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MarriedToMyChair
United States
Registrace 17. 04. 2014
I sporadically create casual but in-depth reviews of obscure, contentious, and strange games.
Married to a chair for 9+ years and counting.
Married to a chair for 9+ years and counting.
Marble Blast Ultra - The Classic 3D Marble Platformer (is still good!)
Marble Blast Ultra is a time trial puzzle-platformer released on the Xbox 360 Arcade back in 2006. It was a charming little replayable experience with fun, surprisingly active multiplayer and cute surrealist visuals. But how far has marblenology evolved since 2006? Is Marble Blast Ultra still worth playing in 2024? Is the multiplayer still around? I'm here to answer all of those questions you probably didn't ask!
Openmbu: openmbu.com/
My Patreon: www.patreon.com/Marriedtomychair
My Email: mailedtomychair@gmail.com
00:00 Intro
03:59 Gameplay
11:16 Presentation
21:12 Stage Design
32:05 Multiplayer
41:04 Concluding Thoughts
Music Used (in order):
Skyward Fire (by Michiel van den Bos, from Unreal Tournament 99)
House of Cards (By Machine Girl, from Neon White)
Medsci 1 (by Eric Brosius, from System Shock 2)
Ops 2 (by Eric Brosius, from System Shock 2)
White Out (by Kenta Nagata, from 1080° Snowboarding)
Nether Animal (by Michiel van den Bos, from Unreal Tournament 99)
Cloud Nine (by Machine Girl, from Neon White)
The Course (by Michiel van den Bos, from Unreal Tournament 99)
Labrat (by Alexander Brandon, from Jazz Jackrabbit 2)
Avalonia IntMusic (full) (by Keith Tenniswood, from Little Big Planet 2)
Tim Trance (by Tim Clarke, from Marble Blast Ultra)
Openmbu: openmbu.com/
My Patreon: www.patreon.com/Marriedtomychair
My Email: mailedtomychair@gmail.com
00:00 Intro
03:59 Gameplay
11:16 Presentation
21:12 Stage Design
32:05 Multiplayer
41:04 Concluding Thoughts
Music Used (in order):
Skyward Fire (by Michiel van den Bos, from Unreal Tournament 99)
House of Cards (By Machine Girl, from Neon White)
Medsci 1 (by Eric Brosius, from System Shock 2)
Ops 2 (by Eric Brosius, from System Shock 2)
White Out (by Kenta Nagata, from 1080° Snowboarding)
Nether Animal (by Michiel van den Bos, from Unreal Tournament 99)
Cloud Nine (by Machine Girl, from Neon White)
The Course (by Michiel van den Bos, from Unreal Tournament 99)
Labrat (by Alexander Brandon, from Jazz Jackrabbit 2)
Avalonia IntMusic (full) (by Keith Tenniswood, from Little Big Planet 2)
Tim Trance (by Tim Clarke, from Marble Blast Ultra)
zhlédnutí: 240
Video
Fractal Block World - The Infinite Open-World FPS-RPG about Fractals
zhlédnutí 1,8KPřed 2 měsíci
Fractal Block World is an incredibly bizarre and unique game, combining Descent-esque gameplay with RPG elements and dungeon crawling in an open world navigated by growing and shrinking in size. This game has close to no online documentation, despite its uniqueness and ambitious design. So in this analysis, I want to deeply dive into it and talk about how it fractal'd my blockworld. Patreon: ww...
DUSK - The Ultimate Flawed Gem FPS
zhlédnutí 752Před 8 měsíci
DUSK is an old-school throwback FPS made in 2018 by David Szymanski. It strongly invokes the spirit of classical titles in the genre, especially the likes of Quake and Blood. Though DUSK was not the first to the resurgence, it is easily among the most influential and beloved games to come from it. Several years later, now that the throwback FPS subgenre has gained widespread popularity, I want ...
Like Dreamer - The Best Beginner Shmup
zhlédnutí 781Před 11 měsíci
Like Dreamer and CosmoDreamer (yes, this is a double feature) are both shmups made by a solo indie developer, Outside. They are quite obscure and are yet to really leave the shmup corner of the internet, despite receiving almost universal praise. With this video, I hope to take you on a detailed, guided tour of what is now one of my all-time favorite games (and its immediate predecessor). Outsi...
