![]() This lack of direction even extends to some segments of the main story where you have several different ways you can go, but aren't told at all which is the right one and can end up wandering way off in the wrong direction. Pro tip: You can hold S and press spacebar to jump to a wall that's behind you. Also, one of the moves you need to progress in some of the later segments is never explained at all, and I discovered it by accident when I was just trying out random buttons in frustration after I'd been stuck for several minutes. But this action is so unresponsive that whether you can get a purchase or not feels more random than anything, especially in some cases where you have to jump at an angle. ![]() You have to click the left and right mouse button at the same time to grab onto a wall to begin with, and you have to do so with enough room that you don't slide off of the climbing surface. What wasn't nearly as satisfying were these obnoxious climbing wall segments. Exploration features fairly simple puzzle-solving and occasional, frustrating platforming. They're generally not too difficult, but I found some of the trickier ones satisfying to solve. There are several sections where you have to bounce wireless power beams around, matching the voltage on doors and terminals to get to the next area. Outside these scripted sequences, Deliver Us Mars consists of first- and third-person explorations of an orbital facility and the surface of Mars itself, featuring some fairly simple puzzle-solving and occasional, frustrating platforming. You're not briefed on any of these procedures ahead of time, which led to a lot of me swiveling my mouse pointer around frantically trying to find the highlighted switch for the internal power interval or whatever, but it was neat once I got the hang of it. It has you perform various checks and landing procedures that feel authentic and tactile before watching through the front window as your ship, the Zephyr, leaves Earth's atmosphere with no cuts or loading screens. The launch sequence from Cape Canaveral is among the strongest. Periodic flashbacks do a respectable job of filling in the complicated and painful story of their family along the way. Years later, she's been through astronaut school on a climate-ravaged Earth and a mysterious transmission from Isaac spurs her and her older sister, Claire, to seek seats on the mission to bring the colony ships back. The backstory for our plucky, rebellious, sometimes even endearing hero, Kathy, is that she was separated from her father Isaac just before he boarded a colonization mission bound for Mars. This platforming, puzzle-solving, interplanetary adventure is trying to do too much with too little, and it ends up touching down just North of adequate. Which is a great metaphor for Deliver Us Mars as a whole. Just before my group of four young astronauts with major, personal conflicts of interest blast off to the red planet, I'm assured by our team leader that, while some corners had to be cut to get our ship spaceworthy, it should do its job just fine.
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