>>37200With a little consideration I think what made Marathon gore hit different was really that it was very "readable." Especially in the context of four-or-more multiplayer matches. So it's not really any closer to Citadel than to New Marathon.
Marathon had a physics engine such that characters would be thrown in a direction by any projectile that hit them–not just special explosives–and their sprite death would face a specific direction, it would not be an animation that was always facing the player as happened in many contemporary games. If someone else killed another person and you only saw the death, then you saw enough to know the direction of the killer. And if you saw the dead body from a death that you didn't quite get to see, then you saw what kind of weaponry the killer was equipped with, and this was enough to make some playstyle decisions. Bullets in Marathon were dodge-able moving particles, not hitscans, but they are the fastest slow-moving particles in game. You'd want to remain around some obstacles if you were dealing with a bullet death since the weapons that can reasonably cause bullet deaths have mid- and long- range advantage that makes open ground a bad option. If they were explosion deaths, then you would want to try to get to open ground and if you were using the AR you'd want to switch to something orientated more towards mid and long range, or an explosive weapon if you can keep eyes on the points of egress. And if it was a flame death then you'd probably want either higher ground with an explosive weapon or open ground with a shorter range one, but would want to avoid cover and enclosed spaces.
It does seem odd that both of the culturally significant modernized successors to Marathon would receive twitter hate specifically for their handling of deliberately female and androgynous-male character forms. Citadel for being far, far, far too anime and Marathon for being not quite anime enough. Citadel is gorier, by a lot, but the gore has a very different feel to it. Marathon and its weapons and death animations were designed and balanced around the multiplayer deathmatches the dev team had gotten caught up in, so the readability of the deaths was probably intentional and a deliberate way to keep the game flowing when you had anything above a two player match. Citadel was single player only, and every video that I've seen of it makes the gore look more like visual overload which makes the battlefield less readable rather than more. Especially since wounded and partially dismembered enemies seem to have a lot of associated mechanics including playing helpless before sneak attacking. So even though Citadel represents a Marathon successor where human bodies get mulched and burned just like it's still 1995, it isn't really working in the same vein.