Bowfishing Survival Gauntlet - Best Game Ever (in the bowfishing subgenre)
zhlédnutí 1,1KPřed rokem
Hunter Dan's Bowfishing Survival Gauntlet is a cult classic, fervently beloved by a whopping nobody. It is among the oldest known mascot horror games, and is still considered one of the most realistic games ever made. However, nobody has previously made a video analyzing it. In this video review, I'll tell you if Hunter Dan's Bowfishing Survival Gauntlet is a catch worth pulling (but for reason...
Vivisector: Beast Within - The Lost Duke Nukem Game
zhlédnutí 1,8KPřed rokem
Welcome to Vivisector: Beast Within, an animal-flavored horde FPS released in 2005. It's an honest title that gives you a lot of hyenas (and an assortment of other cyborgified animals) to blast with a lot of weapons. While it is relatively obscure, it has gained a cult following over the years. How well does it hold up? Is it a genuinely good game, or are people just grading on a curve, despera...
7554 - The Worst Call of Duty Clone
zhlédnutí 1,9KPřed rokem
Welcome to a video review of 7554 - a historical Vietnamese FPS about the Indo-China war. It has been one of the few Vietnamese forays into the gaming industry, and it came out in a time where it was popular for FPSes to emulate Call of Duty. Has this dated 7554 (hah)? Is it worth playing today? That's what I'm here to find out. My Email: mailedtomychair@gmail.com My ko-fi: ko-fi.com/marriedtom...
MORE Surreal Games You've (Probably) Never Heard Of
zhlédnutí 14KPřed rokem
Welcome to episode 2 of Surreal Games You've (Probably) Never Heard Of. This is an off-shoot of my usual game reviews focusing on giving a brief sampler of strange, artistically standout games (usually ones with dreamy or unusual vibes). I have a smaller assortment of titles this time, but I think they are substantially better on average and more unique. My Email: mailedtomychair@gmail.com My k...
Cryostasis - The Cursed Arctic Horror FPS
zhlédnutí 1,1KPřed rokem
Cryostasis: Sleep of Reason is a 2008 horror FPS that may as well be cursed, being infamously inaccessible in just about every imaginable way. However, it has had a cult following since its release; with its story, visuals, and atmosphere frequently being praised. Using my magic to bypass this curse (don't question it, it's probably just luck), I delved in to see if it is a curiosity worth reco...
Mars 3D - The Weird Unreleased 1997 FPS
zhlédnutí 9KPřed rokem
In this video, I will cover Mars 3D, an FPS that was formerly lost media. After being lost for 16 years, it was rescued from eternal obscurity (though that's not to say it's popular) and released as freeware. I will analyze it to see if it's worth playing, or if it's nothing more than an amusing little curiosity. Mars 3D Official Website: mars3d-game.wixsite.com/index My Email: mailedtomychair@...
The Hunt - The Forgotten Condemned Clone
zhlédnutí 3,6KPřed rokem
Welcome to The Hunt / Traqué / Černaja Metka / Black Label, a 2008 melee-focused FPS title. It blatantly takes heavy inspiration from Condemned: Criminal Origins, and is arguably one of the closest things we have to a spiritual successor. Over the years, it has fallen into extreme obscurity, at least in the Western side of the world. Is The Hunt a worthy copycat of Condemned? Is it worth huntin...
