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Review

Marathon – Bungie shoots with precision, but needs a good squad

Marathon is stronger than its first impressions suggested. Bungie's extraction shooter has precise gunplay, distinctive classes, and a more interesting Tau Ceti IV than expected, but it still needs more content and better options for players without a regular squad.

Introduction

Marathon arrives surrounded by pressure that is difficult to ignore. Bungie is not only presenting a new shooter, but the attempt to open a different stage for a studio associated for decades with such decisive names as Halo and Destiny. The move also lands in a market that is especially competitive and rarely patient with live-service games that fail to form a stable community from their first weeks.

The game moves away from the traditional campaign and embraces the first-person PvPvE extraction shooter format. Each raid takes us to a delimited area of ​​Tau Ceti IV, an abandoned colony where we must search for equipment, complete contracts, survive the security forces and decide when it is worth taking another risk before looking for an exit.

The tension appears from the first minute because other players go through the same scenario with very similar objectives. The loot we find can improve future raids, but dying means losing part of what we have decided to carry with us. Each encounter raises an uncomfortable question very typical of the genre: keep moving, hide, escape or shoot before the other team makes the decision for us.

Marathon does not invent the genre, but it does try to find its own space through Bungie’s characteristic touch, a visual identity that is difficult to confuse and a universe with more background than could be expected in a game that, on the surface, is about dropping in, looting, and getting out alive.

Tau Ceti IV and its factions

Marathon builds its universe around Tau Ceti IV, a colony marked by the disappearance of an expedition and by a series of competing interests that are revealed little by little. The story does not take the form of a traditional campaign, but is filtered through contracts, records, shops and conversations linked to the different factions.

At the beginning we find six factions. Each one has its own missions, rewards and progression levels. Completing contracts allows us to improve our reputation and unlock weapons, backpacks with greater capacity, keys and useful objects to access areas that initially remain closed or are difficult to use.

Priority contracts introduce small narrative threads and function as a kind of distributed campaign within the game’s own structure. They do not replace a typical linear story, but they do give context to our raids and help Tau Ceti IV not be perceived solely as a looting board. Standard tasks, on the other hand, are more repetitive and rely on objectives such as opening boxes, recovering materials or completing specific actions within an area.

This structure fits well with the nature of Marathon. It does not force you to stop the pace to consume large narrative blocks, but it rewards those who want to pay attention. The world turns out to be more complex than its initial premise may suggest, leaving room for seasons to expand their stories, conflicts, and mysteries.

An excellent gameplay foundation

Marathon’s greatest strength appears as soon as we start shooting. Bungie retains a very particular ability to ensure that each weapon conveys precision, weight and immediate response. Aiming feels natural, impacts feel clear, and movement allows you to react quickly when a seemingly calm raid turns into a chaotic firefight.

The gunplay is satisfying even before you master all the systems. Shots land where we expect them to, the weapons have personality and the combination of exploration, tension and quick confrontations works especially well when the team knows how to coordinate and read the scenario calmly.

This precision is essential in an extraction shooter. Losing a raid does not only mean starting over, but also saying goodbye to the equipment that we have decided to risk. Therefore, every shot matters. Combat does not always need to become a frenetic sequence; Often, surviving requires waiting, listening, interpreting the opponent’s position and deciding if it is really worth starting the confrontation.

The result is a game capable of generating spontaneous stories. An ambush, an impromptu retreat, a last-minute rescue, or an extraction of valuable resources can become memories far more interesting than any guided mission. Marathon works especially well when you let risk, error, and improvisation write the game on their own.

Runners and their skills

Marathon prevents all players from feeling identical through its Runners. Each character has specific skills that modify the way they move, explore or face combat, without turning the system into something overly complex or difficult to understand.

Some have a double jump, others use a hook, a shield or a drone capable of marking opponents. There is also an option aimed at medical support that can launch healing drones on themselves or on their teammates. This class is especially valuable because it allows you to revive allies without always relying on additional items, something that can completely change the outcome of a difficult raid.

The differences are quickly understood once we start playing. This is not a hero system loaded with unnecessary layers, but this is a selection capable of generating different dynamics within the group. A well-organized team can combine mobility, support and offensive ability to greatly increase its chances of success.

Rook introduces a curious variant within that structure. This Runner enters runs already in progress, cannot be equipped like the rest and appears alone. It works more as an emergency alternative for those who have run out of resources than as a complete answer for solo play, but it allows you to return to the map in the hope of recovering some material before preparing a new conventional raid.

