The most obvious difference is the way we evoke thrills and have players battle the verticality in our game with the new climbing mechanics. We raised the bar in every aspect the experience has to offer.įor those who played the first game, how does Deliver Us Mars feel different in terms of gameplay? Then, of course, there’s our never-ending pursuit for realistic graphics with even more detailed sound and music. Besides that, we set out to improve the gameplay experience with new puzzles and new platforming mechanics – adding these thrilling elements to the game that aren’t reliant on simple conflict resolution mechanics, like you might find in a shooter. The ability to do performance capture with real actors was a new but welcome challenge to tackle. The planning and structure we had in the studio was something that was extremely important to us, in conjunction with a good work-life-balance.įor the game itself, we really wanted to ‘amp up’ the narrative delivery. It was a rocky road, fuelled by persistence – eventually we brought the game to market in its finished form, which we were very proud of. What were some of the takeaways from the development of Deliver Us The Moon that you took with you for this game?ĭeliver Us The Moon was our debut in the industry, but it didn’t totally go as we had planned at first. Mars, meanwhile, gave us a distinctive setting with more potential variety in terms of visuals than the Moon. The plot for Deliver Us Mars was carefully constructed with the team and we had a goal to tell a story that was close to our hearts, coupled with the hard truths of being an astronaut. The core idea was, of course, inherited from Deliver Us The Moon and was born out of our passion for space travel, which is something Paul and I grew up loving, since our granddad was a telescope builder. We started full development of the game around the second half of 2020. We started planning in late 2019 / early 2020, right after the re-release of Deliver Us Mars’ predecessor Deliver Us The Moon, and we were having conversations about how we could take the series further. When did development on the game start and how did the core ideas come about? We looked back at the development of the game, and how the team have experienced the launch window. We also got in touch with Koen Deetman, Game Director for Deliver Us Mars at KeokeN. Developer KeokeN Interactive just launched Deliver Us Mars together with Frontier Foundry, which we reviewed on the PlayStation 5.
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