Story
The Marathon series of games are unique amongst first-person shooters for their heavy emphasis on storytelling through the use of terminals, which are computer interfaces included within the game through which players not only learn and sometimes accomplish mission objectives, but also learn detailed story information. The textual form of this communication allows for much richer information conveyance than the typically short voice acting in other games.
Set in 2794, Marathon places the player as a security officer aboard an enormous human starship called the U.E.S.C. Marathon, orbiting a colony on the planet Tau Ceti IV. Throughout the game, the player attempts to defend the ship (and its crew and colonists) from a race of alien slavers called the Pfhor. As he fights against the invaders, he witnesses interactions among the three shipboard AIs (Leela, Durandal and Tycho), and discovers that all is not as it seems aboard the Marathon. Among other problems, Durandal has gone rampant and appears to be playing the humans against the Pfhor to further his own mysterious agenda; ultimately leading the S'pht, one of the races enslaved by the Pfhor, in a rebellion.
Seventeen years after the events of the first game, in Marathon 2: Durandal, the artificial intelligence, Durandal, sends the player and an army of ex-colonists to search the ruins of Lh'owon, the S'pht homeworld. Lh'owon was once described as a paradise but is now a desert world after first the S'pht Clan Wars and then the invasion by the Pfhor. He does not mention what information he is looking for, although he does let it slip that the Pfhor are planning to attack Earth, and that being on Lh'owon may stall their advance. Marathon 2 brings many elements to the game that can be considered staples of the series such as: a Lh'owon-native species known as F'lickta, the mention of an ancient and mysterious race of advanced aliens called the Jjaro, and a clan of S'pht that avoided enslavement by the Pfhor: the S'pht'Kr. At the climax of the game, the player activates Thoth, an ancient Jjaro AI. Thoth then contacts the S'pht'Kr, who in turn destroy the Pfhor armada.
Marathon Infinity, the final game in the series, includes more levels than Marathon 2, which are larger and part of a more intricate plot. The game's code changed little since Marathon 2, and many levels can be played unmodified in both games. The only significant additions to the game's engine were the Jjaro ship, multiple paths between levels, a new rapid-fire weapon that could be used underwater, and vacuum-enabled humans carrying fusion weapons (called "Vacuum Bobs" or "VacBobs"). The player traverses multiple timelines, attempting to find one in which the W'rkncacnter is not freed. In one timeline, the player is forced to destroy Durandal, and in another Durandal merges with Thoth. At the end of the game, an ancient Jjaro machine is activated that keeps the W'rkncacnter locked in the Lh'owon sun.
Elements of the plot and setting of Marathon are similar to The Jesus Incident by Frank Herbert and Bill Ransom. Both stories take place aboard colony ships orbiting Tau Ceti, where sentient computers have engaged crew and colonists in a fight for survival. While Ship in The Jesus Incident has achieved a higher level of omniscient consciousness, Durandal's rampancy parallels the "rogue consciousness" from Herbert's earlier Destination: Void.
Read more about this topic: Marathon Trilogy
Famous quotes containing the word story:
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—Thomas Munro (18971974)
“Well, I know you havent had much experience writing and none at all in pictures. But Ive heard about you. It all sounded like youre just the man I wanted for a story about the Navy. I dont want a story just about ships and planes. I want a story about the officers.... I want this story from a pen dipped in salt water not dry martinis. Do you know what I mean?”
—Frank Fenton, William Wister Haines, co-scenarist, and John Ford. John Dodge (Ward Bond)
“The liar at any rate recognizes that recreation, not instruction, is the aim of conversation, and is a far more civilised being than the blockhead who loudly expresses his disbelief in a story which is told simply for the amusement of the company.”
—Oscar Wilde (18541900)