Snackula

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Snackula

Snackula

@CountSmakula

300 year old dracula pfp by @/sa2men

Se unió Temmuz 2012
1K Siguiendo64 Seguidores
Snackula
Snackula@CountSmakula·
@Ga66146 @Galactic_Pyro @Gabadadi @dillonatm Numbers name G profile guy is right you know, claims without evidence should be immediately dismissed. This is really simple stuff yet you throw around the word 'retard' as if you aren't gripping the blade and cutting yourself with your own weapon 😹
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ᴬᵀᴹ@dillonatm·
if my niche extraction shooter made around $55 million on launch, not factoring all extra revenue, and the player base is stabilizing and clearly very happy, I would consider that a success. The longer this game exists i'm sure the more people will buy and play it, bc Good Game
Rhys Elliott@superhys

Marathon has sold 1.2M copies across Steam, PS5, and Xbox (@alineaanalytics estimates). It hasn't exactly made the splash Sony and Bungie wanted, even if the game underneath the surface is a MASTERWORK of design. Looking at the split between Steam, PS5, and Xbox, Steam is clearly the main platform for Marathon, accounting for a little under 70% of the audience (800K copies sold). Meanwhile, PS5 takes about 19% (217K) and Xbox (including console, PC, and cloud) accounts for a bit over 11% or 133K. Marathon is technically a first-party Sony title, so seeing the home console struggle to break 20% of the volume is a notable data point for the ongoing platform-agnostic debate. PlayStation Studios online games will almost certainly continue being multiplatform (despite Sony reportedly pulling back on PC releases). One topic that came up in a lot of conversations at GDC this year was why Marathon hasn’t hit the same stratosphere as Arc Raiders. On paper, they’re both extraction shooters, and Marathon has the Bungie pedigree – the house that built the gold standard for gunplay in Halo and Destiny. My answer: Players understand the Arc Raiders loop within 30 minutes, while Marathon's UI acts as a massive filter, chewing up newcomers and spitting them out before they can experience the depth of Bungie’s signature gunplay and Marathon's awesome gameplay loop. The Steam copies sold during each game's respective Server Slam paint a picture there. Arc Raiders saw a massive 80% jump in copies sold during its three-day Server Slam. Marathon, meanwhile, saw a 49% increase in the four days following its Slam (Day -7 to -3). Despite the friction-heavy start, the data suggests that those who survived Marathon’s onboarding are loving life. We’ve been tracking cross-platform DAUs, and while there’s the expected post-launch leakage, many players are sticking with it. After peaking at 478K total DAUs on its first Saturday, Marathon has settled into a respectable rhythm, holding 345K DAUs as of yesterday and averaging 380K DAUs across the weekend. On Steam, Marathon’s average playtime has climbed to 27.8 hours, significantly outpacing the console averages on PS5 (16.5h) and Xbox (17.3h). Even more telling than the averages: 22% of the Steam audience has surged past the 50-hour mark, and nearly 7% have already logged over 100 hours. PlayStation and Bungie are at a crossroads here. They can: 1. Double down on Marathon with a long-term Rainbow Six Siege- or No Man’s Sky-style recovery plan, which is something I heard @ChrisRGun smartly mention last week on Sacred Symbols. While this could be a sunk-cost fallacy in action, it could eventually yield the audience the game’s mechanical depth deserves. 2. Shift focus toward the inevitable Destiny 3 or another project, mitigating the escalating opportunity cost and cutting their losses, so to speak. Doing both is an expensive proposition, given the high overhead and burn rate of operating out of Bellevue, Washington. With Sony recently demonstrating a lower threshold for underperforming studios and projects, the margin for error has vanished. Whatever happens, the next six months will determine whether Marathon becomes a cornerstone of Sony’s live-service portfolio or a cautionary tale of vision exceeding accessibility. I’m hoping it’s the former, because Marathon fucking rocks. Big analysis on the free Substack, with lots more data and thoughts (link in bio)

