Marathon 2025 - Bungie's new AAAA Extraction shooter

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but when the Destiny people say "The BuNgO GuNplAy DOoood!!" I think they're talking about controller.
Yep. They almost perfected it. D2 feels like the system correctly anticipates everything you try to do with a controller. Smooth and pleasant, except when some little shit runs across your view when you're aiming at someone else, hijacking your crosshair. That's the only thing wrong with it, otherwise it feels like a natural extension of your hands. It's not just the gunplay, it's all movement/action and the feedback of it all.

In many other games you have to tweak a lot of settings just to make it bearable in comparison. Aim assist can be too aggressive and actually adversarial, and the whole acceleration/response curve can be shit and so on. You fight the game until you can tolerate it.
 
I hae a huge problem accepting these numbers. Feels over inflated.
Ok, it's not just me thinking "800k sold, but struggling to break 50k active players" is weird?

I know I've bought a lot of shit on Steam that I've just never gotten around to playing, and that might just factor in hard here, but the funny option is that the numbers are true and they're just not including people who refunded on Steam after trying it.
 
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Of course it's Morgan Park.
Ol' reliable Morgan Park. He's not even subtle about being on the take. He must be a cheap bribe given how consistently inflated his review scores are. Maybe he offers a bulk discount or saves publishers bribe money by eschewing the usual "we'll fly you out to the studio to play a rigged demo, plus free meals and swag!" shtick by being afraid to leave his house or something.
 
I'm sure most PC players use mouse but when the Destiny people say "The BuNgO GuNplAy DOoood!!" I think they're talking about controller.

I played with mouse and keyboard it wasn't great.
Did they fuck up mouse and keyboard that bad? I used to play destiny 2 on Xbox but when I swapped to PC mouse and keyboard felt way better. With the inputs you got a different experience. Controller not a lot of recoil control but heavier bullet magnetism and basically next to know recoil for MnK but weaker magnetism.
 
Did they fuck up mouse and keyboard that bad? I used to play destiny 2 on Xbox but when I swapped to PC mouse and keyboard felt way better. With the inputs you got a different experience. Controller not a lot of recoil control but heavier bullet magnetism and basically next to know recoil for MnK but weaker magnetism.
Marathon, for some ungodly reason, has Mouse magnetism on by default, which makes mouse aim feel terrible since it's as strong as it is on console. Destiny to my knowledge doesn't have this. This was on an older build of the game mind you from like a year ago.


 
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Ok, it's not just me thinking "800k sold, but struggling to break 50k active players" is weird?

I know I've bought a lot of shit on Steam that I've just never gotten around to playing, and that might just factor in hard here, but the funny option is that the numbers are true and they're just not including people who refunded on Steam after trying it.
Remember that there's a difference between the number of daily and concurrent players. Most people are only going to play for a couple of hours or so before hopping off (possibly sooner if a bad run really gets them down), so they're only going to factor into the concurrent count during that time. Other players cycle in as they leave, along with the expected dips for off-hours.

To my knowledge, Marathon does not have as permissive an API as Destiny does, so it might be harder for the community to scrape activity reports and confirm the number of daily players. But we can use D2 as a guide to see how accurate the numbers are.

According to popularity.report, there were approximately 600k users who signed in and did anything the day Renegades launched, at the beginning of December. Steam Charts shows a max concurrent at that time of about 70k. That gives a roughly tenfold increase between concurrent players and daily players. This roughly holds going down the line, though gradually shifting to a greater differential: beginning of January had 400k daily and 30k concurrent (13x), beginning of February had 250k daily and 15k concurrent (16x), and beginning of March had about 200k daily and 10k concurrent (20x). This does make sense in context, as people were playing longer when there was a lot of new things to do, but once that wore out its welcome, they started playing less, with most of the current userbase hopping on for a brief period to do a couple activities before signing off again. (I could go back and measure this against other points in the game's history, but I think this is a decent illustration. (Also I'm lazy.))

