Compare Street Fighter 6 vs Marathon

Street Fighter 6

Street Fighter 6

Overall score 4.2 / 5

Based on 26 scored reviews

vs
Marathon

Marathon

Overall score 3.8 / 5

Based on 65 scored reviews

How we score

Scorata scores summarize analyzed review evidence on a 1–5 scale; they are not laboratory measurements or a simple average of customer star ratings. Feature scores summarize the reviews covering that feature. The overall score averages feature scores within each review, then combines review averages. When both expert and customer evidence are available, those two groups receive equal weight. Products can have different review coverage, so small score gaps do not establish a winner.

Recommendations prioritize important features for the category, with a score of at least 3.5, a gap of at least 0.25 points and at least two supporting reviews per product. Features with widely varying scores or broad connectivity contexts are excluded from recommendations. These safeguards do not establish statistical significance.

Quick verdict

What each product is best for

The review evidence points to a tradeoff: content variety and onboarding experience versus frame rate stability and pacing. Choose according to which strengths matter more to you; the overall score alone does not settle that choice.

Choose Street Fighter 6 for content variety and onboarding experience.

Choose Marathon for frame rate stability and pacing.

Why these recommendations?

Street Fighter 6

Where It Has the Edge

  • content variety is 4.9 vs 2.0. Content variety was a major strength, with reviewers emphasizing the breadth of modes, training, arcade, online, and offline...
  • onboarding experience is 4.9 vs 2.2. Onboarding was consistently strong because World Tour, guides, and Modern controls taught fundamentals without isolating newcomers.
  • competitive balance is 4.3 vs 2.1. Competitive balance was viewed positively overall, especially the Drive system, Modern tradeoffs, and later character viability.

Marathon

Where It Has the Edge

  • frame rate stability is 4.9 vs 2.8. Frame rates are consistently described as stable, including solid 60fps console performance and smooth higher-end PC results. Dropped-frame...
  • pacing is 4.1 vs 2.5. The pace swings between careful, slow movement and explosive, very short firefights. That contrast can create terrific tension,...
  • online stability is 5.0 vs 4.5. Connections are generally stable, with few disconnect-style problems surfacing during long sessions. Online reliability is much less troublesome...
Street Fighter 6 4.2 overall score
Marathon 3.8 overall score

Compare features

Scores are out of 5. Missing scores mean missing review evidence, not a missing feature.

Scored on both products

Other features

Content variety
Street Fighter 6
4.9

Content variety was a major strength, with reviewers emphasizing the breadth of modes, training, arcade, online, and offline extras.

Marathon
2.0

The available maps have distinct personalities, but the overall amount of launch content is a recurring concern. More maps and modes would help the strong individual spaces feel less limited over time.

Onboarding experience
Street Fighter 6
4.9

Onboarding was consistently strong because World Tour, guides, and Modern controls taught fundamentals without isolating newcomers.

Marathon
2.2

Onboarding is one of the biggest barriers. Dense menus, limited guidance, unclear objectives, and unfamiliar extraction systems can make the first several hours feel much harder than the later game.

Class balance
Street Fighter 6
4.5

Class or archetype balance was praised through comments that every character had viable strengths and weaknesses.

Marathon
2.0

Shell balance needs tuning. Assassin can feel overpowered, while Recon can lag behind stronger defensive and offensive options.

Writing quality
Street Fighter 6
2.0

Writing quality suffered where the story relied on thin characters, predictable twists, or fetch-quest framing.

Marathon
4.5

Faction introductions and story moments benefit from sharp, personality-driven writing. The strongest dialogue and briefings make the corporations and AIs feel distinctive rather than like generic quest dispensers.

Competitive balance
Street Fighter 6
4.3

Competitive balance was viewed positively overall, especially the Drive system, Modern tradeoffs, and later character viability.

Marathon
2.1

Competitive balance is most satisfying when teams and gear are evenly matched. Skill gaps, gear gaps, and uneven squad sizes can create lopsided fights that feel decided before tactics have a chance to matter.

Mission variety
Street Fighter 6
4.6

Mission variety was positive when minigames and combat lessons taught mechanics, but not all mission structures stayed fresh.

Marathon
2.5

Mission variety is a weak spot, especially early on. Repetitive fetch-style objectives can make the grind feel artificial even when later contracts become more interesting.