Wrack - The First Throwback FPS (probably)
zhlédnutí 1,5KPřed rokem
Wrack - The First Throwback FPS (probably)
Undying - Clive Barker's Horror Rollercoaster FPS
zhlédnutí 1,3KPřed rokem
Undying - Clive Barker's Horror Rollercoaster FPS
Prey 2006 - The Escher-Giger Crossover FPS
zhlédnutí 1,1KPřed 2 lety
Prey 2006 - The Escher-Giger Crossover FPS
Surreal Games You've (Probably) Never Heard Of
zhlédnutí 10KPřed 2 lety
Surreal Games You've (Probably) Never Heard Of
Brilliant Pagoda or Haze Castle - Absurdly Jank Projectile Heck
zhlédnutí 456Před 2 lety
Brilliant Pagoda or Haze Castle - Absurdly Jank Projectile Heck
Marathon 1 - Bungie's Pre-Halo Retro FPS
zhlédnutí 2,1KPřed 2 lety
Marathon 1 - Bungie's Pre-Halo Retro FPS
Gunman Chronicles - The Lost Space Cowboy Retro FPS
zhlédnutí 3,1KPřed 2 lety
Gunman Chronicles - The Lost Space Cowboy Retro FPS
Darkest of Days - Autoshotgun in the Civil War
zhlédnutí 789Před 2 lety
Darkest of Days - Autoshotgun in the Civil War
An Elder Scrolls Legend: Battlespire - The Forgotten Elder Scrolls Game
zhlédnutí 19KPřed 2 lety
An Elder Scrolls Legend: Battlespire - The Forgotten Elder Scrolls Game
Operation Matriarchy - First Person Fever Dreamer
zhlédnutí 1,5KPřed 2 lety
Operation Matriarchy - First Person Fever Dreamer
Fallout 4 is an incredibly immersive game
zhlédnutí 156Před 3 lety
Fallout 4 is an incredibly immersive game
Your four horsemen suck. Every game has sprinting and iron sights.
This strikes me as a misinformed view. I can't be sure if it comes from a lack of understanding of the terminology or if you simply do not have much experience with first/third-person shooter games. Also, I'll assume you mean "every shooter" by "every game", because entire genres such as RTSes and bullet hells would inherently contradict your point. I can list a decent handful of shooters with neither sprinting nor iron sights off the top of my head: Doom (1, 2, 64), Halo (CE, 2, 3, and ODST), Half Life 1, Descent, Quake 4, Fallout 3, Duke Nukem 3D, Vivisector: Beast Within, and FEAR 1. Games did not always have both iron sights and sprinting, with iron sights in particular only existing in a limited capacity prior to the popularity of CoD4. Stating that any of those games above have either of those features requires bending agreed-upon definitions. Iron sights is a more specific phenomenon than being able to aim down a scope, and sprinting is more specific than the game having a form of fast movement speed. I can explain my definitions in more detail in a follow-up comment, if you wish. Have a good one!
@@marriedtomychair The problem is that you're presenting these as some quirks peculiar to games from that era when in reality it's more like they were popularized back then and are now included in virtually every FPS (that isn't deliberately trying to be "boomer.") The list you provided are all pre-2010 games. The only two "horsemen" that make sense are regen health and the two weapon limit as those can really be said to be trends that have since died out (though not sure about two weapon limit). Iron sights and sprinting just became part of the FPS palette and are in no way relics. Good video overall, though.
You are my favorite niche internet micro-celebrity
I was waiting to hear if this is tangentially related to Marble Madness
Loved this game as a child. Its visuals have stuck with me ever since. Counter to your view of it as post-apocalyptic as a kid, I always saw it as a heavenly or dreamlike setting. I guess it's a bit similar to Neon White in that regard.
Ah, that's an interesting way to think of it too! Neon White clearly takes place in heaven, but it's a very abstract interpretation of heaven. So it seems oddly appropriate that MBU is so abstract that it can be interpreted as heaven. That's a fun commonality.
I was gonna say this reminds me of the old ps1 game "Roll away" until i found the rabbit hole of "Games where you control a ball" genre that dates back to the 80s.
Wooh! New MarriedToMyChair video! Today is a good day!
The game was initially codenamed Garage due to the car combat and customization and was shortened to rage. You know (Ga)Rage.
This was really awesome! I honestly wasn't expecting to sit through the entire video, but something about the bizarre nature of the game, combined with the drive by nature of the jokes you wrote in, made the entire video really fun. consider me a fan
Blue oyster cult is actually pretty influential though they've never really gone out of their way to stand out in the crowd. Metallica has listed them as an influence and has even done 2 studio covers of their songs
Thanks for reviewing this game I played it a long time ago and it was really fun and it was fun to explore and learn everything
what level / map is 32:? I tried to play all the secondary missions
I believe it's the final mission of the Scorchers expansion.
Great game
Yedoma Globula is probably made mostly using shaders. The level of detail they show would be nigh impossible to run optimized if they were physical models. A lot of them hella remind me of that one treehouse map on VRChat.