So if we were to apply the same "new game, new stuff to do, longer playtime" 10x ratio to Marathon's 40-50k concurrent peaks, we come up with maybe 400-500k per day, which is in line with the estimates. Again, there's no easy way to figure out what the real numbers are, but I'd say it's a close enough guess. What matters now is whether there's enough content there to keep that relatively small playerbase engaged, and if not, how quickly they can release more. A PVP-focused title does have an advantage in the fact that player interactions can keep things feeling fresh for longer, but it remains to be seen whether that'll be enough.
 
I'm sure most PC players use mouse but when the Destiny people say "The BuNgO GuNplAy DOoood!!" I think they're talking about controller.

I played with mouse and keyboard it wasn't great.
Honestly that's how I felt about both Halo and Destiny. They feel better on a pad to me, and this is coming from somebody who grew up on Unreal.
 
Honestly that's how I felt about both Halo and Destiny. They feel better on a pad to me, and this is coming from somebody who grew up on Unreal.
Halo and Destiny were designed with controllers as their primary controller set up. Destiny 2 took years to get the mouse and keyboard feel right. Playing Halo on Keyboard and Mouse doesn't feel right either even to this day for me.
 
Ok, it's not just me thinking "800k sold, but struggling to break 50k active players" is weird?

I know I've bought a lot of shit on Steam that I've just never gotten around to playing, and that might just factor in hard here, but the funny option is that the numbers are true and they're just not including people who refunded on Steam after trying it.
Keep in mind the 2 hour mark on steam is when refunds aren't a thing anymore. A few matches on Marathon can add up to that fast if you take your time. So that's also likely to play a big factor. There's a reason they're going with sub 1 mil sales as the selling point and not their active playerbase.
 
Ok, it's not just me thinking "800k sold, but struggling to break 50k active players" is weird?

I know I've bought a lot of shit on Steam that I've just never gotten around to playing, and that might just factor in hard here, but the funny option is that the numbers are true and they're just not including people who refunded on Steam after trying it.
Well, does that 800k also include refunded copies? Same for the revenue. It's an easy way to fanagle the numbers.
 
But I don't need to play it to:
- Look at the main platform's player metrics
- Remember that significant, new endgame content came out for the game this week
- Notice that it didn't significantly move the needle to slow the decline, or bring back players
- Remember that's unusual for most games
- Come to the conclusion that's likely because the new endgame content is lacking by some measure, even if it's essentially random guesses as to what measure that is
- And therefore assume that a claim of it staying above 15k the whole week is unlikely. Which is literally all I was truly debating in the first place.
This is all perfectly fine for a game that didn't have a massive budget and wasn't relying on micro transactions to bring in more money while probably bleeding out paying for severs that don't justify the number of players or revenue they're bringing in.

Speaking purely anecdotally, the only people left on console at this point are the niggers and spics buying their yearly nigger ball games.
Anecdotally? Nah I'd say its factual. The only people I ever see talking about consoles are blacks. Outside of nintentoddlers.

Ok, it's not just me thinking "800k sold, but struggling to break 50k active players" is weird?
I wonder if it counts refunds.
Sadly even with refunds I think the average player doesn't realize they can stop and refund within 2 hours. So its probably bought it and forgot it.

Under 40k for the first time today.
I feel like we are going to see a very quick dropoff in the next month. Not a slow degrade but a fall. Still the weekdays, but man I get a gut feeling that a lot of people are gonna see their friends not playing anymore and move on.
 
Marathon, for some ungodly reason, has Mouse magnetism on by default, which makes mouse aim feel terrible since it's as strong as it is on console. Destiny to my knowledge doesn't have this. This was on an older build of the game mind you from like a year ago.


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I've been skimming this thread periodically solely because I liked the Marathon series and I want to see this fail for attempting to shamelessly Weekend At Bernies the corpse of a beloved IP and this is my first time seeing actual gameplay and holy shit this game is fucking ugly for what it is. It looks like Octodad. Or Lethal Company. Or like... it's like if Mirror's Edge wasn't pretty. Like if somebody ported a Mirror's Edge map into Gmod or something. Splatoon. It looks like a Nintendo game.
 
If this is true... lol, lmao even

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