Compare Marathon vs Planted!

Marathon

Marathon

Overall score 3.8 / 5

Based on 65 scored reviews

vs
Planted!

Planted!

Overall score 3.1 / 5

Based on 10 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: polish and pacing versus content variety and mission variety. Choose according to which strengths matter more to you; the overall score alone does not settle that choice.

Choose Marathon for polish and pacing.

Choose Planted! for content variety and mission variety.

Why these recommendations?

Marathon

Where It Has the Edge

  • polish is 4.6 vs 1.8. The core shooter feels highly polished, from weapon handling to map presentation and audiovisual feedback. UI and onboarding...
  • pacing is 4.1 vs 1.9. The pace swings between careful, slow movement and explosive, very short firefights. That contrast can create terrific tension,...
  • writing quality is 4.5 vs 2.4. Faction introductions and story moments benefit from sharp, personality-driven writing. The strongest dialogue and briefings make the corporations...

Planted!

Where It Has the Edge

  • content variety is 3.6 vs 2.0. Distinct arenas and power-ups bring welcome variety, with some accounts enthusiastic about the selection. Others find eight biomes...
  • mission variety is 3.7 vs 2.5. Extra challenges, performance medals, and coin goals offer useful breaks from routine gardening. They add reasons to revisit...
Marathon 3.8 overall score
Planted! 3.1 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

Bug frequency
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.

Planted!
1.0

The PS5 account describes pervasive glitches and bugs that repeatedly disrupt play. Technical trouble becomes a major obstacle to enjoying the underlying game.

Co-op experience
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.

Planted!
1.5

Teaming up does not necessarily make computer matches enjoyable. One account finds a human team unable to keep pace even against the lowest-level bots.

Polish
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.

Planted!
1.8

Rigid lobby behavior, mechanical roughness, and serious technical failures weaken the finish. Multiple accounts see a promising concept that needed more refinement.

Movement feel
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.

Planted!
1.6

Slippery movement and jumps that travel farther than expected make accurate positioning difficult. Campaign obstacles expose these problems especially clearly.

Narrative quality
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.

Planted!
1.8

The campaign premise has some personality, but the story itself is thin and rarely compelling. It mainly serves to connect instructional challenges.

Pacing
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.

Planted!
1.9

Holding a button to harvest interrupts the intended snap of matches, while extended teaching slows the campaign introduction. At the other extreme, the busiest rounds could benefit from a slower pace.

Writing quality
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.

Planted!
2.4

The campaign story is repeatedly criticized for thin substance and weak motivation. Silly dialogue is a brighter spot, adding charm even when the broader narrative fails to engage.

Aiming precision
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.

Planted!
2.0

Throwing is often hard to judge, with inaccurate trajectories and no clear distance indicator. Practice helps establish timing, but precision remains a recurring complaint.

AI behavior
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.

Planted!
1.5

Computer opponents are repeatedly criticized for excessive precision, speed, and aggression. Several accounts find even early encounters or easy bots frustratingly one-sided.

Content variety
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.

Planted!
3.6

Distinct arenas and power-ups bring welcome variety, with some accounts enthusiastic about the selection. Others find eight biomes insufficient for repeated sessions.

Fun factor
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.

Planted!
3.2

Human multiplayer can be funny, lively, and mischievous. Aggressive AI, overwhelming chaos, repetitive tasks, and technical trouble make enjoyment much less consistent across the full game.

Crash stability
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.

Planted!
2.0

Repeated PS5 crashes can block campaign progress. An Xbox account reports earlier crashes resolved by updates and a later complete campaign run without a crash, so results vary by build and platform.

Learning curve
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.

Planted!
3.6

The basic loop is intuitive, and some newcomers grasp the controls quickly. Throw timing and demanding early challenges can still create a steep adjustment period.

Mission variety
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.

Planted!
3.7

Extra challenges, performance medals, and coin goals offer useful breaks from routine gardening. They add reasons to revisit stages even when the broader campaign remains repetitive.