Inventory, loot and risk

Equipment management is an essential part of the genre and Marathon understands it well. During each raid we collect weapons, ammunition, items and upgrades, but the backpack has a limited capacity. It’s not possible to carry everything, so we must decide what is worth keeping, what we can abandon, and how much risk we are willing to take before looking for a way out.

This layer adds tension even when there are no opponents nearby. Finding an interesting object forces us to review the inventory, reorganize spaces and assess whether we want to continue exploring or leave with what we already have. On PC, dragging and dropping elements is reasonably comfortable. With a controller, on the other hand, management can become slower and less intuitive, especially when the pressure of a possible ambush forces quick decisions to be made.

The game also offers starter packs linked to certain factions. After a defeat, these packages allow you to return to the map with basic equipment without risking your own resources. They do not replace good preparation nor do they eliminate the penalty of dying, but they prevent a bad streak from completely closing the doors to continuing playing.

As we progress, faction stores gain importance. Keys, backpacks and special items allow you to discover new possibilities within the maps and provide a sense of advancement that goes beyond accumulating better weapons. Marathon works best when the loot not only serves to shoot harder, but also to open paths, take new risks, and expand our reading of the scenario.

The problem with playing alone

Marathon’s main problem is its dependence on coordinated teams. The experience is clearly designed for groups of three. When teammates communicate, stick together, and understand objectives, everything falls into place quite naturally. When everyone decides to move forward on their own, the result can be disastrous.

Playing with strangers too often becomes Russian roulette. A teammate may start an unnecessary confrontation, walk away from the group, or abandon the rest in an impossible situation. In a game where a loss means losing valuable equipment, that dependency weighs more than usual and can turn a bad decision into an overly expensive penalty.

The difficulty of the gunplay is adequate. The problem is not that the enemies shoot too well or that the robots are impossible to manage. Frustration appears when we do not have enough tools to practice calmly, experiment with Runners or enjoy a short game without depending on two other people.

Marathon would benefit greatly from a single-player PvE mode or queues designed specifically for solo players. It wouldn’t take away the appeal of PvP or replace the heart of the experience, but it would offer a useful alternative to learning, testing strategies, and playing during those times when we can’t get a full team together.

A high entry curve

Marathon includes a tutorial and allows the first games to take place in a slightly more controlled environment. However, that first cushion is not enough to prevent the jump to the full experience from being abrupt.

The menus do not always clearly explain what we should do, how each system works or how important certain resources are. The factions, quests, inventory, and stores all come together after several raids, but the beginning can feel unnecessarily chaotic, as if the game is too soon trusting that the player already knows the unwritten rules of the genre.

The difficulty increases when we start meeting experienced players. It’s not enough to know how to shoot. You have to learn the map, identify the relevant points, understand when to abandon a fight and accept that not all raids must end with a great reward. Sometimes getting out alive with little is a smarter victory than chasing overly ambitious loot.

This requirement is not necessarily negative. Extraction shooters live off of tension, learning, and that permanent discomfort generated by knowing that everything can be lost in a matter of seconds. However, Marathon could do more to accompany the player during their first few hours and facilitate a less aggressive transition into real PvP.

Maps, seasons and room to grow

At launch, Marathon includes three main zones. Each one presents environmental differences and its own challenges, although the initial content may begin to repeat itself sooner than is desirable.

The activities that appear during a raid provide some of the best moments: activating a safe, discovering a point of interest or deviating from the planned path to recover a valuable resource introduce small decisions that can alter the pace of the game. When these moments appear at the right time, the map stops being a simple transit space and becomes a chain of temptations.

The problem is that these moments still don’t appear often enough. A significant part of the time is focused on advancing, finding opponents and deciding whether we want to fight or escape. Standard faction missions can also become predictable after several hours, especially when the player has already internalized the first routes and objectives.

The seasonal structure offers an obvious opportunity to expand the game. Bungie has proposed updates with new maps, Runners, events and gameplay content. The Battle Pass comes with free rewards and premium options, while gameplay-focused expansions are included for those who have purchased the game.

Marathon needs to take advantage of that room to grow. The base is good and its problems do not require rebuilding the project from scratch, but rather adding more variety, more objectives and new ways to enjoy systems that are already strong. The question is not so much whether Bungie has found a good base, but whether it will be able to feed it with the speed and regularity that this type of market demands.

