Sony has announced that Marathon is anticipated to launch "within this fiscal year" after experiencing an indefinite delay
Concerns about Marathon's release timeline have been addressed by Sony after the game was indefinitely delayed in June. The company also discussed its overall strategy for live service games.
During an earnings call highlighted by Seeking Alpha, following the announcement of Sony's Q1 financial outcomes, CFO Lin Tao mentioned that while a launch "within this fiscal year" for Marathon is anticipated, there is no definitive promise. He added, "We hope to announce a launch timeline by autumn."
Tao emphasized, "If this launch does not occur, a valuation revision may be necessary, but as of now, that isn't expected."
Additionally, Sony described how Bungie, the developer behind Destiny and Marathon, is increasingly integrating into PlayStation Studios rather than operating as an autonomous entity.
In 2022, Sony acquired Bungie for $3.6 billion. Tao commented on this saying, "Initially, Bungie was provided an independent setting, but subsequently, a restructuring process was initiated last year. Bungie's independence is now diminishing, guiding it to organically evolve into part of PlayStation Studios."

Discussing live service ventures, Tao reflected on the recent setbacks, including the Concord cancellation, stating, "Five years ago, PlayStation Studios had almost no presence in live service games. Today, we have titles like Helldivers 2, MLB, Gran Turismo 7, and Bungie's Destiny 2, which provide consistent revenue."
He acknowledged the challenges, stating, "The transformation hasn't been seamless. Yet, observing the five-year evolution, significant progress is discernible. We must learn from past mistakes and aim for efficient introduction of live service content with minimal friction."
Sony's recent financial report revealed a 137% rise in operating income for PlayStation during the fiscal year's first quarter. The Games and Network Services sector saw its income grow to ¥148 billion ($1 billion), attributed to increased sales in non-first-party software, DLC, and revenue from network services.
