The Pivot That Changed Everything
Marathon started as a hero extraction shooter, but it wasn't always that way. In a revealing interview, former franchise art director Joseph Cross detailed how the game underwent a profound evolution midway through development that fundamentally reshaped its visual psychology and gameplay identity.
From Generic Mercenaries to Iconic Heroes
Originally, Marathon's player characters were designed as generic throwaway mercenaries that players could customize to fit their personal fantasy. This approach changed dramatically when the development team shifted to creating actual characters with prescribed backstories, abilities, and unique visual identities.
Cross described this transformation using a powerful analogy: "You're going from designing one vehicle in a fleet of a thousand to now you're designing the Millennium Falcon. The psychology changes."
This hero-focused approach has become a crucial differentiator for Marathon, setting it apart from genre rivals like Arc Raiders and Escape from Tarkov. However, it also places the game in a genre where some players are experiencing significant burnout.
Art as the Primary Differentiator
In the interview, Cross revealed that the art team recognized they had a unique responsibility: "I really did believe that art had potentially more of a responsibility for creating interest than it would if we were working on a different kind of game."
He explained further: "The game design, nobody's reinventing the wheel here. We're putting compelling spins on established mechanics. The narrative is also not reinventing the wheel. It's an abandoned space colony where something mysterious happened. We've seen this a lot. It's about how you spin it, and at some point, for better or for worse, I told myself that this is an opportunity for art to sort of step up and provide a level of newness to this world."
A Distinctive Visual Identity
Marathon's striking art style draws inspiration from diverse sources including Nike sneaker culture and Ikea furniture assembly. This unconventional approach aims to create a visual identity that stands out in a crowded market.
Why Leave Before Launch?
Cross recently departed Bungie just weeks before Marathon's March 5 release date was finalized. His decision stemmed from being "an artist first and foremost" and growing awareness of the limited number of projects he'll work on in his lifetime.
"I'm not a founder of Bungie," he explained. "This is not my company. And I'm conscious of the number of projects I get to work on in my life. I'm not getting any younger. I've spent what will ultimately be 15 years, essentially, on two projects for Bungie: Destiny and Marathon, with film work in between."
He also acknowledged the challenges of senior leadership roles in live service games: "The natural cadence of the kind of work that happens post-launch in a live service game, I also understood what that was looking like. It's also true that at the level of seniority that I had, there are challenges there that don't necessarily exist as an artist."




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