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Marathon Server Slam CCU Watch

Yup absolutely needs a proper tutorial mode.

Everyone in the tests said the same and we were the hardcore that was already on board.

That said I do like it how the game just doesn't give a fuck and justs chucks you in at the deep end and repeatedly kills you from the off. Not the best way to sell your game though.
Maybe it's fine for PvP or at least hardcore PvP/extraction shooter players, but feels too hardcore for me. With some patience is perfectly ok, but I assume many people will leave it because didn't know many things.

I think it has a great tutorial, but would be nice if it would be longer to show other basic things, like what each button press does (both single press and keeping pressed) because many people won't know many things exist. Same goes with the special abilities and differences between the different shells, because most people will just pick their favorite based on looks and won't know that they got stuck in a mission that is way easier with another shell.

They could do it without a traditional tutorial, but instead just with adding as first missions to play x times with certain character and use x times each skill briefly explaining pros and cons of the character.

I also saw that at least in this free weekend demo apparently the matchmaking doesn't care about the level of the players, and I think it should prioritize to match all the players in a map having the same or similar level.

Small tweaks that would make the game way more appealing to many people more, while the game still wouldn't lose its hardcore vibe.
 
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Is it niche though?

Can you name 5 genres that are more popular than Extraction today?
Yes, fair enough for PC. But not for console.

I think it's more that Bungie are, for better or worse, near the very summit of developers. Their games should be as inviting as possible to encourage millions of sales and hundreds of thousands of players.

Destiny, at its best, catered to all audiences. A casual player (like me) got 100s of hours levelling, collecting guns, running strikes and playing crucible. And then there was an entirely different world of dungeon and raid players, alongside competitive pvp, that essentially offered a different game. I absolutely *hate* the word, as it's corporate bullshit, but they managed to design an 'ecosystem' that catered for a variety of gamers.

Marathon does not feel like it shares that design philosophy. I was hoping for an extraction shooter that offered a playstyle that could, for a bum like me, be effectively pve. A little like a patrol zone in Destiny 2, where you just run around, shoot stuff and grind out experience / loot. PvP could be easily avoided whilst maintaining lots of stuff to do. This feels like full on extraction sweatiness.

As I say, for fans of the genre, it might be perfect. But I'm surprised that a developer that has a vested interest in welcoming as many players as possible (especially on console) has created such a high barrier of entry to enjoy their title.
 
We'll see.

It's just strange to hear people call the genre niche when it's probably one of the biggest genres in games right now.
I suppose, I said this before but do you think if they went more Destiny in art direction it would be better received than it is now with everything else being the same? I'm just interested hearing from a fan of the game why they think it's not getting big numbers? As I believe it's a lot to do with how it looks.
 
do you think if they went more Destiny in art direction it would be better received than it is now with everything else being the same? I
I suspect it would just annoy Destiny fans that were hoping for more Destiny.

I admire how bold they have been with their design choices. I just don't like them.
 
First 5 - 10 hours will shed a lot of players. After that, GOTY.
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I suppose, I said this before but do you think if they went more Destiny in art direction it would be better received than it is now with everything else being the same?
I don't think multi-player gamers care about art style at all. When I talk to randoms in game, the topic of graphics or style basically never comes up. Replayability and depth are at the forefront of multi-player.
I'm just interested hearing from a fan of the game why they think it's not getting big numbers? As I believe it's a lot to do with how it looks.
Steep learning curve in the beginning + brain rot gamers + everything gets wiped in 2 days. I'm not worried about it. I see it as a surefire hit.
 
I don't think multi-player gamers care about art style at all. When I talk to randoms in game, the topic of graphics or style basically never comes up. Replayability and depth are at the forefront of multi-player.

Steep learning curve in the beginning + brain rot gamers + everything gets wiped in 2 days. I'm not worried about it. I see it as a surefire hit.
Even Steam Player counts have flattened since yesterday. The struggle bus is just extremely real for the beginning of the game to an absolute brutal degree. It is not very enjoyable to play with a character starting at zero with usually shit weapons
 
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