Can Bungie’s Extraction Shooter Find Its Identity?
MARATHON has released a BETA called Server Slam. The game initially peaked at around 150,000 players on Steam, but the player count has dropped significantly since launch.
This FPS-survival game, which seems inspired by Arc Raiders, struggles with its identity. It lacks a clear vision and fails to communicate what it wants to deliver to its audience.
The game offers seven playable ‘Shells’ or classes: Destroyer, Vandal, Recon, Assassin, Triage, Thief, and Rook (for solo players). After testing each class, none stood out as particularly fun or balanced. The Assassin’s invisibility skill proved the most reliable in my runs, making it a strong pick for new players who want to avoid direct confrontations. Destroyer and Triage are better suited for players who prefer heavy firepower or support roles, but they currently feel underpowered compared to stealth options. Vandal and Recon may appeal to players looking for mid-range versatility, though they present a steeper learning curve. Rook is available only to solo players and offers a mix of survivability and utility, but it lacks the damage and escape options of other classes. For your first playthrough, consider starting with Assassin for an easier time or try Vandal if you enjoy more aggressive engagements. If possible, avoid Thief for now, as its kit feels particularly weak compared to the others.

You can choose a faction to represent, which gives you quests. Completing these increases your rank with that faction, unlocking extra rewards as you progress.
Visually, the game is overwhelmingly saturated with purples and bright colors. The art style and color choices may put off many FPS fans, as the visual direction feels distracting and inconsistent with genre expectations.
Throughout my time with the game, I encountered frequent waves of aggressive NPCs. Attempting to loot often triggers sudden events, spawning enemies out of nowhere and overwhelming your team.
The UI design is confusing; it’s hard to tell what items you’ve looted or what their purposes are. Some items look like pixelated bags, others resemble generic food. The art direction here is inconsistent and lacks cohesion.
In a looter-shooter with extraction mechanics, this confusion over items is a significant problem. Players need to quickly identify what to loot, especially in a fast-paced, shoot-first-ask-questions-later environment.

Premade groups of three might find some enjoyment, but solo players will likely struggle. Ultimately, this is a shoot-first, ask-questions-later kind of game.


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