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Review of Totally Reliable Delivery Service on PlayStation 4

by Max Rathon Max Rathon photo Apr 2020
Cover image of Totally Reliable Delivery Service on PS4
Gamefings Score: 6/10
Platform: PS4 PS4 logo
Released: 01 Apr 2020
Genre: Party
Developer: We're Five Games
Publisher: tinyBuild (original), Infogrames (current)

Introduction

Totally Reliable Delivery Service (TRDS) is the kind of game that invites you to question both your motor control and your understanding of causality. Built in Unity by We're Five Games and arriving on PS4 on April 1, 2020, it dresses up a physics sandbox in the trappings of a cooperative delivery sim: hand off packages, avoid water, and do your best not to launch a parcel into low orbit while your partner is still clinging to the bumper. The premise is simple. The technical implementation is gloriously messy. This review focuses on the PS4 experience and drills into the systems that make TRDS fun - and occasionally infuriating - from a technical perspective. Expect discussion of ragdoll physics, input responsiveness, network and local multiplayer behavior, and graphical trade-offs the developers made to keep the chaos running on consoles that are now half a decade old.

Gameplay

Gameplay loop: players (1-4 locally/online on the base game) accept jobs, pick up packages, and deliver them to highlighted zones using a ragdoll-bodied avatar that can grab one item per hand. The package-transport constraint is a deceptively important design choice: limiting each hand to one object forces players to prioritize, coordinate and invent goofy carry strategies using vehicles, trampolines and even rockets. From a systems standpoint, that constraint simplifies inventory/state management but amplifies physics interactions - every additional held object multiplies potential joint constraints and collision cases that the engine must resolve. Ragdoll physics are the star and the bugbear at once. TRDS relies on a soft-body, hinge-and-joint approach that makes characters feel like sentient slinkies. On PS4 this is implemented using Unity's physics stack (PhysX underneath on most Unity versions). The result is delightfully unpredictable emergent behavior: flinging a parcel off a roof, seeing it snag on an overhang, watching a teammate attempt to rescue it with a forklift only to become a human flag on the lift's prongs. That unpredictability is the design intent - the game leans into comedic failure - but from a technical standpoint it exposes the limits of real-time physics on a fixed-budget console. Collision robustness and stability are where PS4 TRDS both shines and stumbles. The devs tune colliders conservatively to avoid penetrations, but complex stacks of objects or high-speed impacts can generate jitter and transient penetrations that Unity must resolve. On PS4 this sometimes manifests as brief positional correction (objects snapping back) or slow-motion bone wobble while the solver iterates. The seriousness of these artifacts varies with scene complexity: empty neighborhoods run cleanly, while busy delivery hubs reveal the solver's performance ceiling. Controls and locomotion have a deliberate floppy feel. Movement is a hybrid of torque-based limb forces and a root motion push for the torso. This feels great for comedic falls and flamboyant recovery animations, but it's less ideal when precision is required - say, balancing a package on a trampoline launch. The analog sticks map to limb and body control in ways that reward experimentation but penalize players seeking tight, competitive mechanical skill. Nintendo Life's criticism of controls is fair if your tolerance for physics latency is low. Damage and persistence: packages carry a damage meter; too much blunt force and they explode. This adds a useful risk budget to otherwise mindless tossing, and it's implemented as a per-object state machine with event thresholds tied to collision impulse magnitudes. Explosions are handled as localized force impulses with particle effects; because package destruction is deterministic locally but subject to network sync delays, online matches can experience brief disagreement on whether a delivery actually detonated on impact. Death is rare by design - players don't die except by water. That choice removes repeated respawn costs and keeps the pace snappy, but it raises technical questions about state recovery when bodies go limp in awkward locations. The engine uses a lightweight ragdoll disable/enable mechanic when a player is in a non-playable state (e.g., submerged), simplifying cleanup and preventing hung physics actors. Vehicles and auxiliary systems (trampolines, rockets) broaden the mechanical palette. Vehicles are simple physics actors with independent wheels, suspension, and basic steering. They're optimized for the PS4 by limiting wheel raycasts and simplifying suspension computation. Trampolines and rocket launches use scripted impulse curves rather than relying on pure physics interactions; this hybrid approach reduces solver load and produces more predictable launch arcs, a smart engineering compromise for a comedy physics playground.

Graphics

Visually TRDS opts for a cartoony, low-poly aesthetic that deliberately avoids photorealism. That's not just an art direction choice - it's a technical necessity. By simplifying textures, shaders and geometry, the game reduces GPU load and keeps draw calls manageable on the PS4's mid-tier hardware. Models use flat shading and low-to-medium resolution texture maps, and the scene LODs are tuned to be conservative; pop-in is infrequent on sparse maps but can creep in where DLC content or player-built object collections stack up. Lighting is a mix of baked global illumination for static geometry and low-cost dynamic lights for explosions and vehicles. This keeps the visual environment readable while saving GPU headroom. Shader complexity is low: unlit or simply lit materials dominate, with a handful of PBR-esque materials for metallic and reflective surfaces. Particle systems for explosions and smoke are compact and batched, though when multiple packages detonate in a small area you'll notice an uptick in frame-time spikes as the CPU handles particle emission and physics impulses. Performance on PS4 is acceptable but not rock-solid. The target is clearly a stable 30 FPS to prioritize physics determinism over visual fidelity. In practice, TRDS holds that target in most suburban and open areas, but tight environments with many active players, vehicles and destructible props can push CPU physics and collision checks and produce sub-30 dips. Memory use is conservative; AssetBundles and streamed DLC content help keep working set size manageable, which is why the PS4 edition runs reasonably well even with multiple players online. Networked physics deserves its own note. TRDS's online implementation uses client-side prediction with authoritative reconciliation on key events (package pickup/drop, package destruction). This reduces perceived input lag but introduces occasional corrections when server-state and client-state diverge. The devs trade a few small teleport corrections for responsive feel, which matches the game's chaotic, comedy-first design. Cross-platform play and expanded online features arrived as later updates and aim to improve matchmaking and leaderboard consistency, but at launch PS4 players saw the same kinds of sync quirks that plague physics-heavy multiplayer games.

Conclusion

Totally Reliable Delivery Service on PS4 is an honest physics playground: it delivers on unpredictable, emergent comedy while exposing the constraints of real-time rigid-body simulation on console hardware. If you want a polished, tightly tuned competitive experience, TRDS will feel too loose. If you want couch-chaos, vehicle-launch antics and the joy of watching packets of data (and packages) behave like gelatinous contraptions, it will reward you for the price of admission. From a technical standpoint the developers made pragmatic engineering decisions: a low-poly art style to save GPU time, hybrid scripted-physics for predictable interactions, conservative LODs and batched particle systems to limit frame spikes, and client-side prediction to reduce input lag during multiplayer. The compromises manifest as occasional solver jitter, control imprecision when precision is demanded, and network reconciliation artifacts - all of which are part of the package and, for many players, part of the fun. At the time of review the PS4 edition's Metacritic score sits in the middling range and the game's control and visual critiques have merit. I'd recommend TRDS on PS4 for groups that appreciate physics-based improv and for players curious about how far Unity and a small team can push chaotic multiplayer on aging console hardware. For a measured, technical takeaway: TRDS is a clever example of engineering for chaos - it intentionally leans into the problems of physics simulation to make them the point of the game, and that makes it a charming, if occasionally frustrating, technical toy. Score: 6/10.

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