Frame rate stability
Street Fighter 6
2.8

Frame-rate stability was excellent in core fights on stronger versions but inconsistent in World Tour, PS4, PC open areas, and Switch 2 exploration.

Marathon
4.9

Frame rates are consistently described as stable, including solid 60fps console performance and smooth higher-end PC results. Dropped-frame complaints are rare in the scored material.

Learning curve
Street Fighter 6
4.3

The learning curve was considered manageable because the game has depth but gives players practical tools to improve.

Marathon
2.3

The learning curve is steep and sometimes brutal, but many players say the game becomes far more rewarding once its systems click. That delayed payoff is a strength for committed players and a major obstacle for casual ones.

Accessibility options
Street Fighter 6
4.8

Accessibility was a standout, with Modern/Dynamic controls and approachable design repeatedly praised for welcoming new players.

Marathon
2.8

Accessibility is mixed: customizable subtitles and color options help, but there is no dedicated accessibility hub and audio-heavy play lacks strong visual sound-direction support. Hard-of-hearing players may be especially underserved.

Tutorial quality
Street Fighter 6
4.8

Tutorials and training tools were among the most acclaimed parts of the package, often called best-in-class.

Marathon
3.1

The tutorial covers the basic extraction loop, but it often leaves deeper systems to text prompts and trial-and-error. Its basic introduction works, yet the lack of guidance quickly becomes frustrating.

Matchmaking quality
Street Fighter 6
4.0

Matchmaking was mostly quick and smooth, but ranked matchmaking concerns appeared in one later player-focused review.

Marathon
2.3

Matchmaking quality depends heavily on who fills the squad. Coordinated friends are preferred, while random teammates can make runs miserable even when the technical act of matchmaking works reliably.

Polish
Street Fighter 6
3.0

Polish was mostly strong, though pop-in and platform-specific compromises prevented a perfect score everywhere.

Marathon
4.6

The core shooter feels highly polished, from weapon handling to map presentation and audiovisual feedback. UI and onboarding roughness keep that polish from feeling equally strong outside matches.

Pacing
Street Fighter 6
2.5

Pacing was uneven: the main fighting stayed engaging, but World Tour could feel repetitive, grindy, or padded.

Marathon
4.1

The pace swings between careful, slow movement and explosive, very short firefights. That contrast can create terrific tension, but it also makes the game feel abrupt or uneven for players expecting a faster run-and-gun shooter.

Microtransaction impact
Street Fighter 6
2.1

Microtransactions were a repeated negative, even when reviewers noted cosmetics did not affect gameplay.

Marathon
3.5

Paid extras are mostly cosmetic and do not appear to create a serious pay-to-win problem. The bigger concern is the quality and pricing of the store and rewards pass rather than direct gameplay power.

Enemy variety
Street Fighter 6
4.5

Enemy variety in World Tour was praised for teaching matchups and adding amusing oddball opponents.

Marathon
3.3

Enemy variety is serviceable rather than a standout. Some players find enough variety to keep encounters from going stale, while others specifically call the bot roster limited.

Narrative quality
Street Fighter 6
2.8

Narrative quality was the most common creative weakness, with several reviewers calling World Tour's main story weak, dull, or shallow.

Marathon
4.0

The underlying story and mystery are compelling, but Marathon tells them indirectly through factions, lore entries, briefings, and environmental clues. That approach fascinates lore-minded players and leaves others wishing for a more direct campaign-style narrative.

Exploration quality
Street Fighter 6
3.0

Exploration was considered fun in spots but not consistently distinctive compared with other open-world games.

Marathon
4.2

Exploration is rewarding when maps reveal vents, tunnels, locked rooms, hidden loot, and secrets. Some early areas become familiar too quickly, reducing the sense of discovery over time.

Movement feel
Street Fighter 6
5.0

The fighting feel was described as fluid, logical, natural, and easy to pick up without losing depth.

Marathon
3.9

Movement is generally fluid and expressive, with sprinting, sliding, grapples, jumps, and shell abilities creating tactical routes. Heat limits, fall damage, and occasional mantling friction can make it feel less free-flowing than it first appears.

Community features
Street Fighter 6
4.8

Community features were praised through Battle Hub's arcade feel, rival/friend tools, and social gathering design.

Marathon
3.8

Proximity chat and lightweight communication can create memorable truces or help clear up intentions, but the wider culture remains heavily shoot-on-sight. Social cooperation is possible rather than encouraged.