I've been to that VRChat world you're talking about! In fairness, that world doesn't run super well, though my computer is admittedly a handful of years behind the curve. Still, shaders are some interesting, quirky stuff.
@@marriedtomychair Yeah VRC is not very well optimized TvT. But yeah! Shaders are sick, the gpu can do so much when it isn't tied down with communicating to the cpu.
Rage is a good game that performs like a mother effer on console which blew everyone else put of the water. As an FPS on 360, nothing came close. People seem tp forget that BL1 could run fps's in the teens on 360 and we just put up with it. The mere fact that people have the fps stadards they do no is partly due Rage and games like it.
Let me mention two things about the weapons I did not see in your video: 1) You can use the secondary cannon to kill multiple enemies, because it has a chaining effect. This is useful in the early game. 2) When you should your nuke, you should be using your brake.
This looks like a perfect game for those who really enjoyed Cyberspace in original System Shock
Oh, that's interesting! I could imagine it being a light inspiration. I remember hating the way Cyberspace controlled, but thinking the concept was fun and the tech was ambitious for the time. Also reminds me I'm overdue for a replay of SS1.
Thanks for the fov tip
I forgot I was subscribed to your channel, good to see your content again.
Great analysis of a cool game!
Thank you for making a video about my game! I don't think it is a perfect game, and I am always looking for feedback to make it better. I was the only person to play it before it was released on Steam. I think you are right that less than 10 people have beaten it. When I play, I do not kill all the monsters but instead run past many. I think you made many great suggestions! I think I will make "normal mode" (the one you played) require a password (like the even more difficult modes). I play the game mostly on the "Relaxed Difficulty" (which I hope a newcomer would use). In terms of waypoints, I struggled with their placement because I did not want fast travel to dominate. I was concerned about having waypoints in areas with lots of ammo, but on the other hand it is more important that the game be fun to play. Adding minigun (and rocket) ammo all over should be easy. I can see your points about how perhaps many one-way waypoints could be two-way. It is also an interesting idea to replace white box devices with toll bridges. Music for the game is a great idea, I would just need to figure out how to make that happen. Improving monster AI is a good idea a well: maybe hit scan monsters could make a sound when they first see the player. A lot of weapons are not very good when you first get them. I could make their baseline level better. On the version of the game that was released a couple days ago I turned down the sounds the player makes when he gets hurt (someone else complained about that). I think also music might make sound effects less annoying. What I really want to convey is a massive world that the player can explore. Combat is suppose to complement that, and all ideas for changes are welcome. Thanks for playing! I appreciate you making this video!
Hello! Apologies for taking a while to reply. I had some difficult days, got distracted, and it slipped my mind for a bit. Regardless, it's great to know you've seen my video. It's probably the first time the creator of a game themself has visited my comment section. It seems you've taken my criticisms well. In fact, I'm writing this response shortly after seeing you released an update that made a lot of my proposed changes! I'm really happy to see it. I've never had such a major influence on a game before. I need a break from this game for a while (it's nothing bad, it's more that making these videos can be so exhausting that I have to distance myself from the games I cover for a while), but I promise I'll pick it back up again soon. I don't usually make followup videos but I likely will make one in the near future, since the update clearly fixes a lot of the issues I had. I still do wish for more dungeon layout variety and enemies with more advanced behaviors, but as things stand, it sounds like the game is in a significantly more comfortable place. A friend of mine promised he would purchase and play this game soon, so I'm looking forward to see what he has to say about this current version. I might be slightly late to the punch on this part, but I worry that hitscan enemies having "wake up" sounds could contribute to the odd soundscape I mentioned in the video. I know a lot of classical shooter do that kind of thing though, so I guess it depends on how it's implemented. Also, that tidbit about the cannon's alt-fire is interesting. It's definitely rather exotic and I would have mentioned it if I noticed it. I probably missed a terminal that mentioned it. Also, funny little side thing - the sleep cube has become an in-joke between me and a handful of my friends. I am curious if the sleep cube has any significant purpose? And what is the significance of the 1939 New York's World Fair? The sleep cube room is such a memorably strange and bizarre sight, and it's perhaps the exact moment that made me fascinated with this game. I'd love to see more odd, inexplicable sights like that in future versions of the game. And out of curiosity: Was this game influenced by System Shock 1 and Marathon? Assuming you were inspired by other games, I am curious to know what some of your inspirations for Fractal Block World were. Anyways, my channel is small, but I'm still hoping this video brought a good few eyes on this game. Have a good one, and good luck with future development!