Difficulty balance
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.

Planted!
1.7

Computer opponents repeatedly feel too strong, including at low settings in several accounts. Precise demands, overlapping tasks, and unreliable controls can make the challenge feel punishing rather than fair.

Progression system
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.

Planted!
2.5

Being allowed to finish levels after losing challenges prevents complete blockage. It also weakens the satisfaction of succeeding and makes campaign progression feel inconsistent.

Accessibility options
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.

Planted!
1.8

Controller remapping is missing in one account, leaving an awkward layout difficult to fix. Another finds the campaign challenge cannot be adjusted, limiting ways to make it more manageable.

Weapon balance
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.

Planted!
2.0

Turrets can dominate particular routes and effectively lock opponents out of scoring. The reported island encounter makes this defensive advantage feel excessive.

Core gameplay loop
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.

Planted!
3.3

Sow, grow, and throw is a clear, appealing foundation. Repeated routines and constant interruptions can drain its momentum, particularly in the campaign.

Matchmaking quality
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.

Planted!
1.5

Quick Play produced empty lobbies throughout the reported test period. Public matchmaking may offer little value when there are no available opponents.

Environmental detail
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.

Planted!
4.0

Different environments have enough personality to keep the scenery fresh and distinguish the arenas. Visual variation helps support the campaign and competitive matches.

Combat system
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.

Planted!
3.8

Hurling vegetables and disrupting rivals produces lively slapstick battles. Inconsistent throws and unreliable interruptions can make combat frustrating in the less favorable accounts.

Social features
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.

Planted!
4.5

Private lobbies are easy to organize with simple join codes. Inviting a friend works quickly and avoids a cumbersome setup process.

Online stability
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.

Planted!
4.5

Private online sessions work smoothly in the Xbox test, with a friend able to join quickly. This positive result concerns arranged matches rather than populated public matchmaking.

Gameplay mechanics
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.

Planted!
3.6

Changing crop requests, power-ups, and sabotage give gardening an inventive competitive twist. These systems can also feel repetitive or too crowded to manage comfortably.

Platforming precision
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.

Planted!
1.6

Platforming asks for accurate jumps and rapid reactions that the movement frequently fails to support. Small overshoots and repeated hazards turn some courses into frustrating tests of patience.

Innovation
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.

Planted!
4.0

Turning gardening into hectic competition is a clever adaptation of the party-game formula. The concept fits naturally even where execution receives a more qualified response.

Onboarding experience
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.

Planted!
2.5

First-time entry is divisive: one friend joined quickly with little explanation, while other accounts found essential teaching buried in a long campaign. Jumping directly into multiplayer can leave important mechanics unclear.

Economy and resource balance
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.

Planted!
4.0

Changing delivery bonuses and harvest choices encourage adaptation rather than one fixed growing routine. The best moments turn crop value and time allocation into useful tactical decisions.

Originality
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.

Planted!
4.1

Competitive gardening gives the game a recognizable identity beyond familiar party-game activities. The unusual mix of crops, territory, and sabotage is regularly praised.

Tutorial quality
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.

Planted!
2.9

The campaign can teach useful farming and defensive skills, but its instruction often drags on. Some challenges expect near mastery before players have enough practice.

Atmosphere
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.

Planted!
4.4

Cheerful environments and exaggerated cartoon styling keep the mood playful. That charm softens the tone of all the stealing and sabotage.

Art direction
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.

Planted!
4.4

Bright cartoon styling is one of the most consistent strengths. Exaggerated gardeners and oversized vegetables suit the playful competitive premise.

Graphics quality
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.

Planted!
4.1

Vibrant colors and expressive produce make the game attractive and cheerful. One account finds the presentation less impressive over longer play despite that immediate appeal.

Competitive balance
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.

Planted!
2.1

Theft, randomness, and powerful defensive positions can undermine balanced competition. Computer advantages make the sense of unfairness especially pronounced in some accounts.

