
"This is no Call of Duty, for better and for worse. With no social hub to hang out at, main menu is essentially a juiced up cyberpunk computer terminal that both conveys information about your current contracts and inventory and also communicates the bulk of the game's world building through lore dumps, music, tone, and the game's graphic realism art style."
"Tons of different fonts, colors, and shapes all vibing together. Some players love the unique and noisy visual language. Others find it oppressive. There's like 20 different combinations of fonts, boldness levels, sizes, spacing, all caps vs regular caps, all on one menu page Just an absolute eye sore."
"Every moment of the game feels like its begging to be quietly poured over and marveled at like a beautiful coffee table book. That's all but impossible during matches when the timer's going and there are threats around every corner."
Marathon stands out as a visually distinctive extraction shooter with a maximalist UI design that divides players. The main menu functions as a cyberpunk terminal combining inventory management, contracts, and world-building lore through visual storytelling. In-game, numerous fonts, colors, and shapes create a complex visual language that some players appreciate for its artistic depth while others find overwhelming and oppressive. The game's aesthetic encourages detailed examination like a coffee table book, yet this conflicts with the fast-paced demands of active gameplay. Bungie acknowledges player concerns regarding visual clutter, ammo availability, and PVP encounter frequency, actively investigating these feedback points.
Read at Kotaku
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