Marathon's Solution to the Ladder Problem

2026-03-05T08:00:00+01:00 | 2-minute read

Fact Sheet
Original Title
Marathon
Genres
Extraction shooter
First-person shooter
Release Date
March 5, 2026
Length
HowLongToBeat: 12.5-30 hours
Reviews
Edge: 9/10
Eurogamer: 4/5
Gamespot: 9/10
OpenCritic: 81/100
Creators
Developer: Bungie
Publisher: Bungie
Platforms
Microsoft Store: Digital
PlayStation 5: Digital
Steam: Digital
Xbox Series: Digital

Website

There are two schools of climbing ladders in gaming. The old school has automatic climbing by colliding with the ladder: until I get up or drop down, I only move vertically. The new school asks me to approach for a button prompt, press or even hold it, and only then play the transition animation to change the character state. The old school makes the movement more fluid but leads to occasional movement hiccups, the new school makes the interaction more experiential, with the proper climbing hand animation, at the expense of my fluidity and mobility.

Marathon

So what’s better? Bungie, the studio that has been producing the best first-person shooter game feel for decades, doesn’t feel like answering the question and just leaves both options enabled. In Marathon, I’m free to jump on ladders and move upward right away, but I can also approach any ladder and use the prompt. After all, when I can lose all my loot with one unfortunate move, it’s important to both let me climb quickly and effortlessly or safely and silently.

Marathon

I personally prefer the old school as prompts make navigation too rigid and dates the game quicker. But when the game is immersion-driven, there are many more systems that collide, and I see the hands of the playable character a lot, the new school is the reasonable choice. And though having two implementations for the same verb often makes the design bloated, Bungie’s exception (or is it Techland’s?) is an example of how great game design comes together.

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About Me

My name is Anton, I’m a video game creator who proudly overthinks tiny aspects of game design. Every week, I take a game I’ve been playing and find a detail that may often not be its main focus. But it still deserves love, doesn’t it? Besides these aspects, I pay special attention to general game flow and game feel.

When I play new games, I like to take notes. They often end up messy, and I can’t share them with anyone. I even have trouble reading them later myself! So now I turn them into cohesive posts that not only I but others can read. I also need every excuse I can get to play new games, old games I’ve never played, old games I have no excuse to replay as well as games outside my comfort zone.

I try to avoid spoilers for the newer games I bring up, but sometimes I see no better way to make a point. So if you don’t want to be spoiled, I recommend avoiding the posts on the games you haven’t played but plan to play.

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Way of the Hunter

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killer7

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