Dialogue quality
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.

Planted!
4.5

Silly character exchanges give the game charm and personality. The dialogue helps make its exaggerated gardening world enjoyable to spend time in.

HUD clarity
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.

Planted!
1.5

Crop-demand notifications can get lost in the chaos. More prominent signals would make it easier to recognize which vegetable currently earns the bonus.

Controls and connectivity

Controls responsiveness
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.

Planted!
1.9

Several accounts describe loose or imprecise inputs that struggle to support fast reactions. Demanding obstacles and busy fights make those shortcomings harder to ignore.

Menu usability
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.

Planted!
2.0

An unskippable arena-selection countdown adds needless waiting when arranging an incomplete group. The lobby flow lacks the convenience expected of a quick party game.

Comfort and build

World-building
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.

Planted!
3.0

World-building impressions differ: one account finds little beyond the federation premise, while another likes the constructive contrast of restoring community gardens. The setting has charm but limited narrative substance.

Mission design
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.

Planted!
2.0

Some obstacle courses demand too much precision and punish mistakes with extensive repetition. Recovering can feel almost as harsh as the original error.

Sound design
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.

Planted!
4.0

Vegetable impacts and action effects reinforce the slapstick and provide useful feedback. Reactions range from perfect comic accompaniment to competent sound that rarely stands out.

Level design
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.

Planted!
4.0

Distinct biomes bring varied hazards, layouts, and delivery goals, making the arenas a recurring strength. Ambitious multi-part stages can also wipe out hard work or punish recovery too severely.

User interface design
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.

Planted!
2.0

Changing crop requests are not communicated prominently enough in one account. Important updates can disappear amid the action and leave players pursuing the wrong harvest.

Multiplayer design
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.

Planted!
3.7

Competitive multiplayer is usually the main attraction, especially when human rivals create unpredictable sabotage. Opinions still range from enthusiastic praise to disappointment with repetition and awkward lobby design.

Ownership and support

Replay value
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.

Planted!
3.1

Medals, rivalries, and tactical choices give some players reasons to return. Others find the repeated farming loop and limited arena selection lose their appeal quickly, especially alone.

Live-service support
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.

Planted!
4.5

Responsive support and frequent stability updates improved the Xbox review experience substantially. A later campaign run completed without the crashes seen in the early build.

Performance

Soundtrack quality
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.

Planted!
3.6

Upbeat music generally fits the energetic cartoon action. Some praise its energy, while others find it pleasant but unmemorable.

Performance optimization
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.

Planted!
4.5

The Xbox Series X|S test reports solid performance during busy action. Colorful arenas remain manageable even as power-ups and projectiles fill the screen.

Evidence available for one product

Other features

Ease of use
MarathonNo score yet
Planted!
4.0

The growing and scoring premise is easy to understand, and some groups can join quickly. That initial simplicity does not always translate into comfortable play at the game’s busiest pace.

Animation quality
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.

Planted!No score yet
Character roster
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.

Planted!No score yet
Checkpoint system
MarathonNo score yet
Planted!
2.0

Some campaign mistakes force players to repeat large sections of a challenge. That recovery structure compounds frustration with the imprecise jumps.

Class balance
Marathon
2.0

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

Planted!No score yet
Combat readability
MarathonNo score yet
Planted!
3.5

Readability depends on the account: Xbox action remains easy to follow in one test, while another flags crowded four-player scenes as a potential problem. Busy projectiles and power-ups are the dividing factor.

Community features
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.

Planted!No score yet
Crafting system
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.

Planted!No score yet
Cutscene visual quality
MarathonNo score yet
Planted!
4.5

Illustrated storyboards and expressive character cut-outs give brief story scenes attractive cartoon personality. The simple presentation is more appealing than the thin narrative itself.

Emotional impact
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.

Planted!No score yet
Endgame content
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.

Planted!No score yet
Enemy variety
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.

Planted!No score yet
Exploration quality
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.