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Tomographic
Tomographic@ItsTomographic·
Marathon is being so slept on by the FPS community. It's been really interesting as a content creator, hearing directly from viewers that they refuse to watch because they can’t get past the polarizing visuals to understand that this is truly one of the best feeling FPS experiences in years with tight gunplay, insane tension (genuinely has my heart beating out my chest) and a gameplay loop that actually rewards skill and decision making. But I think that's also the games biggest problem. People like to bash the art style but really I think it's that PvP games just don’t stick like they used to. They’re harder to get into, harder to watch, and don’t have broad, instant appeal. If it’s not immediately accessible or visually “safe” people bounce. So Marathon ends up overlooked, not because it’s bad (it's great) but because it’s different at a time when most players just want familiar. *It's also crazy that Bungie took such a huge risk on a niche game with a niche art style for such a niche demographic so I can understand where the negativity is coming from as far as gamers wanting more than just "another extraction shooter" but they made a damn good one and I hope more people give it a chance.
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Gzl
Gzl@FuckGizzles·
@ItsTomographic As a game that markets itself as a PvP focused extraction shooter, it lacks PvP. They need to at least double the player pool per match. 4-6 teams average per map is so weak. Fun game though.
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Snackula
Snackula@CountSmakula·
@FliggleGiggles @MrProWestie @ItsTomographic If you had actually played the game at any length you would notice the dynamic differences between the natural areas vs the constructed areas, and how much the vibe shifts between the areas. You would appreciate the cohesive design logic. You would be in awe of the anomaly.
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FliggleGiggles
FliggleGiggles@FliggleGiggles·
@MrProWestie @ItsTomographic One of the things keeping me away is the level design. Every building looks the same. I don’t see the same sense of scale I see in another recently released “extraction shooter” I choose not to name.
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Pedro49er
Pedro49er@Pedro49er·
@MrProWestie @ItsTomographic The art design js atrocious and there's no amount of game design that's is going to make it resonate. The art direction is literally the interface between gameplay and user. It can't be so unbelievably off-putting.
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Snackula
Snackula@CountSmakula·
@MarnidMB @ItsTomographic "Bad visuals" bro why would you publicly admit something so embarrassing about yourself 🫵😹 im crine 😹
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ℜ𝔬𝔟𝔦𝔫
ℜ𝔬𝔟𝔦𝔫@MarnidMB·
@ItsTomographic Marathon has the most insane marketing budget, I've played bunch of it for a review and it's not "insane" or "complex". It's just a basic fps but with bad visuals and less depth than other extractions. We need to start blocking people that make obvious marketing tweets.
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Snackula
Snackula@CountSmakula·
@SeffVII @ItsTomographic @TheTankBall You haven't seen top rank play on Marathon if you sincerely think it isn't hardcore. The level of skill expression possible in the game is incredible and has much more variety and method possible than Tarkov.
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Snackula
Snackula@CountSmakula·
@superhys @alineaanalytics If they added a single player/co-op campaign as a companion piece to the main extraction shooter I guarantee they would double or triple their sales.
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Rhys Elliott
Rhys Elliott@superhys·
Marathon has sold 1.2M copies across Steam, PS5, and Xbox (@alineaanalytics estimates). It hasn't exactly made the splash Sony and Bungie wanted, even if the game underneath the surface is a MASTERWORK of design. Looking at the split between Steam, PS5, and Xbox, Steam is clearly the main platform for Marathon, accounting for a little under 70% of the audience (800K copies sold). Meanwhile, PS5 takes about 19% (217K) and Xbox (including console, PC, and cloud) accounts for a bit over 11% or 133K. Marathon is technically a first-party Sony title, so seeing the home console struggle to break 20% of the volume is a notable data point for the ongoing platform-agnostic debate. PlayStation Studios online games will almost certainly continue being multiplatform (despite Sony reportedly pulling back on PC releases). One topic that came up in a lot of conversations at GDC this year was why Marathon hasn’t hit the same stratosphere as Arc Raiders. On paper, they’re both extraction shooters, and Marathon has the Bungie pedigree – the house that built the gold standard for gunplay in Halo and Destiny. My answer: Players understand the Arc Raiders loop within 30 minutes, while Marathon's UI acts as a massive filter, chewing up newcomers and spitting them out before they can experience the depth of Bungie’s signature gunplay and Marathon's awesome gameplay loop. The Steam copies sold during each game's respective Server Slam paint a picture there. Arc Raiders saw a massive 80% jump in copies sold during its three-day Server Slam. Marathon, meanwhile, saw a 49% increase in the four days following its Slam (Day -7 to -3). Despite the friction-heavy start, the data suggests that those who survived Marathon’s onboarding are loving life. We’ve been tracking cross-platform DAUs, and while there’s the expected post-launch leakage, many players are sticking with it. After peaking at 478K total DAUs on its first Saturday, Marathon has settled into a respectable rhythm, holding 345K DAUs as of yesterday and averaging 380K DAUs across the weekend. On Steam, Marathon’s average playtime has climbed to 27.8 hours, significantly outpacing the console averages on PS5 (16.5h) and Xbox (17.3h). Even more telling than the averages: 22% of the Steam audience has surged past the 50-hour mark, and nearly 7% have already logged over 100 hours. PlayStation and Bungie are at a crossroads here. They can: 1. Double down on Marathon with a long-term Rainbow Six Siege- or No Man’s Sky-style recovery plan, which is something I heard @ChrisRGun smartly mention last week on Sacred Symbols. While this could be a sunk-cost fallacy in action, it could eventually yield the audience the game’s mechanical depth deserves. 2. Shift focus toward the inevitable Destiny 3 or another project, mitigating the escalating opportunity cost and cutting their losses, so to speak. Doing both is an expensive proposition, given the high overhead and burn rate of operating out of Bellevue, Washington. With Sony recently demonstrating a lower threshold for underperforming studios and projects, the margin for error has vanished. Whatever happens, the next six months will determine whether Marathon becomes a cornerstone of Sony’s live-service portfolio or a cautionary tale of vision exceeding accessibility. I’m hoping it’s the former, because Marathon fucking rocks. Big analysis on the free Substack, with lots more data and thoughts (link in bio)
Rhys Elliott tweet media
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Snackula retuiteado
ARACHNE PROPAGANDA DRONE (vMaddz)
Signal Jammer does the following: - Reduce aim assist (both reticle friction for controller specifically and bullet magnetism for both) - Make you immune to claymores - Obscure both UESC and enemy vision against you (harder to spot) - Makes you immune to flechette grenade tracking (though you can still take damage if you run into it) - Hard counters thief x-ray vision, destroyers prime targeting, volt weapon targeting, recons drone, thief's drone - Thermals - Basically anything that has tracking won't work on you
Glorpinity@glorpinity

