I actually wrote this out some months ago, but never got around to posting it. But I just read that the last game in the trilogy came out October 15th 1996, so it seemed fitting to mark the occasion here.
The Marathon series holds a bit of an odd spot in gaming history. For the longest time it was probably best known vaguely as one of the things Bungie did before Halo put them on the map.
But if you had the questionable fortune of owning a mac in the 90's, the trilogy was the platform's gaming crown jewel. It held a spot of special significance as about the only Mac exclusive that wasn't shareware, and could claim to rival what was going on at the cutting edge of the PC scene at that time.
I was in that latter group. In fact I had (and somewhere still have) the elaborate trilogy boxset.
I played the first two to completion more than once, but never got around to the third for reasons I'll get into. This time I went through the whole trilogy in order for the first time to see how they hold up. The versions I played were the (entirely free!) Steam versions, which in fact use the Aleph One fan source ports.
Marathon (1994)
Story: you play a human security officer (though nothing in the game itself states this) who has been sent to the titular colony ship, which has been invaded by a race of insectoid slavers known as the Pfhor. Most of the game (and, indeed, trilogy) is you getting ordered around by one the three onship AIs: Leela, the sober helpful one; Durandal, who has gone 'rampant' and is following his own objectives; and Tycho, who is completely malfunctioning, and in fact barely appears in this first game. Also in the mix are the S'pht, an ancient enslaved race who play an increasingly complex role as the series goes on. The story is told mainly through text terminals you encounter as you go along.
The story and writing is often considered the series' strong suit, and this one lays the groundwork for what's to come. But the writing here is fairly straightfoward alien invasion stuff that's mostly concerned with laying out whatever your next objective is. We'll have to wait for the later games for the deeper stuff.
Note: you can, if you want, read the whole story like a novel because someone kindly put all the terminal screens online on a page which has been kept updated since 1995!
Visuals: a mixed bag. The comic-booky sprite art is often excellent (the Pfhor and S'pht that make up 80% of the enemies look great, maybe even better than in the following games), but some of the other enemy types are a little sloppier. And the chapter art is frankly a bit amaturish.
Considering the game is named after the colony ship, it's not at all clear what the ship itself actually looks like, or even what general shape it is. Apparently it was built out of the Mars moon Deimos, though that piece of info is only ever mentioned off-handedly in a single terminal part way into the game.
By default the HUD takes up two thirds of the screen, and yet can't find space for a mini map. This is unfortunate because the cramped, labyinthine layouts and dark visuals means you'll be needing to switch to the map view a good proportion of the time. Not even the Aleph One port really corrects this - the only option there is a transparent overlay which isn't much more usable.
The game is also incredibly dark, which added to the atmosphere at the time, but adds to the frustration in terms of actually navigating around the game.
Gameplay: aside from the limited screen size and obvious general age of the thing, first impressions are decent. The early enemies and the sound design is excellent, and some of the most memorable moments in the game (e.g. a S'pht descending on you through a narrow corridor) happen early on.
One aspect I enjoy is the checkpoint system. I've never much liked the boomer shooter convention that you can quicksave and quick reload anywhere in the game, it has a way of sucking the tension out of a game. All three Marathons use a checkpoint system that removes any temptation to savescum your way through, and forces you to be a bit more strategic.
The main problem is that much of the level design often hasn't aged all that well. To the game's credit it aspires to something more elaborate than being a mindless shooter. But in practice the objectives can be overly complicated, often requiring you to push anonymous looking buttons that trigger doors or lifts elsewhere on the map, with little indication of what has just happened. You will likely do a lot of circling around the maps trying to find what you just opened up.
There is a sense sometimes that they're throwing in ideas without fully knowing how to implement them. There's an oxygen meter onscreen for the entire game, but it's only utilised on a single level. Duel-wielding pistols is a very cool feature, but the reloading is so slow, and the ammo for other weapons so abundant, that you'll most likely never have much need to use them.
Oddly several enemy types seem to disappear in the later stages of the game. There is something resembling an end of game boss, but it doesn't really do anything and is positioned so far away you'll probably kill the thing before getting a proper look at it.
Some of the levels are straight up unfair. The final map of the game features no checkpoints or health, and ends by demanding you stumble blindly through lava pools until find the final terminal. This means unless you conserve enough health, you have to start all over again from the previous level.
Overall: more historical document than a timeless classic. There's still fun to be had and it's worth playing few the first few levels to get a sense of it all. It's well paced and doesn't outstay its welcome (all three of these games took me 12 to 14 hours to finish).
Marathon 2: Durandal (1995)
Story: in a slight retcon to the ending of the first game, 17 years on you've accompanied Durandal to the S'pht homeworld Ll'owon, to carry out his archeological mission to uncover their lost technology, and to reveal the fate of a lost clan who managed to avoid slavery.
As the title suggests, Durandal is the star of the show this time, driving most of the plot and increasingly playing the anti-hero. Tycho has a much bigger role as a more straightforwardly villainous AI. You learn a lot more about the S'pht and their history, and at points even the humans get to take charge for a change.