Gameplay mechanics
Street Fighter 6
4.9

Reviewers praised the Drive-era mechanics as deep, flexible, and satisfying, with post-launch updates adding meaningful tactical changes.

Marathon
3.9

The underlying systems are layered and often rewarding, especially once builds, faction goals, and extraction risks start working together. Some mechanics can clash with the very short time-to-kill.

Monetization fairness
Street Fighter 6
2.6

Monetization fairness was the most persistent concern, with several reviewers objecting to premium currency and aggressive cosmetic monetization.

Marathon
3.5

Monetization earns mixed-to-negative reactions: expensive cosmetics and a weak rewards track draw criticism, but the lack of meaningful pay-to-win advantages is a clear positive. The base game is not gated by paid maps or abilities.

Innovation
Street Fighter 6
4.5

Innovation was praised in the open-world RPG structure, accessibility ideas, and Drive system.

Marathon
3.7

Progression ideas, Cryo Archive, and the interaction between PvP and extraction systems show real cleverness. Still, the broader extraction-shooter direction can feel more trend-following than groundbreaking.

Atmosphere
Street Fighter 6
5.0

The atmosphere captured an arcade/community feeling that several reviewers found nostalgic and energizing.

Marathon
4.3

Tau Ceti IV has a distinctive uneasy atmosphere, mixing bright retro-futurism with abandoned spaces, corporate menace, and creeping dread. The contrast makes the world memorable even before combat starts.

World interactivity
Street Fighter 6
4.3

Reviewers enjoyed the ability to fight nearly anyone and interact with the world in silly, playful ways.

Marathon
5.0

The strongest spaces are more than scenery: windows, doors, vertical routes, and interactive areas can change how a fight or infiltration plays out. Environmental choices have real tactical value.

Animation quality
Street Fighter 6
5.0

Animation quality stood out through expressive character movement and polished fight presentation.

Marathon
4.3

Small animation details, including reload and movement touches, reinforce the snappy feel of play. The wider presentation also gives shells and weapons distinct animation work.

Core gameplay loop
Street Fighter 6
4.8

The core loop was repeatedly described as quick, satisfying, addictive, and hard to put down.

Marathon
4.2

The drop-loot-extract loop produces tense, memorable runs and a strong one-more-match pull. Repetition can creep in when contracts stall or the available content starts feeling familiar.

Character roster
Street Fighter 6
4.8

The roster was widely praised as balanced, varied, stylish, and strong for both returning and new characters.

Marathon
4.2

The six main Runner shells plus Rook support noticeably different playstyles through movement, stealth, healing, defense, and utility. Their identities are useful and varied even when some archetypes feel familiar.

Progression system
Street Fighter 6
3.0

Progression was criticized for slow style leveling and a drip-feed of unlocks despite giving players plenty to chase.

Marathon
3.6

Faction progression is one of the strongest long-term hooks, with reputation, upgrades, materials, and rewards giving failed runs some forward momentum. Seasonal resets and slow early progress are the main reservations.

Art direction
Street Fighter 6
5.0

Art direction was a major strength, with repeated praise for the graffiti, hip-hop, urban, and colorful visual identity.

Marathon
4.4

The loud retro-futurist art direction is one of the game’s defining traits. It is often gorgeous, vibrant, and refreshingly distinctive, though the color and visual density can be overwhelming.

Online stability
Street Fighter 6
4.5

Online stability was a clear strength, with reviewers repeatedly praising netcode and smooth connections, despite isolated issues.

Marathon
5.0

Connections are generally stable, with few disconnect-style problems surfacing during long sessions. Online reliability is much less troublesome than the game’s UI or balance.

Environmental detail
Street Fighter 6
4.3

Environmental detail was strong in stages and city presentation, though older hardware reduced background liveliness.

Marathon
4.8

Maps reward close attention with environmental details that support both atmosphere and storytelling. The strongest spaces feel deliberately built rather than like generic combat arenas.

Immersion
Street Fighter 6
5.0

Immersion benefited from World Tour and Battle Hub, with reviewers calling it the franchise's most immersive entry.

Marathon
4.5

The game can become deeply immersive once its lore, sound cues, world design, and tense extraction rhythm click together. Its unusual presentation helps players inhabit the role of a Runner rather than simply chase kills.

Visual effects quality
Street Fighter 6
5.0

Visual effects, especially paint-splatter and Drive Impact effects, were consistently praised.

