As a seasoned gamer with over two decades of experience under my belt, I must say that Delta Force has managed to impress me in ways I never thought possible. Coming from someone who cut his teeth on the original Battlefield games and has dabbled in the gritty world of Escape from Tarkov, this title has struck a chord with me.
Tactical shooting games are often linked to titles like “Counter-Strike”, “Rainbow Six”, and “Ghost Recon”. Around the year 2000, another series found its place – NovaLogic’s “Delta Force”. The difference in quality compared to “Rainbow Six” was evident, but it continued on, releasing one ordinary sequel after another. Interestingly, it mirrors the journey of “Ghost Recon”, shifting from a tactical shooter into something more simplified and popular over time.
In contrast to Tom Clancy’s open-world military games like “Ghost Recon Wildlands” and “Breakpoint”, “Delta Force” adopts a distinct strategy, resembling a budget version of “Battlefield” from 2042. It offers an entirely free-to-play experience, focusing on large-scale player versus player warfare, similar to Conquest mode, where two sides compete to control different sectors of the map. The game effectively includes elements such as Operators with distinct roles, a variety of vehicles, and squads. However, it appears to lack the emotional depth or essence that some players might find in other games.
I’m not really fond of the Operator designs. Shepherd, Uluru, and Vyron seem acceptable, but D-Wolf is pushing the boundaries of believability, while Hackclaw and Luna resemble characters from typical mobile shooting games.
Delta Force isn’t a poor choice of game, serving as a suitable diversion for those seeking a respite from Battlefield 2042. The level of refinement is quite impressive, particularly considering its smooth operation. However, the unique charm that DICE’s franchise has built up over the years seems absent, appearing more like a manufactured magic rather than something with genuine depth.
With its global open beta debut, Delta Force offers two distinct game modes – Warfare and Operations. In Warfare, 64 players are split into two teams of 32, each further divided into multiple squads of four. They attack different areas on the map, with options like Blitz (no base respawn) and Siege (single sector with multiple points, limited tickets for both teams). I predominantly played Hill of Iron, a King of the Hill spin-off where weaponry such as M1A4s, LAV-AAs, Assault Helicopters, and more were frequently used. However, the objective to capture and control various zones remained consistent.
As I jump into a game, I find myself with the exciting task of selecting one among eight Operators, categorized into four distinct roles – Assault, Support, Engineer, and Recon. Engineers are equipped with a welding gun that allows them to repair vehicles and slice through fences, while Assault operators boast faster movement speed and greater infantry strength. Meanwhile, the Support Operators offer tactical advantages, and Recon operators specialize in scouting and reconnaissance. Initially, three Operators are off-limits, but each one brings a unique set of abilities to the battlefield. For instance, Luna’s Detection Arrow enables me to scan an area and locate any nearby adversaries.
While I appreciate the thoughtfulness behind each Operator’s design, I must admit that some of them don’t quite resonate with me. Shepherd, Uluru, and Vyron seem fitting enough, but D-Wolf strays close to being unbelievable. Hackclaw and Luna, however, feel like characters straight out of a mobile shooter game. To make matters worse, their cheesy lines don’t do them any favors. For example, Luna saying her enemies will get “shafted” is a bit much, considering the humorous implication that she’ll never kill an enemy in PvP with an arrow. It’s almost as if these Operators were designed for a different game.
As a devoted admirer, I can attest that the core gameplay of Battlefield remains robust and dependable, despite the absence of destructible surroundings. Though we’re eagerly awaiting news about an upcoming campaign, there’s been no hint as to when it might be released.
In every role, there are unique characteristics, some of which might be a little grating, but it’s important to note that each character can only handle specific types of weapons. If you aim to destroy vehicles on foot, Engineers armed with Stingers and AT4s are indispensable. The weapon selection is generally diverse, offering a good mix of assault rifles, submachine guns, shotguns, sniper rifles, and various other firearms, all of which can be tailored with distinct modifications. The sound design, particularly the weapon sounds, could benefit from being a touch more impactful, but overall, the weapons deliver a satisfying recoil.
