Marathon – PS5 Review


I can’t say I had high hopes for Marathon. The protracted development cycle, issues over stolen artwork and a general malaise around pre-release had me wondering if Bungie could still pull something out of the bag. I may not be all that into extraction shooters but Marathon‘s world of corporate espionage, at the very least, delivers something good and compelling.

Right off the bat, Marathon‘s aesthetics are striking. It’s got heavy overtones of Designer Republic’s work on Wipeout and the future corporations really lean into the vibe. Map design lends a lot from the saturated colours of Mirror’s edge. It comes together beautifully and it can make certain rooms a real assault on the corneas. Cosmetics maintain that look, making runners look like neon abominations that can really pop in a firefight.

The trailers really highlighted the look they were after and it’s a shame the game itself keeps cutscenes at a minimum. Mission briefings or introductions to factions involve talking heads that would gladly spit lore at you rather than show it. I get it, it’s a cost-saving measure but it doesn’t always make for the most compelling storytelling. Indeed, Marathon tends to drip feed plot through data entries you can scavenge out in the game’s three available maps. From the Codex, you can read the found entries. In a way, the terminal text can be seen as a nod to the 1995 original, but I’d rather see more effort in fleshing out an interesting world.

The premise borrows a little from the old games as the colony ship Marathon was lost centuries ago. A corporate gold rush has ensued on the planet of Tau Ceti IV. As a runner, your objective is to recover loot and complete contracts for one of the game’s six factions. You’re disposable, as you inhabit a robotic shell which houses your consciousness. Unfortunately, you can only tackle one contract at a time. It does give each run a singular focus but I’d love to have multiple things to work towards. Successful exfiltration allows your loot and gear to be kept. Defeat takes everything from you but it’s not the grand loss it could’ve been.

You’re always heading towards something. Completing objectives, killing bots or players will give you experience to go towards your season level. Each season is around three months before progress is reset. I can see that rubbing players the wrong way but I don’t know how else you combat that power curve. You have faction rewards and upgrades to deal with so I never felt like I was standing still.

The audio design is wonderful. I’ve played mostly solo and, at times, it can feel like a stealth experience. Borrowing the most tense elements from extraction shooters and battle royales, footsteps and gunfire alert people to your presence. Likewise, it can be fun to decide whether to risk loot to aid in a firefight or stay completely clear of danger. With a pair of headphones on, I’ve been able to broadly pinpoint someone stomping around. Bots have a more regimented pattern but I see any opposition as a potential threat.

There’s a fantastic, analogue ambience that makes most rooms hum with static or electronic chirps. Not enough to obscure the important clanking of feet or doors being opened, but enough to make the environment feel alive. Proximity chat is enabled which can expose your presence to people. The soundtrack has this looming dread laid over it which I quite enjoy. There some lovely distortion on one of the loading screens. There is a cohesive style to Marathon that I really dig.

Friendly faces are rare and it does seem like squad-play is the only way to at least force some cooperation. It’s not guaranteed as contract objectives might differ between the group. With friends, I can’t imagine there’d be any backstabbing but a hastily put together alliance has the chance to be tenuous. You an exfiltrate as a group but individuals can also exercise that option, leading to possible splits. It’s an interesting dynamic that can even inject some terror between teammates.

The game does attempt to squad fill by default, preferring squads over solo play. I have predominantly went on my lonesome but, to a point, it feels detrimental. Some contracts ask you complete multiple objectives in a run which I struggle to achieve. On your own, the world is hostile by default and, whilst the maps don’t alter greatly, they will throw in random hazards like poison, anomalies and turrets to keep you on guard. The risk of losing gear is somewhat countered with free sponsored kits. They give you free weapons and consumables for your loadout but you cannot add to it using stuff from your vault. I’ve been mostly relying on them, although my vault is full enough to consider taking the good stuff with me.

I’ve definitely had some trying moments where progress stalls. Any contract that contains multiple steps can be trouble as you find a brief window just to get things done. The possibility of being jumped by AI or a fellow player will always keep me on edge. Some objectives certainly feel like light work for many hands. Having a commander and his backup to take down has tested my resources. That said, it is satisfying to get the job done and evacuate before the things really hit the fan.

Frustrations aside, there is still a compulsion to dip my toes back into the water. My worry is how long that will last. There are a lot of things to unlock in the codex and bars to fill. I don’t think there’s a chance of me running out of stuff to do. For me, it’s whether I’m willing to persist with it. Most runs end in defeat , to the point where Marathon’s loop feels more Roguelike.  Yet, I’ve found myself stringing some wins together and most of my exits have been free of trouble.

I’ve had many runs cut short within minutes, both solo and with squads. Those moments can be devastating and matchmaking can take a while to get you back in. It does make escape extra sweet and it evens up my opinion on multiplayer versus focusing on your own run. It’s part of the fabric of the genre but, as a newcomer, it’s tough to let it slide.  Be prepared for those wild swings.

Marathon is definitely some things right. The mood is perfectly pitched and there’s a fraught sense of tension when going in alone. Squad-play gives you strength in numbers but being paired with other squads evens that back out. Progression is mostly steady, although runs can go sour quick. Getting out of dodge is exhilarating and the combat has a solid feel to it. I do wonder how the game’s going to evolve over time. Currently, it feels good and I do want to play more it.

Marathon
7 Overall
Pros
+ Solid gunplay and combat.
+ Solo play is very tense.
+ Has great audio design that makes you fear footsteps.
+ Sponsored kits allow a loadout with a lot less risk.
Cons
- Having one active contract stifles progression.
- Runs can have wild swings from quick defeats to well-fought victories.
- Cooperation without a known crew is tenuous.
- Upgrades feel very minor and I never felt resilient under fire.
Summary
Against some odds, Marathon is a compelling extraction shooter that offers some really satisfying combat. I do think having only one contract at a time slows progression down but there's plenty of other meters to work towards. Solo play has a tension to it which I really enjoy, although the game seems to be built more around squads. With just a few maps available at launch, I only hope that the game evolves and grows over time.  I love the aesthetic and, generally speaking, it's doing quite a few things right.


About Mike

Mike gets all the racing games because he understands that stuff even though he doesn't drive.

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