Marathon
4.5

Shield breaks and explosive hits provide satisfying visual feedback during combat. Those effects help gunfights feel punchy without needing elaborate spectacle.

Social features
Street Fighter 6
4.3

Social features were one of the game's identity points, from avatars and chat to spectating and lobby interactions.

Marathon
3.9

Friends, proximity chat, and coordinated squads can produce some of the game’s best moments. Solo-focused players also point out that finding a dependable group is harder than it should be.

Endgame content
Street Fighter 6
4.5

Endgame content centered on ranked play and ongoing improvement, which reviewers saw as a long-term grind.

Marathon
4.1

Cryo Archive is the standout endgame attraction, combining tougher AI, puzzles, high-value gear, bosses, and heavy PvP pressure. Its weekend-only access is repeatedly questioned despite the activity itself earning strong praise.

Combat system
Street Fighter 6
4.9

Combat earned the strongest praise: reviewers highlighted expressive Drive options, strategic meter use, and satisfying risk-reward decisions.

Marathon
4.5

Bungie-style gunplay is the clearest strength: weapons feel punchy, precise, and satisfying, and team fights can be exhilarating. The very short time-to-kill can also make some deaths feel abrupt or frustrating.

Fun factor
Street Fighter 6
4.9

Fun factor was extremely high, with reviewers repeatedly calling matches, modes, and systems exciting or addictive.

Marathon
4.5

The game is highly enjoyable once it clicks, with gunplay and extraction highs repeatedly pulling players back. It is not instantly fun for everyone, and some players never get past the early friction.

Emotional impact
Street Fighter 6
4.5

Some reviewers described a genuine emotional response to the character redesigns and franchise comeback.

Marathon
4.8

Successful extractions and close fights can produce unusually physical reactions—shaking hands, pounding hearts, relief, and triumph. The risk of losing gear gives victories and defeats more emotional weight than a routine shooter match.

Graphics quality
Street Fighter 6
4.5

Graphics were generally praised, though Switch, PS4, and World Tour performance/visual compromises were noted.

Marathon
4.2

Graphics are widely praised for sharp detail, bold color, and strong presentation across platforms. The visual identity is a major draw even for players who are unsure about the extraction-shooter format.

Economy and resource balance
Street Fighter 6
4.5

The Drive Gauge's resource design was praised as a balanced risk-reward system with meaningful consequences.

Marathon
4.3

Materials and faction economies give players useful goals beyond simple kills, while barter rewards make salvage feel valuable. The better implementations keep resources circulating without completely removing the consequences of losing gear.

Faithfulness to franchise
Street Fighter 6
4.8

Faithfulness to the franchise was strong because reviewers felt the game honored Street Fighter while moving it forward.

Marathon
5.0

The reboot carries meaningful connections to Bungie’s older Marathon games through lore, aesthetics, locations, and endgame references. Fans of the original universe get more continuity than the genre shift initially suggests.

Grind level
Street Fighter 6
2.4

Grind level was a recurring drawback in World Tour, especially master/style leveling and late-game stat farming.

Marathon
2.7

The grind is substantial and central to Marathon’s identity. Some players enjoy faction progression and long-term goals, while others find repetitive quests and time demands exhausting.

Seasonal content quality
Street Fighter 6
4.3

Seasonal content quality was positive in post-launch coverage, especially for well-received guest and returning fighters.

Marathon
4.5

Season 1’s early content is described as a fun addition, with extra rewards and activities fitting naturally into normal play. The longer-term seasonal cadence still has more to prove.

Sandbox freedom
Street Fighter 6
4.7

Avatar and moveset customization were major positives, letting players build intentionally wild or broken fighters.

Marathon
4.5

Players can often choose how much danger to accept, from quietly looting and extracting to chasing tougher events or fights. That flexibility is a major part of the appeal for players who dislike being forced into constant combat.

Difficulty balance
Street Fighter 6
2.6

Difficulty balance was mixed, with some reviewers finding World Tour too easy and others hitting frustrating late-game spikes.

Marathon
2.8

Marathon is intentionally demanding, with lethal PvP, dangerous AI, and a steep skill curve. Hardcore players often admire that commitment, while casual and new players repeatedly find the difficulty intimidating or punishing.

Originality
Street Fighter 6
4.5

Originality came through World Tour's unusual fighting-game RPG structure and the full package's fresh approach.

