Marathon Review: Bungie proves once again why no one shoots better than they do

- March 11, 2026
- Updated: March 11, 2026 at 10:21 AM

There are studios that simply know how to do certain things better than anyone else. And Bungie, from the days of Halo to the latest expansions of Destiny 2, has proven time and again that it masters the shooter genre like few in the industry.
So when they announced Marathon, their leap into the world of extraction shooters, the question was not whether the game would shoot well, but whether its particular style would adapt to this genre.
After having spent quite a few hours on Arc Raiders, I arrive at Marathon with clear ideas about what this genre is and with very specific expectations: an eye-catching aesthetic, a science fiction universe worth exploring, and, above all, that feel on the trigger that makes any Bungie game unmistakable.
And it must be said that the response is strong in some areas and more discreet in others. Let’s take it step by step.
A universe that tells itself
Marathon places us on Tau Ceti IV, an ancient UESC colony abandoned centuries ago and now it is the territory of the Runners: cybernetic mercenaries who download their consciousness into artificial bodies called frames to venture into the exclusion zone and extract as much loot as possible.
Above the planet, stranded in orbit, floats the very Marathon, the ship that names the game and hides secrets that we will gradually uncover.
The story is not told with epic cinematics or major plot twists. Bungie has opted for an environmental and fragmented narrative: distorted voice logs, terminals with cryptic texts, and contracts from the different factions that fill the game’s universe.
I can’t deny that at certain moments it reminded me of the Souls games from From Software, where finding relevant information requires you to have a good memory and, in addition, that the puzzle is clear in your mind.
A curious leap into this complex narrative, as Bungie is used to a more linear storytelling like that of Destiny 2. Here, the interaction with factions is reduced to a static screen with conversation, which feels quite basic coming from those who have given us some of the best narrative moments in the genre.
It is a point that we hope will evolve with the seasons, because the universe they have built has more than enough elements for something greater.
Let’s get to the point: shooting in Marathon is a blast
And we arrive at the heart of the game, which is none other than the “gunplay”. And here there is no possible discussion: it is by far the first thing you notice as soon as you enter your first match. Everything is fine-tuned to the millimeter. The weapons feel perfect with the right weight sensation, when the recoil is satisfying and each elimination feels as it should feel, even with some weapons that are “curious”. Bungie once again fulfills its purpose and does so with a competence that many of its competitors in the genre would envy.
The gameplay cycle is what we expect from an extraction shooter: matches lasting 20 to 25 minutes at most where you enter the zone, try to complete corporate contracts, accumulate as much loot as possible, and pray to reach the extraction point alive and with your gear intact.
If you die, you lose everything. This tension, which is the hallmark of the genre, is managed very well by Marathon thanks precisely to one of its most original elements: the Frames.
Each of the available runner frames has very specific abilities, in line with what we already know from Destiny, but designed for a much more strategic and tactical combat. A well-assembled team, with the right classes combined, can dominate the battlefield in a way we have rarely seen in the genre.
I have tried all the available classes and I have particularly stuck with the Destructor and Recognition, which I find to be the most versatile for adapting to different situations. But it must be said that each of them offers very different possibilities and that the variety is very well thought out.
Because Marathon is not Arc Raiders. This comparison deserves a mention, as both games are perfectly compatible, but with very different philosophies. Arc Raiders promotes collaboration, encourages you to build your own weapons, and creates a sense of community that makes even solo play accessible.
Marathon, on the other hand, resembles a classic competitive extraction shooter much more: it is quite possible that other contractors are waiting to take you down, and the high-intensity fights are reminiscent of the best multiplayer matches of Destiny or Halo. Additionally, you have an arsenal of weapons that is very much in line with the Destiny saga, which is more of a looter shooter. It is neither better nor worse, it is simply different.
And we must also add an AI that does not give you a break. The security forces of the UESC are not just filler. They flank, coordinate, and put you in compromising situations that force you to think before acting. This, combined with the presence of other rival runners, creates a constant pressure that is precisely the essence of what Marathon wants to be.
The menus: improvable, but not the disaster they portray
I won’t deny that the menus are one of the most criticized aspects of the game and that there is room for improvement, but I don’t think they are the disaster that is often claimed. Managing inventory in an extraction shooter is never easy, and if we compare it to genre references like Tarkov or Arc Raiders itself, Marathon is not too far off from what is usual.
Moreover, it has some details that are especially appreciated: at the end of a match, the game automatically sells all the junk, something that Arc Raiders does not do and that saves time. Additionally, during the match, we can see how some of the loot items are quickly assigned to the appropriate slot in the Framework.
Where there is a more evident problem is in the management of contracts, corporate rewards, and the skill tree. Here the interface is confusing, it is easy to get lost among the different screens, and it becomes difficult to find where everything is. More was expected from Bungie in this regard, and it is undoubtedly something they will need to refine in future updates.
The artistic section: Tau Ceti has its own personality
Technically and artistically, Marathon is a game that mixes various aesthetics with uneven results, although there are truly striking moments. We must distinguish between two very different environments: the planet Tau Ceti IV and the Marathon ship itself, of which we have only seen some sketches.
The planet is hostile by nature, and the game reflects this in a way I didn’t expect: the weather changes dynamically, with storms that completely alter the environment and add variables that you can’t always control. I found this element particularly original and well-executed, as it makes the same environment completely different in two different playthroughs.
Within the same planet, we will see the structures that descended centuries ago from the Marathon ship; on the other hand, it bets on a color palette that is sometimes excessively aggressive. The retro-futuristic style, however, is not arbitrary: it makes perfect sense within the game’s story, as the Marathon was sent hundreds of years ago and the design of the technology we see reflects that era.
Once you understand this, the artistic direction gains a lot of value. We will have to wait for when we are allowed to explore the Marathon, which apparently will only be for the endgame.
When it comes to sound, it must be said that Bungie does not disappoint. The positional sound design is top-notch: you can distinguish where each shot comes from with a precision that becomes a survival tool. The music, on the other hand, moves away from the epic compositions we are used to in Halo or Destiny, opting for tense and pounding techno rhythms.
I understand the decision and I think it is the right one for a game like this, although fans of Bungie’s great soundtracks may be in for a little surprise.
Marathon: welcome to Tau Ceti IV, but come prepared
Marathon is a great game, but you have to approach it with well-calibrated expectations. It is not a single-player game, and the game itself constantly reminds you of this: between rival contractors and an unforgiving AI, entering a match without coordinated teammates can end very badly and leave you with nothing to show in the deposit. In fact, in more than one solo match, I have literally lasted less than five minutes.
That said, Bungie has wisely included packs sponsored by corporations for the moments when we arrive without gear, which somewhat eases that entry barrier that the community has criticized so much. It’s not the perfect solution, but at least it doesn’t leave you completely unarmed in the toughest moments.
Who do I recommend Marathon to? Everyone who enjoys competitive shooters and is willing to accept the rules of the genre. The gunplay is among the best you can find in the market today, the Frames add a very interesting tactical depth, and the universe they have built has plenty of potential to grow. Yes, the menus need work and the narrative could be more ambitious coming from Bungie, but the foundations are solid.
Now let’s hope that Marathon is here to stay and, above all, to once again demonstrate that when Bungie pulls the trigger, very few in the industry can compete with them.
I’m a journalist with more than 30 years of experience in video games and technology. Although my specialty has always been video games, I’ve recently started enjoying exploring the intricacies of project-management tools like Asana, as well as automations with Make.com and N8N.
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