In French, the phrase "syndrome de la page blanche", or white page syndrome, is intended as an expression of writer's block; the inability to begin a project faced with an empty page.
Myself, I always viewed it as an expression of the usefulness of limitations, boundaries, and direction: one of the reasons why so many works are derivatives and combinations is because it is easier to start with what you know and then change it than trying to tilt at the windmill of creating something truly unique. When faced with a boundary or limitation, you are teased into approaching it and testing its strength. If one was truly free to do or say truly anything without limit, it seems likely one would find nothing to say.
It is this thought that runs through my head while playing Freeverse's Xbox Live Arcade conversion of Marathon: Durandal. One is given to wonder if there is any value in such an object beyond nostalgia; a chance for those who played the game a decade ago to relive that experience. For some, a chance to recapture youth, or a chance to remember good times.
However, it is a good deal more than that; and comparing it to other games in the genre that make better use of the modern hardware in today's console provides an object lesson on the usefulness of limitations and boundaries.