@@marriedtomychair I really appreciate you making your video! It is always good to get feedback. Over the next 6 months I will make changes addressing your ideas. I will make monsters have a delay before they shoot the player, making some kind of indication. The indication will be a white dot that appears on the attack display. By the way, the attack display on my version (which I will upload soon) now uses a cylindrical model as you suggested instead of a spherical model (the spherical model was because the game originally had 6 degrees of freedom). That is, now it shows "verticality". I also think that some monsters should be part of a hive mind, where once you are seen by them for a few seconds, then they start shooting you. This way you cannot fly through a lot of them quickly without being hit. However you can stand at the edges and chip away at them. This is not as much of a problem for the monsters that are on a larger level of detail than the player (these monsters can simply have a personal delay). I want to have more monsters move around, which is a technical issue with the engine. The only real problem is I need to write the code in a way so it does not slow down the program. More varied dungeons is a good idea. Ideally most dungeons would be of the "hub" type of area you described. So the game would be hubs inside hubs insides hubs. I think I2 needs more of these. I2 is supposed to be the canonical place to improve your railgun. When I play that game (on the purple cat difficulty), it usually takes me an hour to get to I2, but then the game becomes more difficult and it would be good for me to put more places to explore there. I try to leave I2 as quickly as I can and go into I3, which paradoxically is easier (if you have a good railgun weapon). There I can farm nuke upgrades. By the way, have you been to outer space? You can get there from the Tau Caves. You want to go up the Oak Trees using your rockets first to kill the monsters (before you enter the tree). Having more ammo and waypoints is a good idea. In this next version you will be able to respawn while keeping all your ammo for a fee (8% of your gold). I am on a mission to replace all white box devices with alternative mechanisms (such as toll doors). For example, Montreal cities now have a 300 gold toll door, which once are open are open forever. Some white box devices are used in "arcades" where you are given infinite ammo when you enter, but all your ammo is stolen when you leave. These can be replaced by a system which when you leave, it sets your ammo to what it was when you entered. When you play it again, I would recommend the "purple cat" difficulty, which is now the normal difficulty. In this mode it is quicker to kill monsters and tanking damage is less of a problem. There is also less upgrade grind. I mostly play on the purple cat mode. I also added more to the storyline. The laser secondary is now much better at wiping out a horde of monsters. I am also going to add a weapon mode to the cannon designed to replace the primary mode. This new mode (the tommy gun) will be able to hit monsters larger and farther away. The 1939 World's Fail room is a reference to my dad, who loves that fair. The sleep box is intended to let you sleep so that you can pick up ammo boxes again (most ammo respawns in an hour). However I don't want people to abuse that mechanic. Speaking of ammo, one of the big reason for so many one-way doors and one-way waypoints was so players would not keep using waypoints back to certain places over and over again to pick up ammo instead of just picking it up as they played normally. The fix that I made in the last update was to have a new type of ammo which does not respawn. Then having that next to a waypoint is not such a problem. I have not played System Shock 1 or Marathon, but I will have to check them out! This game was inspired by Infinifrag/Infiniminer, Descent (1994), Diablo 2, and Ken's Labyrinth. I am not sure if you know this, but I was the codeveloper with Zach Barth on Infinifrag 2. He went on from there to make Infiniminer (which inspired Minecraft), and I went on to make what I called "Block Arena" which then turned into Fractal Block World. So the common ancestor of Minecraft and Fractal Block World is Infinifrag 2! You can read about Infinifrag 2 in the credits area of Fractal Block World in the game (go behind the pictures in the credit area).