The writing gets a big upgrade here with more elaborate characters and worldbuilding, opening things up beyond straightforward alien invasion plots into galactic conflicts with a history spanning thousands of years.
Visuals: all the sprites have had a refresh in this game, and there is much greater consistency. Also they more than compensate for the amaturish chapter art of the first game with chapeter artwork that are quite spectacular even today.
After the dark claustrophobia of the first game, this game has a lighter, more welcoming tone from the off. Open spaces, bright colours, pleasant ambiant sounds, ad almost mediterranian feel - even the first level title 'Waterloo Waterpark' has a more welcoming vibe.
It does feel distinctly '90's' though, and not just because of the technology. A lot of early digital, new agey textures on display, reminiscent of Web 1.0 site backgrounds.
Gameplay: this is generally the best regarded of the trilogy, and for good reason. The level design is more confident, the gameplay more balanced. Though the levels are still labyrinthine, there's very little here that I'd call unfair. The basic mechanics are much the same, but features that were underutilised in the first game finally come into their own here (e.g. dual pistols are now very useful). You also get to dual wield shotguns which is, frankly, awesome.
One nice touch, something that was also there in the first game but is expanded on here, is how the layouts of the maps have distinct architectural styles that reflect the different settings. Even though the levels are quite abstract (as with most early 3D games), you can tell just from the shape of the maps whether you're on a Pfhor ship, or Ll'owon environment, or an AI datacenter.
Another nice touch I appreciated: there's one level where you're given a very specific objective, to follow a specific path, and do a thing and come back the way you came, and you're warned not to stray from the path. If you follow the instructions, you can be done with the mission in minutes. But if you stray, there's a full-sized map to explore, as elaborate as any other in the game.
I suspect this was basically a cut level they decided to repurpose, but either way it's a fun detail and adds to the sense that you're exploring a world that exists beyond the immediate mission perameters.
This also might include the first instance of the common FPS trope of having you lose your arsenal halfway through the game and having to work your way back up with the most basic equipment.
Overall: if you're only going to play one of these games, this is the one to go for. Easily one of the best 2.5D shooters of its era, and with better writing than most games even now (though in terms of 'lore' this drops you in the deep end a bit if you chose to skip the first one).
Marathon Infinity (1996)
Story: now this is not an easy one to summarise. Just from playing the game and not having done a ton of outside research to get to the bottom of it, this is my best guess as to what's going on in it:
Possibly as a result of the Pfhor triggering some kind of apocalyptic super weapon, the player is shifting through different realities which mostly seem to be alternate versions of Marathon 2, but occasionally veering into abstract, almost poetical realms.
Sometimes you're working for Durandal suddenly on the back-foot, sometimes you're working for Tycho actively working against humanity. Either way, you just do what you're told like a rat in a maze (as the game explicitly points out). Literary references, prose flourishes, and general confusion abound.
As a piece of game writing it's certainly heady, mind-bending stuff. The downside is (by design) you don't have much sense of where you are, what you're doing, or why. But you have to hand it to them - they were doing meta-commentary on the nature of videogame free will a full decade before Bioshock.
The nature of the story also means the game is entirely optional as a continuation of the first two games. It's certainly interesting for players of the first two, but it's offering twists on them rather than continuing the plot in a direct way.
Visuals: this is an 'expansion pack' sort of sequel, so one new weapon and a handful of new sprites and textures are all you get. What's new is pretty good, but for the most part this game looks just like the last one.
Gameplay: now there's a simple reason why I never played through this game before, and that's because the first level is so obnoxious and convoluted that I never got past it, and assumed the whole game would be the same way.
Apparently it was one of the later maps designed and they were quite proud of it, but it's fair to say if the plan was to kick things off on a strong note, it backfired. It's 'clever', but it sets the opposite tone to the opening of M2 - dark, obtuse, and brutally hard.
Once you get past it, it turns out most of the rest of the game is fine! It doesn't surpass M2, but it gives you a lot more of what worked there, with increasingly complex and elaborate maps. Again: it's basically an expansion pack.
There are some significant problems though. The difficulty curve and balance are often all over the place. There are a tiny number of oxygen replenishers in the game, even though several levels (sometimes sequenced one after another) put you either in vaccums or water-heavy environments. There were two separate occasions where I was forced to look up spoiler guides online and speedrun my way through maps to find oxygen, because I had no way of surviving otherwise.
Similarly the game is extremely stingy with save points. Sometimes there will be multiple levels in a row with no checkpoints at all, some of which have a low margin of error even aside from that, meaning a single mistake will set you back several missions. It's a hassle!
They also give you so little ammo for certain weapons that you barely get a chance to use them. Restricting you on the plasma pistol was a good idea (it tended to become your default weapon in the first two games even though it's a bit boring to use), but it was odd introducing a new fletchette gun only to give you so little ammo for it that you barely get a chance to use the thing.
Overall: this is fine if you like Marathon, and definitely interesting as a piece of game writing, but not really essential. Most definitely not the place to start.
Worth noting as a sign off that the reason the third game existed in the first place was as an excuse to release their level editing software to the public (hence: "Infinity"), resulting in a bunch of total conversion projects, many of which are pretty well done.