Is Marathon’s time-to-kill too fast, or am I too Arc Raiders-pilled?

MORGAN PARK, STAFF WRITER

(Image credit: Future)

This week: I completed the original Mass Effect for the first time, and while I appreciated its narrative depth, I found myself wishing for a more engaging experience. My focus has shifted to extraction shooters, particularly as I dive into the world of Marathon, where my expectations have been shaped by my recent adventures in Arc Raiders.

In my first 24 hours with the Marathon server slam, I noticed a tendency to compare it to Embark’s creation, which has undeniably set a new standard within the genre. The allure of Arc Raiders’ generous free loadouts, manageable drone enemies, and welcoming lobbies lingered in my mind. Approaching Marathon with this mindset proved challenging, leading to a series of squad wipes and missteps against UESC bots. The fast time-to-kill (TTK) in Marathon felt punishing, especially after immersing myself in the more forgiving mechanics of Arc Raiders.

Initially, this rapid pace frustrated me. I felt that Marathon shouldn’t reward the team that spots the enemy first with an immediate advantage. However, as I engaged in matches with friends using voice communication and strategy, my perspective began to shift. We adapted our approach, taking encounters more deliberately and capitalizing on the element of surprise against less cautious squads. I started to appreciate Marathon’s vision as a tightly-knit, lethal PvP shooter, reminiscent of Hunt: Showdown rather than Arc Raiders.

Understanding Marathon’s Gameplay Dynamics

As I delved deeper, I realized that kills come swiftly, and sound plays a crucial role in the gameplay. In Hunt, where I’ve invested over 650 hours, PvP encounters are the core of the experience, with boss fights serving as mere prelude to intense shootouts. Marathon embodies this principle as well, emphasizing teamwork and collaborative abilities. The game becomes more manageable with additional squad members, contrasting with Arc Raiders, where solo play can often feel overwhelming.

The TTK in Marathon is pivotal; its minimal health bars render players vulnerable when alone, yet the long down-but-not-out timer and Triage’s multi-revive ability can prolong squad engagements, much like Hunt’s generous revive mechanics. While Arc Raiders offers more substantial shields and health, it imposes harsher penalties for death, leaving little room for error.

Upon reflection, I recognized that Marathon’s TTK isn’t excessively fast; rather, I had been playing too aggressively and undervaluing the importance of teamwork. As players currently sport basic shields, the potential for blue and purple shields could significantly alter the average TTK, suggesting that Marathon may evolve into a game I primarily enjoy with friends or through the unpredictable dynamics of random trios.

However, I do have some constructive feedback. While I understand that Marathon’s skill tree is a gradual journey, the early loss of a loadout can feel disheartening, especially when managing resources. I find myself depleting my funds on healing items and struggling with limited backpack slots for ammunition. The materials needed for health packs and shield charges overlap with those required for initial skill tree upgrades, creating an irritating dilemma at this stage of the game.

In this regard, Marathon shares some of the unwelcoming traits that initially deterred me from engaging with Escape From Tarkov. The excessive inventory management and the need to pause for healing disrupt the flow of gameplay. Like Hunt, I believe Bungie should recognize that PvP is the main draw of Marathon and streamline the process to allow players to dive into the action more seamlessly.

AppWizard
Is Marathon's time-to-kill too fast, or am I too Arc Raiders-pilled?