Its interesting to look back at how they forshadowed oblivion in other games. Its almost like it was building up to their invasion. In Arena, Dagon helped tharn trap the emporor In morrowind, the heart of lorkhan is destroyed, and the tribunal weaken and eventually disappeared. Considering what lorkhan is, i dont doubt destroying the heart make it easier to invade. Also, im sure dagon knew better than to mess with the tribunal. Then, obviously, battlespire.
i am very heavily trying to resist the urge to immediately get this (i hate impulse-spending)
34:02 "it starts fully automatic and only gets fully automatic" xD
Glorb Core cruelty squad but inside fractal cubes, that game should be called Manifold Genocide
Maybe the increasingly smaller CZcams channels were the real fractals we explored along the way :)
I see promise and novelty, yet I feel fear.
The GOAT returns with another upload, also please do make that Borderlands 2 slag teardown vid
It's something I've thought about covering for a good while. I could probably do it as a quick one-off at some point, sure.
oo, this game looks cool. ken's labyrinth vibes from this, that kind of programmer-tech-demo game where they just tossed everything in
Flashbacks! When I first played Ken's Labyrinth on a shareware compilation, never in my wildest dreams did I expect Silverman's tech to become the most licensed FPS engine of the 1990s.
Funny you say that, as the developer discusses on his website that Ken's Labyrinth was a significant inspiration for the game. One enemy type (that I only saw in the monster manual) even had "Ken's Lab" written right on its texture. I guess he's quite open about his influences.
is the fucking jerma gas sound bite used in this game?! i swear i heard it during the sound section
this game is so fucked up, im not sure i could finish a full playthrough. so yknow, a+ 10/10 this might be autisms most fractalest cultural output so far
"this might be autisms most fractalest cultural output so far" is a very colorful descriptor. i'll have to borrow that.
27:40 its difficult for me to watch, it's the sort of game i'd expect if you asked an Octopus to make a Diablo clone. Interesting none the less. Edit: a game that Vulcan children play
"It's a game about taking an infinite left turns into Albuquerque when you're already 12 Albuquerques deep into Albuquerque" - you had my curiosity but now you have my attention
Hi everyone! After 6 months in (extremely slow) development, hopefully, it's been worth the wait. I've had a lot of trouble with audio balancing this time around, so I hope it doesn't get too quiet or loud. I've also had a ton of technical issues with my editing software. As a result, I've spent most of last week troubleshooting and re-exporting the video. Fun stuff! Anyways, I'm definitely going to make something a bit shorter and more digestible for my next video. I can't consistently put out hour+ content like this. It'll be a rare treat going forward. Also, yes, I did repeatedly call the minigun hitscan despite my footage obviously showing it's not hitscan. Consider this one of the more obvious cases of the disconnect caused by the time between recording, writing, and editing. Oh, and don't forget to praise the Sleep Cube for good dreams!
skill issue
32:36 "Downtown where the folks are broke" "You go downtown, Where your life's a joke" "You go downtown, where you buy your toke and you go; home 2 Doom row!"
I’ve been going through old games that I bought but never played, and I ended up playing Rage and Duke Nukem Forever back to back. The way these legendary FPS studios struggled with the modern world is…interesting.
It sucks, but in an endearing way. I kind of like it, but yeah, it is subpar in most areas. Cool video.
Why only now I'm noticed that both this and the movie Prey have an focus on native American culture Am i stupid ?
This game was basically rushed and unfinished, after Doom 4's cancellation (wich this game was basically an tech demo to) zenimax basically said to ID "finish this game as soon as possible and go work in a new Doom game" wich would eventually become Doom 2016 The enemy animations, interactions with the environment, reaction to hits, all would be expanded in Doom 4 Although Doom 4 wouldn't be like rage but more like Wolfenstein the new order
This is such a well-written review, holy hell... oh yeah, Like Dreamer has 5 difficulties, not 4, but given this is a review for beginners... yeah you're not gonna like 5th difficulty. Telling you as the first person to clear it with tlb in the AllTrial on the first day of Steam release of the update
What is the name of the game being shown in the intro,,, that looks like a liminal space mall game?
It's Hypnagogia: Boundless Dreams.
Good thing TriOptimum hired a pyromancer
The silt strider drivers don't want you to see this.
The driving and vehicular combat in this game is pretty good, compared to the atrocity called Rage 2.
Nice! Dusk HD kinda sucks though imo
The COD formula seems like it'd just be an inherently bad fit for a game where you play as the underdogs.
1+ internet respect for using a soundfx from Gunman Chronicles.
I'm having fun playing Dusk