Each map appears visually appealing, with Ascension and its distinctive rocky landscapes – boasting an excellent sniper position – contrasting notably against Threshold’s expansive pine forests. The texture quality and ambiance are fairly good, maintaining consistent performance even during chaotic scenes such as aerial bombings or tanks moving across the terrain while helicopters fly overhead (although some occasional pop-in is noticeable). However, I find myself somewhat torn regarding the overall design. They move smoothly enough and offer unique points of interest, whether you’re climbing the massive rock formation on Ascension or navigating through its underground tunnels, but they can feel somewhat unremarkable at times.
It’s much more enjoyable to navigate with vehicles, despite my inability to master the helicopter controls. On the other hand, rushing an objective with limited time left and obliterating everyone using an LAV-G1 can give a great sense of accomplishment. However, vehicles can sometimes feel overpowering (not just due to the specific variant), but there are strategies for counteraction, such as ground-based anti-aircraft guns for helicopters. Although the current options were underwhelming, more will be available at launch, so I’ll withhold my final opinion.
In summary, Warfare is a dependable game – it’s not mind-blowing, but it certainly isn’t disappointing. The fundamentals of Battlefield are robust and trustworthy, despite the absence of destructible settings having no impact. There’s hint of a campaign coming, but there’s no clear timeline for its release. What sets it apart is Operations, an unusual blend of PvE, PvP, and PvEvP, which draws inspiration from Escape from Tarkov to some extent.
The injury mechanism in this game is inspired by Tarkov’s concept, featuring a system where various body parts may get injured, overall health decreases, and vision becomes impaired. Various items are required for treating these injuries.
In this game, instead of traditional methods, you encounter maps where both AI opponents and other players, whether alone or in groups, are present for looting purposes. The gameplay involves shooting, gathering loot, and quickly moving on. It’s reminiscent of a cheesy scene as your superior orders, “Fire, Grab, and Let’s Make a Hasty Retreat.” Essentially, the game loop revolves around shooting, looting, and escaping, and any death results in losing everything.
The injury mechanism in this game follows a similar pattern as seen in Tarkov, featuring an intricate system where specific body parts may become injured, overall health decreases, and vision becomes impaired. Various supplies are essential for treating these injuries. Missions must be completed, and the resources obtained can be used to enhance various facilities at your base, thereby unlocking new items.
In Space City, I’ve spent most of my time, but the map is quite expansive, featuring various extraction spots and fascinating structures, plus bosses. Engaging a foe that employed ground drones was intense, and it seems Operator abilities are particularly effective here. Although it doesn’t rank high in overall quality, especially due to the absence of unique events and relatively simple AI, it’s still not something you can easily dismiss.
For those who crave a tougher gameplay experience, they can opt for increased difficulty levels or participate in events such as Operation: Serpentine. This is a PvE activity designed for teams of up to three players, consisting of four stages without the risk of losing your acquired gear. However, the trade-off is that enemies are deadlier, making it quite challenging to conquer alone. As you progress, you’ll gain access to additional features at the base, including the Auction House where you can buy or sell items, and various shops for purchasing goods. I appreciate the opportunity to interact with other Operators as they work at different stations and fulfill supply requests. This adds a nice touch without the nuisance of excessive voice lines.
Regarding its ability to maintain long-term appeal, that’s a separate topic, but given that Battlefield is on a break until the next release, it’s worth noting that among its clones, there are fewer better options for multiplayer (PvP) experiences.
In simpler terms, progression in this game involves earning Experience Points (XP) from matches to advance levels and acquire new weapons. Using a weapon frequently also allows you to unlock additional accessories to customize it. However, the variety of daily logins, challenges, and rewards can get quite overwhelming. Some parts are crucial for Operations, but nothing seems excessively pay-to-win (except maybe XP tokens which speed up leveling).
Essentially, Delta Force presents itself as a competitive shooting game that takes significant inspiration from popular titles like Battlefield and Tarkov. However, it manages this imitation with surprising proficiency, despite the basic feel of the gameplay. With an inviting entry-level accessibility and fewer bugs than usual, save for occasional glitches such as characters getting stuck outside vehicles, it’s a worthwhile exploration. Whether it can maintain long-term appeal is yet to be seen, but given Battlefield’s hiatus until its next release, Delta Force could prove to be an acceptable alternative in PvP gameplay, at the very least.
This game was reviewed on PC.
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2024-12-03 18:41