Planted!No score yet
Faithfulness to franchise
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.

Planted!No score yet
Family friendliness
MarathonNo score yet
Planted!
4.5

A playful cartoon tone and simple social competition make it appealing for family game nights in the positive Xbox account. This praise centers on shared fun rather than a detailed content assessment.

Farming system
MarathonNo score yet
Planted!
3.3

Growing oversized vegetables creates an approachable foundation with useful harvest decisions. Repeated routines and stolen crops can also make tending a garden feel stale or unrewarding.

Frame rate stability
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.

Planted!No score yet
Game length
MarathonNo score yet
Planted!
3.3

Campaign-length impressions differ: one account calls it substantial, while another finds each biome quick to finish. Its size alone is not a dependable reason to buy.

Grind level
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.

Planted!No score yet
Haptic feedback integration
Marathon
5.0

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

Planted!No score yet
Hit detection quality
MarathonNo score yet
Planted!
1.5

Some thrown objects appear to hit opponents without interrupting them. That inconsistency makes defensive attacks hard to trust.

Horror tension
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.

Planted!No score yet
Humor
MarathonNo score yet
Planted!
4.3

Oversized vegetables, silly dialogue, and unpredictable sabotage create effective slapstick. The comic personality is a strength even in otherwise critical accounts.

Immersion
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.

Planted!No score yet
Loot system
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.

Planted!No score yet
Lore depth
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.

Planted!No score yet
Microtransaction impact
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.

Planted!No score yet
Minigame quality
MarathonNo score yet
Planted!
3.5

Mini-games offer some enjoyable, silly diversions. Their quality is inconsistent when awkward controls and harsh challenge design get in the way.

Monetization fairness
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.

Planted!No score yet
Overall quality
MarathonNo score yet
Planted!
2.5

The overall recommendation is divided between an entertaining social battler and an unfinished, frustrating package. Controls, campaign difficulty, and technical reliability account for the strongest reservations.

Sandbox freedom
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.

Planted!No score yet
Seasonal content quality
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.

Planted!No score yet
Skill tree depth
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.

Planted!No score yet
Solo play quality
MarathonNo score yet
Planted!
2.1

Solo play is a frequent weak point, with aggressive AI, repetition, and uneven challenges limiting enjoyment. Serious crashes or save problems worsen the experience in some tested versions.

Split-screen quality
MarathonNo score yet
Planted!
4.0

Split-screen contributes useful flexibility to the multiplayer package. It supports the social appeal of playing and reacting together on the sofa.

Stealth mechanics
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.

Planted!No score yet
Strategic depth
MarathonNo score yet
Planted!
3.6

Growing valuable crops while deciding when to steal, defend, or disrupt can create satisfying tactical choices. The busiest rounds can overwhelm planning and leave little room for strategy.

Upgrade system
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.

Planted!No score yet
Visual effects quality
Marathon
4.5

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

Planted!No score yet
World interactivity
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.

Planted!No score yet

Ownership and support

Battle pass value
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.

Planted!No score yet
Cross-play support
MarathonNo score yet
Planted!
4.0

Cross-play is viewed as a practical advantage for arranging games with friends on different platforms. It broadens the ways a group can play together.

Platform-specific feature support
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.

Planted!No score yet
Save system reliability
MarathonNo score yet
Planted!
1.3

One account loses an entire campaign session, while another reports lost progress during repeated crashes. Saving and recovery are serious concerns in those tested versions.

Server reliability
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.

Planted!No score yet
Value for money
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.

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Comfort and build

Boss design
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.

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Control input comfort
MarathonNo score yet
Planted!
2.8

Button-layout reactions vary sharply: some find the controls accessible, while others struggle with unfamiliar jump placement and separate pickup and throw inputs. The awkward arrangement can add friction during frantic action.

Map and navigation design
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.

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Puzzle design
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.

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Quest design
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.

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Controls and connectivity

Character customization
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.

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Voice acting
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.

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