Marathon
4.3

Marathon feels most original in its audiovisual identity, corporate sci-fi setting, and the way it reshapes extraction-shooter conventions. Some class and genre elements are familiar enough to keep it from feeling wholly new.

Lore depth
Street Fighter 6
4.0

Lore references and Final Fight/Street Fighter connections added flavor for longtime fans.

Marathon
3.9

Lore is unusually deep for a competitive shooter, with factions, AIs, codex entries, and ties to the original games creating a dense mystery. Players willing to read and connect clues get much more from the world than those who ignore it.

Skill tree depth
Street Fighter 6
3.0

Skill-tree depth was viewed as functional but basic rather than a major strength.

Marathon
3.1

The faction trees create useful goals, but their structure is not always clear. Some players like having upgrades to chase, while others find the paths too loosely organized to make build decisions feel exciting.

AI behavior
Street Fighter 6
3.3

AI-related features were mixed: V-Rival-style practice was useful, while some World Tour AI behavior drew criticism.

Marathon
3.3

Enemy AI is dangerous, aggressive, and often smart enough to flank, pressure, or expose players to rival squads. Balance has shifted through patches, and some players still find the bots either too punishing or less threatening than they should be.

Dialogue quality
Street Fighter 6
4.5

Dialogue and small master interactions were warmly received, especially casual chats and text-message moments.

Marathon
4.5

Faction dialogue helps sell the mystery and corporate personalities, with interactions described as meaningful, unnerving, and worth following. It works best for players already interested in the setting.

Platforming precision
Street Fighter 6
2.0

Platforming in World Tour was one of the few clearly criticized mechanical side activities.

Marathon
2.0

Jumping and climbing can feel smooth when the geometry cooperates, but mantling is inconsistent enough to cause failures at bad moments. Ledge grabs are the clearest point of frustration.

Ownership and support

Platform-specific feature support
Street Fighter 6
2.5

Platform-specific features were mixed: touch controls helped on Switch 2, while gyro modes felt more gimmicky than essential.

Marathon
4.5

PS5-specific features are used well, especially the strong DualSense haptics and PS5 Pro image treatment. These additions reinforce the already strong presentation rather than changing the core game.

Value for money
Street Fighter 6
4.6

Value for money was high because reviewers saw a large, feature-rich package with offline, online, and edition-specific value.

Marathon
3.5

The $39.99 entry price is considered reasonable by some players given the production quality, though the premium pass and live-service model complicate the value proposition. It is easier to justify for committed extraction-shooter fans than casual players.

Replay value
Street Fighter 6
4.9

Replay value was very high thanks to ranked play, Battle Hub, training, World Tour completion, and long-term competitive depth.

Marathon
4.4

The best runs create a powerful one-more-match pull, with several players staying hooked for dozens or even hundreds of hours. Long-term replayability depends on whether fresh content can keep repetition from overtaking the core loop.

Battle pass value
Street Fighter 6
2.0

Battle pass value was viewed negatively as unnecessary in a paid fighting game.

Marathon
2.4

The first battle or rewards pass is a weak point, with recolors, duplicate items, and underwhelming cosmetics drawing criticism. Its non-expiring, low-pressure structure is one of the few positives.

Live-service support
Street Fighter 6
4.0

Live-service support was considered solid after launch, though monetization concerns kept it from being unqualified praise.

Marathon
4.3

Early support looks responsive, with balance patches, fixes, and community feedback moving quickly. Long-term confidence still depends on Bungie maintaining that pace and expanding the game enough to sustain its audience.

Server reliability
Street Fighter 6
4.0

Server reliability had a brief private-lobby issue, but the reviewer noted Capcom resolved it quickly.

Marathon
4.0

Servers held up well during play, with no major reliability problems standing out. The bigger uncertainty is long-term population and support rather than immediate server stability.

Controls and connectivity

Menu usability
Street Fighter 6
2.8

Menu usability had some friction, especially around settings, friends, and navigation.

Marathon
1.5

Menu navigation is often slower and more confusing than the shooting itself. The layout can become familiar with time, but familiarity does not fully solve the clutter and extra steps.

Controls responsiveness
Street Fighter 6
4.6

Responsiveness was strong across most versions, though weaker platforms and connections could still affect the feel.

Marathon
3.6

Shooting and movement controls are often described as crisp and responsive, but inventory swapping and a few control choices can feel cumbersome. Some players needed tweaking before the controls felt right.