Artistic direction and sound

Marathon leans into a very distinctive retro-futuristic aesthetic, with intense colors, stylized interfaces and a visual identity capable of generating extreme reactions. It is not trying to please everyone or hide behind military realism. Its design wants to be recognizable from the first screenshot, and in that sense it manages to differentiate itself from many of its competitors.

The settings work better than some character designs. The Runners have a clear narrative justification: they are artificial bodies capable of receiving a consciousness and returning after being destroyed. However, that internal coherence does not always translate into visual charisma. Some designs can seem somewhat cold or distant, even within a universe that seems to deliberately seek that feeling of strangeness.

The sound and dubbing maintain a high level. The game features voices in Spanish from Spain and Latin American Spanish, in addition to other localizations. The effects correctly convey the weight of the combat and the setting manages to maintain the tension during the raids.

The sound mix, however, can be confusing. Between alarms, robots, lightning, footsteps, gunshots, and team communications, it’s not always easy to determine where a threat is coming from. In a competitive shooter, this lack of clarity is not a minor detail: it can make the difference between surviving, successfully extracting or losing everything in a few seconds.

Value for money

Marathon comes at a price of approximately 40 euros. The figure is reasonable for a production of this level, especially since Bungie includes future playable updates and reserves a good part of the additional monetization for cosmetic items or seasonal rewards.

The problem is not so much the price as the market in which it is trying to break into. Marathon competes with other established games that already have active communities, which in many cases are free games with more accumulated content and months, or even years, of evolution. Convincing a player to abandon an experience in which they have already invested dozens of hours is not easy, and even more so when they have to pay, even when the new alternative offers a solid gameplay foundation.

For 40 euros, Marathon offers enough virtues to recommend it to those who enjoy extraction shooters and have a stable group to play with. Its gunplay, its tension and its visual identity support a game with personality, although it still needs more variety, better tools for solo players and a less harsh entry curve.

Marathon has a promising foundation and excellent moments, but it also requires knowing very well what you are entering before committing to your particular journey to Tau Ceti IV.

The good

  • Excellent gunplay: aiming, shooting and reacting is precise, agile and very satisfying.
  • The different Runners modify the experience through useful and easy to understand skills.
  • Factions, contracts and lore provide more narrative depth than expected in an extraction shooter.
  • The retro-futuristic aesthetic has its own personality and moves away from the most generic shooters.

The bad

  • The experience depends too much on playing with two other coordinated people; doing it with strangers can be frustrating.
  • The entry curve is high and the interface does not explain all its systems clearly enough.
  • The initial content falls somewhat short of maps, missions and activities capable of breaking repetition.
  • Inventory management can become uncomfortable, especially when playing with a controller.
  • Although the price is not high, it competes with other live-service games that are free and have a long history.

Conclusion

7.5/10

Marathon starts from a much more solid foundation than some of its first impressions might lead us to believe, because when the game focuses on what Bungie knows how to do best, that is, building a precise, agile shooter with weapons that respond satisfactorily, the experience proves to have obvious strength. The movement works, the Runners’ skills provide real utility and each raid can be transformed into a short story of tension, risk and reward, especially when the team communicates, shares objectives and knows how to read when to attack, retreat or simply survive with what they already have in their backpack.

Its main problems are not in the gameplay core, but in everything that surrounds it. Playing with strangers turns too many games into Russian roulette, because it is enough for a teammate to advance alone, ignore the group or provoke a poorly planned combat for all the accumulated equipment to disappear in a matter of seconds, and this dependency is even worse due to the absence of a solo PvE experience or alternative modes that allow you to learn, practice or enjoy the game without always having to bring two more people together. Tau Ceti IV has potential, the factions reveal interesting stories and the seasonal structure allows us to imagine a more complete Marathon in a few months, but at its launch there are still missing maps, missions and situations capable of preventing the cycle of entering, looting, fighting and escaping from starting to show its seams too soon. It is not a game for everyone nor does it pretend to be, but it is not the failure some people expected: it is a fun extraction shooter, with a strong visual identity and a gameplay foundation that confirms that Bungie retains its best virtues, recommended for those who have a stable group and enjoy the genre, although perhaps it is better to wait if the intention is to play mainly alone.

Extraction shooter, Multiplayer FPS

Recommended for

  • Fans of extraction shooters looking for tense PvPvE combat and especially careful gunplay.
  • Groups of three players eager to coordinate, complete contracts and improve their equipment between raids.
  • Bungie fans interested in a science fiction universe with factions, records and mysteries to discover.

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