Let's Sperg Marathon 2025 - Bungie's new AAAA Extraction shooter

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Embark can make this funny decision to release the game whenever Marathon releases.
 
"A huge proportion of the game's visual presentation is missing. The external areas are one step above greybox."
lmfao, yeah let's totally compare this literally incomplete troon slop to games that actually had any sort of thought put into theirs. Why? I guess the world will never know. Fuck it, they look similar enough, good enough.
Except even that's not the case because maratranny is looking even worse than your average release these days. Even Veilguard had a visual aesthetic, not a good one by any means but it was there. This game's art direction, if you want to call it that, is "placeholder art trooncore". Some people really must be blind, or at least colorblind, there is no other explanation.
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Embark can make this funny decision to release the game whenever Marathon releases.
So we got a Concord to our Marvel Rivals, cool
Can't wait to see a Fleek video on this piece of shit, altho I'm struggling to think what he's even gonna talk about. The game is literally incomplete at this stage and we barely know what it is about aside from being an extraction shooter.
 
lmfao, yeah let's totally compare this literally incomplete troon slop to games that actually had any sort of thought put into theirs. Why? I guess the world will never know. Fuck it, they look similar enough, good enough.
Keep harping on it, maybe you'll get your balls back.
Except even that's not the case because maratranny is looking even worse than your average release these days. Even Veilguard had a visual aesthetic, not a good one by any means but it was there. This game's art direction, if you want to call it that, is "placeholder art trooncore". Some people really must be blind, or at least colorblind, there is no other explanation.
I think it might have something to do with you being a low-IQ gorilla.
 
The only thing wrong with the aesthetic is the colour palette they've decided to run with.
Yeah, mimicking Mirror's Edge was a mistake. I genuinely wonder if it'd looked better cel-shaded (like Borderlands).

Can't wait to see a Fleek video on this piece of shit, altho I'm struggling to think what he's even gonna talk about.
He'll make a lot of pimp jokes for sure, but the character designs are so terrible I'm not sure any "budget cut" jokes are in the cards.
 
The games art-style has a variety of inspirations, one of them being Mirrors Edge, this has already been said by it's art director and by it's official account. It looks nothing like GiTS either but it's still one of it's stated inspirations.
https://x.com/TauCetiGG/status/1909260824553705741
There is a hell of a lot of Designers Republic influence in there. When I first saw Marathon I thought they might have been involved.
 
It looks nothing like GiTS either but it's still one of it's stated inspirations.
I think somebody said the art director for the live-action Ghost In The Shell is in some way involved with Marathon, so that's probably where that comes from.
Yeah, mimicking Mirror's Edge was a mistake. I genuinely wonder if it'd looked better cel-shaded (like Borderlands).
I think it'd have been better served trying to ape the Spiderverse movie style and that Netflix show everybody raves about...Arcane? The minimalist art style combined with stop-motion style animation could look really cool and help it stand out, but I don't think anyone stuck on this project has the talent to pull off something like that.
 
Yeah, mimicking Mirror's Edge was a mistake.
The games art-style has a variety of inspirations, one of them being Mirrors Edge
tard.webp
B-BUT
BUT IT LOOKS NOTHING LIKE MIRROR'S EDGE!
WOW, FIGURES THE SOYTRANNYREDDITSHILLS WOULD SHOW UP TO DEFEND THIS GAME.
I think it'd have been better served trying to ape the Spiderverse movie style
Fun fact, I think the Spiderverse guy directed the cinematic trailer. Though I know him better for Tron: Uprising, which was genuine kino.
 
The games art-style has a variety of inspirations, one of them being Mirrors Edge, this has already been said by it's art director and by it's official account. It looks nothing like GiTS either but it's still one of it's stated inspirations.
https://x.com/TauCetiGG/status/1909260824553705741
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"My inspiration is a whole bunch of barely related things I have not captured in the slightest. Marathon? What's that?"
What do you expect from a troon who is neither a woman nor a true man? Likewise, maratranny here has absolutely no identity of it's own and ends up only pioneering the "placeholder art trooncore" style. I'm not surprised that a funko pop collecting millenial soygolem just blended a whole bunch of shit together in a blender without understanding what makes any of it work, I'm more disappointed anyone actually thinks this looks good, let alone resembles any of it's "inspirations". Then again, I've come to expect very little from modern niggercattle that unironically consumes this AAAA slop and even then I still come out disappointed.
Fitting for a flavor of the month, I mean week looking at those beta numbers, extraction shooter that streamers are already bored with before the game even comes out. It will come out, be laughed at for a week, then be forgotten and hopefully Bungie will finally be put out of it's misery soon after.
 
These people, the ones who think the game looks good, are they in the room with us right now?
Ive seen quite a few people saying that they like it, some in this thread even, I've said this before (probably in the Marathon Trilogy thread) but I think they wanted to be punk which is why the colours are that aggressive. Call it a cope saying that the shit thing is intentionally shit, but more often than not, the punk thing is ridiculous and pretentious (stupid).
 
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Ive seen quite a few people saying that they like it, some in this thread even,
Sure. I think the art style is good in theory. But our pet gorilla's acting like everyone's interest in the art style comes entirely from the game itself, which is obviously retarded because the game proper sabotages its own art style with washed-out color grading and pseudo-cel-shading and it's also clearly incomplete because the retard devs wasted all their money on eye candy trailers and probably dilation stations.
Nigga's making up that nobody in the thread agrees with him so he can jack himself off about how much of a niggercattle he isn't, and it's clear he's only doing it because I pointed out he's a retard and nobody likes him.
 
Yeah, mimicking Mirror's Edge was a mistake. I genuinely wonder if it'd looked better cel-shaded (like Borderlands).
I am still working on my Marathon art style post, but I wanted to say something briefly about Mirror's Edge artstyle since it is one of my favorite games of all time. Part of the reason ME worked so well in regards to it's artstyle, was the lighting and shadows. This was one of the hardest parts of their design process for the game. ME used a heavily customized version of Unreal Engine 3, specifically modifying the lighting engine substantially. A lot of the work DICE did actually ended up later in UE4 since Epic really liked the modifications that DICE did. Basically, the entire game world has complete ray-traced global illumination lighting and shadows. They got away with this in 2008 by baking all of the lighting and shadows, as obviously real-time raytracing wouldn't have worked at all (and still doesn't really work today due to processing constraints). During development, they had to be really careful making any modifications to the environment as they would have to re-render all of the lighting and shadows. DICE even built their own mini-super computer of over 400 CPUs to render all the shadows and lighting for the game. The reason Mirror's Edge looks so good despite the "simplistic" colors and objects, is because the the lighting and shadows are as photo-realistic as possible for the time. The near-realism of the lighting and shadows helps ground the environments and buildings in the world, and makes it believable since the lighting works the way it would in real life.

Baking shadows and lighting is also one of the lost techniques of game design today. Developers are lazy and don't want to do the extra work to actually generate shadow maps and light maps for maps, even though in many cases they would get great results for low compute costs, and could focus on spending gpu power on other things.
 
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