Voice acting
Street Fighter 6
4.5

Voice and commentary features were liked when they made fights feel more like events, though repetition was a caveat elsewhere.

Marathon
5.0

Voice work is a presentation strength, especially in faction scenes and debriefs. The cast and performances add personality to material that could otherwise feel like dry lore delivery.

Comfort and build

Mission design
Street Fighter 6
2.4

Mission design was mixed to negative because reviewers enjoyed some lessons and minigames but disliked fetch quests and backtracking.

Marathon
3.3

Contracts give each run a concrete purpose and feed faction progression, but several missions are vague, repetitive, or frustrating. The one-active-contract restriction is a frequent complaint because it can make failed runs feel wasted.

Level design
Street Fighter 6
3.5

World Tour's main hubs were appreciated, while smaller global areas were criticized for feeling limited.

Marathon
4.4

Map design improves noticeably as the game opens up, with Outpost and Cryo Archive earning especially strong praise for verticality, secrets, and combat flow. The earliest maps are more divisive and can feel flat or repetitive.

Multiplayer design
Street Fighter 6
4.7

Multiplayer design was praised for Battle Hub, ranked/casual paths, and flexible ways to fight without forcing the social lobby.

Marathon
3.9

Multiplayer is aggressively PvP-focused, with trios, solo play, and emerging duo options producing very different experiences. Squad play can be excellent, while solo and mismatched team sizes expose some of the game’s harshest tradeoffs.

Quest design
Street Fighter 6
2.5

Quest design drew criticism when missions required backtracking and became tedious despite some memorable character interactions.

Marathon
3.3

Questing gives the extraction loop direction and steady progression, yet the structure can be restrictive and grindy. Fetch-style objectives, poor signposting, and one-at-a-time progression are common pain points.

User interface design
Street Fighter 6
2.5

User interface design was criticized by at least one reviewer as confusing and harder than it should be.

Marathon
1.8

The interface is the most consistent criticism. Menus, inventory icons, loot management, and information density are stylish but frequently described as cluttered, confusing, or unnecessarily hard to use.

Sound design
Street Fighter 6
4.5

Sound design was praised for adding impact through fight shouts, hits, and combat audio.

Marathon
4.7

Sound design is a major strength, with footsteps, weapons, abilities, environmental hazards, and distant fights providing both atmosphere and tactical information. Good headphones materially improve situational awareness.

World-building
Street Fighter 6
4.7

World-building was praised for making Metro City and the broader Street Fighter universe feel lived-in and connected.

Marathon
4.7

Corporate factions, environmental storytelling, and sci-fi lore give Tau Ceti IV a strong sense of place. The world-building is often praised as unusually rich for a multiplayer extraction game.

Performance

Performance optimization
Street Fighter 6
3.3

Performance optimization varied sharply by platform and mode, with traditional fights strong but World Tour often weaker.

Marathon
3.9

Performance is generally strong across consoles and a range of PCs, including older hardware. Most reports describe smooth play with few major technical problems, though isolated issues remain.

Soundtrack quality
Street Fighter 6
4.2

Soundtrack reactions were mostly positive, with a few reservations about specific new character themes.

Marathon
4.3

The soundtrack ranges from understated and atmospheric to haunting and memorable. Music reinforces the uneasy sci-fi mood without overpowering the important positional audio.

Evidence available for one product

Other features

Aiming precision
Street Fighter 6No score yet
Marathon
4.0

Aiming benefits from Bungie’s familiar precision and strong weapon feedback, making accurate shooting feel satisfying. Some ADS-focused build effects matter less when fights end almost instantly.

Bug frequency
Street Fighter 6No score yet
Marathon
5.0

Major bugs appear uncommon during play. Serious issues are rare, with only a minor one-off NPC problem standing out among otherwise clean technical reports.

Character development
Street Fighter 6
4.0

Character development showed up in master bonds and arcade/world interactions, but it was not the central narrative strength.

MarathonNo score yet
Co-op experience
Street Fighter 6No score yet
Marathon
4.3

Marathon is at its best with a coordinated group that communicates and combines shell abilities. Friends make risky gear choices and intense fights more manageable, while silent random squads can quickly unravel.

Crafting system
Street Fighter 6No score yet
Marathon
4.5

Build-crafting through mods and gear is flexible and satisfying, and the lack of extra crafting chores keeps the loop moving. The main tradeoff is that very short firefights can make some carefully built bonuses feel less important.

