Crosstalk: Can Marathon survive where so many other live-service games failed?
Bungie's new on-line shooter splashes down into an incredibly turbulent market for this kind of game.
Images: Bungie
Welcome to Crosstalk, wherein A.V. Club staffers discuss their varied (or unvaried, as the case may be) perspectives on a pop-culture topic. This time, Garrett Martin and Elijah Gonzalez log into the first big online shooter of 2026 that hasn’t already been shut down, Bungie’s Marathon. Has the Halo and Destiny studio hit the trifecta of sci-fi shooters, or will this reboot of Bungie’s ’90s series disappear like so many other live-service shooters?
Garrett Martin: Here comes Bungie, stomping straight into one of the most exhausting debates in games today. Marathon is the latest big budget live-service online shooter, launching a week before the last “latest live-service online shooter,” Wildlight Entertainment’s Highguard, shuts down for good after less than two months. Countless YouTubers and shit-posters seem desperate to make any new shooter like this into an immediate failure, crowning almost as many “next Concords” as rock critics have “next Dylans.” If anybody can still make this work in 2026, though, you’d think it’d be Bungie—the studio that gave us the live-service success Destiny and a little game called Halo. One obvious step it’s taken to prevent a catastrophe is that Marathon isn’t free to play; you’ve got to drop $40 to get in the door. There’s a lot to talk about with Marathon—its striking (and apparently controversial) aesthetic, if a multi-million dollar game released by Sony can criticize capitalism in a way that doesn’t ring hollow, how it pulls off its attempt to make an “extraction shooter” for a more “casual” audience—but we might as well start with the biggest cloud in Marathon’s sky. Is there room for another successful live-service shooter, or is the market fully saturated? And if there is, do you think Marathon has what it takes?
Elijah Gonzalez: I think that there will pretty much always be space for multiplayer shooters that do something new. Or to be more specific, games that sort of do something new, like how Fortnite added digital LEGOs into the mix but still let you shoot guys in the head with your friends. Sometimes a fresh(ish) take can pull people away from their current game and encourage them to pick up a different one that also blasts their brain with dark patterns (more on that later). Will Marathon do that? I think the answer is yes, but maybe not enough to appease Bungie’s overlords at Sony. The weird thing about this game is that while people assumed it’d be a less hardcore extraction shooter (like Arc Raiders), because that’s probably what makes more “financial sense,” they still made something for little freaks. Ammo runs out quickly, there are killer space government robots everywhere, and at least with the shitty starting loadout, your character is less Master Chief and more like one of those UNSC grunts who get blown away by the dozens.
As for the game’s niche compared to its competition, it’s really Bungie’s buttery smooth gunslinging. There’s a nerdy technical reason that partially explains why it feels better than most other extraction shooters ([pushes up glasses] if you’re curious, its servers run at 60hz), but the gist is that it really seems geared around fighting it out with other players, which tends to be the most unforgiving part of these games. The other big differentiator is that Marathon really cares about creating a sleek sci-fi space through its architecture and talky segments featuring cyberpunk nightmare corporations, cartoon anarchists, and religion-fueled murder maniacs. What are your thoughts on the game’s world and look so far?
Garrett Martin: Before I get to your question: You mention the smooth shooting. That [along with the ample presence of easily beaten bots] is why somebody who’s as bad at shooters as I am can still have fun and feel like I’m accomplishing something before my inevitable death [or, when I’m lucky, my last-second extraction after crawling to the exfil point before bleeding out]. Marathon is not an easy by any means, especially if you’re playing solo (as I tend to) or with a bad squad (which I tend to turn them into whenever I join one [sorry, anybody who’s played with me]), but it does find ways to give even total incompetents like me a semblance of success.
Okay. When’s the last time a shooter looked as distinctive, as great as this one—and also tied its visual design tightly to its larger themes? I’m not talking about the blades of grass or how realistic the water looks, but the general aesthetic—the eye-blindingly bright colors, how most (perhaps all?) of the in-game text is diegetic, the almost prohibitively convoluted way the interface mimics user-unfriendly office software… Even if it did play exactly like other popular shooters, Marathon would immediately stand out compared to the sci-fi sleekness of Destiny, the cartoonishness of Fortnite, or the gray-brown sludge of… pretty much every other shooter, right? I’m not sure if it was an intentional choice to make a game that’s not especially “intuitive” (a word we game writers have murdered through overuse) but the complicated menus, indifference to providing clear direction, and overall information overload capture the corporate onboarding process better than any other game I’ve ever played about shooting people. The neon shock of it all jibes with the broader cyberpunk thing it’s going for, but otherwise it avoids the most obvious cliches from that genre, which is greatly appreciated; since Blade Runner people too often get hung up on how cyberpunk is supposed to look and not what it’s trying to say. Marathon doesn’t make that mistake.
Although it might be subtle in how it displays information, its commentary isn’t really subtle at all. What do you make of the game’s “critique” of corporations—is there anything to it, does it just feel like pandering, and is it even possible for a game like this, made by companies like Bungie and Sony, to criticize capitalism in any meaningful way?
