So, I just played through
Deliver At All Costs and I'm not a fan. But, first, the premise: the game is based in an alternate reality world set in the 50's where the main protagonist is some kind of a genius but is unable to make rent, and so, he becomes a delivery man for We Deliver. Oh, and, the environment is highly destructible.
Perhaps not the strangest of premises ... but, I do have a few questions.
Who is this for?
I would think that the
skibidi generation wouldn't be particularly interested in reliving the 50's so this small misstep would probably be enough to
swipe left. And then the 50's survivors would all be in their eighties at this stage and I doubt they're still gaming. Especially when they've got important things to do like trying to remember their wives' names.
Why is the tone so inconsistent?
Almost everything in this world can be destroyed and demolished - including buildings. This, combined with 'hilarious' ads on the radio gives that aspect of the game a lighthearted tone. Then you have the cutscenes which are played straight. Then you have the UFO's ... and then you have the time travel + macguffin subplot which makes no sense at all. The game starts with almost no fanfare - and plenty of cutscenes. When we finally do get control, it begins with walking around your apartment, getting dressed and reading plans. As introductions go, this is probably the worst. Only my memory of the trailer kept me from quitting right there. Also, whenever you destroy a cash box, the guy shouts out cha-ching! or
Dollar Bills! which is jarring, considering the era this is set in.
Why does it have no tension?
It's super weird that there was absolutely no penalty for dying, failing a mission, or being arrested by cops. Nothing.
Zero. Nada. We didn't lose one peso in any of these exchanges and, outside of a small amount of backtracking, it makes all missions merely a mild inconvenience.
In summary, I think the game did have a kernel of good but far too many strange decisions to actually be deemed good. Now, if I were to design this game, I would
- Change it to a modern setting (for monetary reasons)
- Build the game around showcasing this destruction and keep the filler (i.e. plot) in the background.
- Lose the forced isometric camera and employ a better layout with better navigation markers.
- Make the story (if any) play out in an irreverent tone which could simply be used to facilitate this playground of destruction. To that point, I'd lean on the design choices in Saints Row series as the blueprint. That is, there would be main story missions but plenty of pointless and fun mini games just played out for laughs.
- Focus on delivery as the games' subsystem. It seems strange to say this, but the delivery aspect in this game took kind of a backseat. Yes, you're delivering things but most of those things are ridiculous like e.g. atomic bombs but if you had a more nuanced delivery management system, it would provide greater depth to the game
And that's about it. As it currently stands, this game is heavily flawed and gets lost in the cutscenes. In the end, I was skipping most of them just because they were poorly written, animated and did little for my enjoyment of the game.