Crash stability
Street Fighter 6No score yet
Marathon
3.3

Crash behavior is mostly manageable but not flawless. A few mid-match crashes can occur, although rejoining softens the impact and some long sessions run without crashing at all.

Family friendliness
Street Fighter 6
4.0

Family or casual-group play was supported by Dynamic controls, party-style modes, and approachable local play.

MarathonNo score yet
Fast travel convenience
Street Fighter 6
2.5

Fast travel was useful only after unlocking points; before then, one reviewer felt they ran around aimlessly.

MarathonNo score yet
Handheld play suitability
Street Fighter 6
4.3

Handheld suitability was positive on Switch 2, though World Tour and visual compromises limited the result.

MarathonNo score yet
Haptic feedback integration
Street Fighter 6No score yet
Marathon
5.0

DualSense haptics noticeably strengthen weapon feel on PS5. The implementation is singled out as stellar rather than merely present.

Horror tension
Street Fighter 6No score yet
Marathon
3.9

Tension is one of Marathon’s best tools: quiet looting can turn into a lethal encounter in seconds, and solo Rook runs can feel like survival horror. For some players that pressure becomes frustration rather than excitement.

HUD clarity
Street Fighter 6No score yet
Marathon
1.5

HUD readability has clear weaknesses, including very small text and objective markers that can be hard to spot. Those problems are especially costly when the game is already asking players to make quick decisions.

Load times
Street Fighter 6
3.5

Load times ranged from extremely quick in stronger versions to sluggish on base PS4 hardware.

MarathonNo score yet
Loot system
Street Fighter 6No score yet
Marathon
4.1

Loot creates the stakes that make extraction exciting, and modular gear can produce genuinely valuable finds. Losing a prized kit is thrilling when the system clicks and deeply frustrating when deaths or inventory friction feel unfair.

Side character depth
Street Fighter 6
4.3

Side-character depth was a pleasant surprise, especially through master relationships and smaller personal interactions.

MarathonNo score yet
Stealth mechanics
Street Fighter 6No score yet
Marathon
3.9

Stealth is a real playstyle rather than a novelty, especially with Rook and Assassin abilities. Sneaking, invisibility, noise control, and alternate routes can let careful players avoid or set up fights.

Upgrade system
Street Fighter 6No score yet
Marathon
3.5

Weapon mods, faction upgrades, cores, and implants can meaningfully reshape a loadout and keep progression interesting. The depth is rewarding once understood, though the surrounding menus can make upgrades harder to parse than necessary.

Weapon balance
Street Fighter 6No score yet
Marathon
3.0

The arsenal is broadly viable, but not perfectly tuned. Sniper rifles in particular are described as slightly overtuned even while the overall weapon pool remains varied and useful.

Comfort and build

Boss design
Street Fighter 6No score yet
Marathon
4.0

Cryo Archive gives boss encounters real endgame weight, with difficult fights and a final encounter that can feel worth the preparation. Bosses are most effective when combined with the map’s PvP and puzzle pressure.

Map and navigation design
Street Fighter 6No score yet
Marathon
2.2

Objectives are not always well signposted, and several maps can become hard to navigate under pressure. The problem ranges from tiny markers to layouts that make players lose time simply finding the next interaction point.

Open-world design
Street Fighter 6
4.1

World Tour was broadly welcomed as an ambitious single-player RPG mode, though reviewers varied on its execution and polish.

MarathonNo score yet
Puzzle design
Street Fighter 6No score yet
Marathon
4.3

Cryo Archive’s vaults and endgame spaces add meaningful puzzle-solving to the extraction formula. The puzzle-heavy design is praised for depth, though some random elements can undermine a clean solution.

Controls and connectivity

Character customization
Street Fighter 6No score yet
Marathon
3.6

Shell skins and weapon cosmetics give players ways to personalize their look, but the reward quality is inconsistent. Recolors, repeated items, and paid cosmetics reduce the appeal of customization for some players.

Protagonist appeal
Street Fighter 6
2.0

The World Tour avatar/protagonist drew criticism when described as mute and overly errand-focused.

MarathonNo score yet

Ownership and support

DLC value
Street Fighter 6
5.0

DLC value was strongest for the Years 1-2 Fighters Edition, which bundled characters at a better value.

MarathonNo score yet

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