in alternate dimensions.   Keep walking and you'll see these guys.  Clearly they wanted us to be here. And clearly they want us to go down here. They lead us to a boss called Olnok's  Eyes. It's completely stationary and the   only way to damage it is to wait for these  platforms to rise and hit it in the eyes.   These eyes will shoot out projectiles but you  can block them with the right color of your orb,   that is, unless the platform rises underneath  you and pushes it through your shield.   Then you'll get hit by one of those random streaks  of lightning, but then the boss itself will shoot   a projectile so you just jump over it, but  then with no visual distinction it shoots   a second kind of projectile that you can't  jump over and then you get knocked off your   platform and need to wait for another cycle to  actually deal damage. And it reflects damage too.   It's a lot of random unreadable attacks and  I could not imagine ever killing this boss   without taking damage, but once you manage to  take out its eyes, its core becomes exposed.   At this point you will have mastered  your ABJ, and that's good, because   precise strafing is the only way you're  gonna be able to hit it multiple times.   But you need to be patient or that'll  happen and it does four damage. After some effort we kill it, but notice  how i didn't say it was the final boss? I suppose this is the dimensional wound  where the marrow's supposed to come from.   At the end of it you'll find this hole. Welcome, and no, your eyes are not deceiving  you, the final boss is actually invisible.   It is so hard to avoid  getting hit by these things,   you have this ball bouncing around randomly  in ways that are impossible to avoid,   and these things will never stop until you  kill them, and it just keeps summoning more.   Then there's this attack where you're forced to  run away and collide with another projectile.   Dying is an inevitability, and when you die,  you're going all the way back. Your main goal of   this fight is not to defeat him, but to defeat  him without losing too much health. Something   easier said than done. You'd better hope you've  almost found all the grit and clarity upgrades,   cause you're going to need them. Supposedly you  can beat this game without ever upgrading your   weapon from the clumsy dagger, but I do not  buy it. This time we've got 39 hp to spare. If you actually manage to hit him you'll  get to see him for a fraction of a second,   and just because he's invisible doesn't  mean he doesn't have contact damage. Oh yeah, and these projectiles scramble  your screen. How could i forget?   This boss fight is honestly exhilarating,  but for all the wrong reasons. Everything's going crazy, the music's blaring at  you, stuff's flying everywhere and you can only   hope that you blindly manage to hit him, and all  of this on a limited pool of health you can't even   see. Genuinely I cannot imagine i cannot fathom  beating this game without the tendril sword and   all of the upgrades. Even with this  much hp you'd better hope you get lucky. Your adrenaline's pumping, your heart's loud  in your ears, but eventually you will kill it. That's not the end. Oh no, the game's got one  final thing in store for you. Recognize the red   stuff? Yep it's an instant kill chase sequence,  and if you die, you're doing all of that again.   The precision platforming will make you clench  yourself into a black hole, then you're like,   "What the hell is this thing?" but you don't have  any time to worry about it, you just need to go. You end up where it all started,  and then the marrow starts rising   I had a heart attack because I thought  I did something wrong and I just died. But yep, that's the ending your amulet floats up  from the marrow and then the music starts playing. After this you get the old monster roll call.   Now why do I like Marrow? The first possibility  that you might consider is that I simply enjoy   pain, but you can't enjoy pain. It's a semantic  contradiction. Now i know you're all fans of the   20th century behavioral psychologist Theodor  Reik, but bear with me for the few who aren't.   He posits that masochism is an attempt to elude  anxiety and to gain self-esteem by demonstrating   some form of mastery over pain, so it's not  the pain itself that masochists are after.   Others posit that masochism is a means of  escaping from a high level of self-awareness,   and honestly video games tick both those boxes.  You challenge yourself to prove to yourself that   you can overcome that challenge and you play  video games to forget how much reality sucks.   So yeah, if you think I was gonna let a janky  indie title no one's ever heard of think it was   better than me, you're dead wrong. But that's  just why I didn't give up. More than that, I   appreciate the novelty of it all. The visual style  is the main appeal of the game and it did its job   of making me want to see more of it. For all its  issues and numerous questionable design choices,   as an individual work of interactive fiction, it  succeeded in its ultimate goal, and despite all   the people it lost, I can only congratulate it for  that. Seeing all these non-standard design choices   being made deliberately, you know that the creator  made the game exactly the way he wanted it to be,   and damn the consequences. There's an artistic  purity in that. Something made because it appeals   to the creator, not to an audience. Again I can  only celebrate that. Perhaps it sounds like all   the reasons I like Marrow are metaphysical  ones, and while the gameplay was serviceable   and reasonably engaging, I cannot deny that  I personally heavily value those things   and were not for the art direction, atmosphere,  and some nebulous idea of artistic integrity,   I wouldn't have played it, let alone beat it. So  do I like Marrow? It's hard to say, but i do love   it in perhaps the most pragmatic, down-to-earth  sense, because I didn't like it all the time,   and for all its efforts to torture me, and through  all the highs and lows, I still love it. And to   this day I think of this obscure little indie game  more often than I do most AAA titles I played last   year, but ultimately, that's just my opinion, and  it's probably worth only slightly more than yours.   Anyway, at the end of it all the  amulet ends up at this beach here.   If you made it this far, I'm  impressed. Thanks for watching.
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Channel: DoshDoshington
Views: 408,911
Rating: undefined out of 5
Keywords: Marrow, Video Essay, Gameplay, Indie Games
Id: uO6veXSfeXw
Channel Id: undefined
Length: 58min 58sec (3538 seconds)
Published: Mon Jun 06 2022
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