Sport & Auto
- About Future
- Digital Future
- Cookies Policy
- Terms & Conditions
- Investor Relations
- Contact Future
Enter Marathon. It started out as a sequel to Pathways, but soon mutated into something much bigger and bolder. Revolving around an epic-sci-fi storyline, it cast the player as a sole security guard on the interstellar colony ship The Marathon fighting off a boarding party of mysterious aliens. Released in late 1994, the game earned a number of awards the following year thanks to its state-of-the-art 3D graphics and unparalleled network play, including voice support for the Mac microphone.
Bungie were now the biggest fish in an admittedly small Mac game development pond, and a year later were putting out a highly anticipated sequel that signalled their first multi-platform game, ported as it was to Windows. In 1996 they also published their first non-in-house game - Crack Dot Com developed Abuse - and the final title in the Marathon series - Marathon: Infinity - which also included user editing tools.
Bungie were experts at their craft - online shooting games with deep stories - and grew a rabidly loyal fan base, which was why their next game, Myth, a fantasy RTS, was such a surprise. But they were on a roll. More awards headed their way as the title went on to shift 350,000 units and spawn a sequel, the terrifyingly named Myth II: Soul Blighter, also absolutely brilliant. By the time 1997 rolled around, Bungie had set up a new studio on the West Coast working on their first console title, Oni. The Chicago studios released a triple Marathon bundle and then a new project began to form in the hastily expanding studio. And that project was... Blam!
Above: The Marathon trilogy of the mid 90s. Master Chief's origin? Or his next adventure?
Log in using Facebook to share comments, games, status update and other activity easily with your Facebook feed.