i just got exfil camped by a rat assassin with a signal jammer so I couldnt even see him with a thermal what the fuck is the counter to invisibility + signal jammer, exactly?

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Sam Altman
Sam Altman@sama·
I have so much gratitude to people who wrote extremely complex software character-by-character. It already feels difficult to remember how much effort it really took. Thank you for getting us to this point.
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Maldito
Maldito@MalditoMP·
@MrMcMayonnaise @kabrutusdeid buddy, art direction requires a direction, making a choice on what to do. Marathon's is just spam, noise, it's a GPU/video-game graphical glitch. There's no rhyme or reason on where each texture or decal is applied.
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Kabrutus
Kabrutus@kabrutusdeid·
¯\_(ツ)_/¯
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Snackula
Snackula@CountSmakula·
@sentai_pr @MegaMachina @Alexgrottesco @kabrutusdeid man those Eve numbers drop to 3550 if you filter out ai slop. Arlecchino was came out around the same time, isn't considered particularly iconic and still outperforms Eve. Jane came out like 6 months later and comfortably beats her. You can like Eve but she is no icon.
Snackula tweet mediaSnackula tweet mediaSnackula tweet media
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SentaiPR
SentaiPR@sentai_pr·
@MegaMachina @Alexgrottesco @kabrutusdeid Stellar Blade's Eve is the video game sex symbol of the 2020s, she's definitely gonna be remembered longer than any character from Marathon or Crimson Desert.
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Snackula
Snackula@CountSmakula·
@xJeebus @PDoomOrder1 @KindlyContrary @sama What the "hate it all you want" comment? Idk what to tell you, if agi develops it's a replacement for humans on every level and it's naive to think the wealth generated by it will be used to sustain a population that the powerful will increasingly see as useless eaters.
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