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Review of Deliver Us Mars on Xbox Series X/S

by Max Rathon Max Rathon photo Feb 2023
Cover image of Deliver Us Mars on Xbox Series X/S
Gamefings Score: 6.5
Released: 02 Feb 2023
Genre: Action-Adventure
Developer: KeokeN Interactive
Publisher: Frontier Foundry

Introduction

Deliver Us Mars is the 2023 follow-up to Deliver Us the Moon, putting you in the boots of Kathy as she hops back to the Red Planet to track down her missing father and salvage tech that might still save Earth. KeokeN built the title in Unreal Engine 4 and shipped it across PC, PlayStation and Xbox Series hardware. The game's strengths are unmistakably narrative - voice acting and story beats earned praise across the board and even a Dutch Game Awards nomination for audio - but the technical execution on Xbox Series X/S reads like a love letter to ambition with a few of the postcodes missing. If you're here for a concentrated, slightly nerdy dive into how Deliver Us Mars performs and feels under the hood, buckle up: we'll talk engines, animations, streaming, platforming systems, and where the polish slipped through the cracks.

Gameplay

Deliver Us Mars splits its mechanical identity between first-person puzzle sequences and third-person platforming. That hybrid design can be compelling on paper; swapping perspectives allows different mechanical focuses - precision interaction when you're solving systems and spatial, momentum-aware traversal when you're climbing Mars-side ruins. In practice the seams between those two systems are where the game most frequently shows its resource constraints. The first-person puzzle setups are often deliberately slow-burn: they demand observation, logic, and toggling environmental components rather than twitch skill. IGN's take - they enjoyed the puzzles - tracks with the implementation: puzzles are generally well-signposted and rely more on state machines and sequence logic than on pixel-perfect inputs. From a technical perspective these sequences are low-risk for performance and polish: static geometry, constrained scripted interactions, and deterministic state make them reliable for a smaller team working in UE4. The third-person platforming is where technical design choices make or break the loop. Multiple outlets called the platforming either tedious or outright a chore, and that lines up with what smaller teams tend to struggle with: movement physics, camera framing, and robust collision/ledge detection systems. Polished platforming requires tight input responsiveness, well-tuned jump arcs, consistent friction and acceleration parameters, and forgiving ledge grabs when the camera or animation can't perfectly match player intention. Deliver Us Mars occasionally misses that mercy tuning. Players report instances where animation transitions, hitboxes and the camera conspire to create janky encounters with geometry - veteran designers would call these control edge-cases that demand extra QA cycles and iteration. There's also an architectural story to be told: since the game runs on Unreal Engine 4, asset streaming, level-of-detail (LOD) transitions, and material complexity are all within reach technically, but need budget for iteration. PC Gamer notes a limited budget impacted the game's potential - this typically translates to fewer LODs, less aggressive texture streaming budgets, and smaller animation state machines. The result is a design that often leans on strong narrative scaffolding: the story and VO carry sequences where traversal or visual fidelity falter. That's a perfectly viable trade-off if you're designing for players who prioritize single-player storytelling, but technically speaking it's a trade that's visible every time a platforming moment demands mechanical precision.

Graphics

Visually, Deliver Us Mars is a mixed bag on Xbox Series X/S. The engine choice (Unreal Engine 4) is mature and capable of high-fidelity visuals, but several reviews flagged graphical shortcomings and terrain pop-in. Pop-in is a symptom that points to streaming and LOD systems: textures and high-poly meshes are being swapped at visible distances, indicating streaming budgets were conservative or LOD transition distances were set aggressively to save memory and CPU/GPU cycles. On current-gen consoles those parameters can be tuned, but tuning takes time - and the reviews suggest KeokeN prioritized other facets of production. IGN's criticism of 'poor graphics' dovetails with Push Square's notes on pop-in and Game Informer's animatronic analogy for performance/animation quality. That's a polite way of saying that some character animation and facial work lack the subtlety players now expect, and that animation blending sometimes appears mechanical. Facial and body animation fidelity requires either a larger mocap pipeline and cleanup pass or a detailed hand-animated pipeline. If either is trimmed, characters can feel stiff - which affects immersion in a story-driven title. Lighting and material work also seem to fall between competent and underbaked. Mars has a naturally cinematic palette, and Deliver Us Mars nails the art direction in composition and environmental storytelling. However, the technical execution - texture resolutions, normal map detail, shadow cascades and post-process settings - sometimes read as scaled-back versions of the concept art. On a spec level, this is consistent with a project balancing GPU memory and shader complexity against a tight production timeline. Particle effects and secondary systems are functional but seldom luxuriant: dust, micro-particles and volumetrics do their job narratively but don't frequently deliver the high-end fidelity seen in larger-budget titles.

Conclusion

Deliver Us Mars is a story-first game that wears its constraints on its sleeve. Its narrative and voice acting are the glue that hold the experience together - critics consistently praise those elements and the Dutch Game Awards nod for audio underlines the technical competence of the sound team. Mechanically, the title splits into two camps: puzzles (mostly solid thanks to low-risk, scripted setups) and platforming (friction points due to camera, collision, and animation edge-cases). From a technical standpoint the most visible issues are streaming/LOD pop-in, occasional animation stiffness, and platforming inconsistencies; multiple outlets report performance problems on consoles, which suggests optimization and polish cycles were limited. If you're picking Deliver Us Mars for its story, voice work, and atmospheric beats, you'll probably find it worth your time - especially if you can forgive a few visual and mechanical rough edges. If you're a player who expects razor-sharp platforming and glossy, modern console visuals, the game will likely feel undercooked. The score (6.5/10) reflects a product that ambitiously integrates narrative and gameplay but is hamstrung in execution by budget and polish limitations. Technically interesting and narratively rewarding in stretches, Deliver Us Mars is a case study in what happens when scope, engine capability, and team resources meet the brutal demands of modern console expectations.

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