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* LevelEditor: Included from the second game onwards, players could modify existing maps with custom missions.
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* StartsStealthilyEndsLoudly: This was one of the earliest first person shooters where the enemy was starting guns blazing, instead patrolling around calmly. Silenced weapons allow for OptionalStealth, but eventually, the mission inevitably turns into a full on firefight.

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* StartsStealthilyEndsLoudly: This was one of the earliest first person shooters where the enemy was wasn't starting guns blazing, instead patrolling around calmly. Silenced weapons allow for OptionalStealth, but eventually, the mission inevitably turns into a full on firefight.
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* StartsStealthilyEndsLoudly: This was one of the earliest first person shooters where the enemy was starting guns blazing, instead patrolling around calmly. Silenced weapons allow for OptionalStealth, but eventually, the mission inevitably turns into a full on firefight.
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* CripplingOverspecialization: The APS Underwater Assault Rifle and P-11 Underwater Pistol are specifically designed for underwater combat and while they can be used on land, they're not nearly as effective as their more conventional counterparts. Not to mention that there's so little swimming in these games that it's fairly pointless to bring them along in favour of better weapons.
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* ElitesAreMoreGlamorous: In each of the games, the player is a member of the titular Delta Force, except in ''Task Force Dagger'', where the player can choose from one of a number of different special forces, and the first couple of missions of ''Black Hawk Down'', where the player starts out as a Ranger, before getting assigned to Delta Force.

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* TheSmurfettePrinciple: Whiskey One, the artillery officer that provides fire support in certain missions, is the only female NPC present.

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* TheSmurfettePrinciple: TheSmurfettePrinciple:
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Whiskey One, the artillery officer that provides fire support in certain missions, is the only female NPC present.present.
** The second game adds a female voice for the mission briefings. The player has the option of being female as well, making her the lone woman in a squad of men.
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* GoodGunsBadGuns: The enemies are generally armed with Kalashnikovs, while Delta Force themselves have a variety of traditionally "good" guns, most notably the [=M4=].
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* GrenadeLauncher: The [=M203=] is available for the [=M4=] by default in the first game and as an option (with the Masterkey shotgun as an alternative) in the second. It's one of the reasons the [=M4=] is so versatile, as it makes secondary weapons such as satchel charges and hand grenades completely redundant
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* CameraPerspectiveSwitch: The games allowed to switch over to third person view, which a lot of first person shooters tended to in the late nineties. However, much like other games at that time, it wasn't all that useful.

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* EmptyQuiver: The enemies in the Novoya Zemlya campaign eventually get their hands on nuclear weaponry and use them to make threats as a last resort; eliminating the nuclear threat forms the crux of the last few missions.

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* EmptyQuiver: EmptyQuiver:
**
The enemies in the Novoya Zemlya campaign in the first game eventually get their hands on nuclear weaponry and use them to make threats as a last resort; eliminating the nuclear threat forms the crux of the last few missions.missions.
** The second game's second campaign, Global Enforcement, culminates in assaulting a facility with an ICBM. This mission has two objectives: Firstly, to clear the control facility to prevent the launch and then onto the missile platform itself to secure it for disarming.
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* SniperRifle: The early games give two dedicated weapons for sniping; The [=M40A1=] and the Barrett. The [=M4=] comes with a scope, allowing it to be used for sniping, albeit at shorter distances, but adequate for the game.
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* ActionGirl: You get the option of making your player character female.

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* ActionGirl: You get the option of making your player character female.female from the second game onwards.
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** In the earlier games, you can bring along additional ammo for your primary weapon at the cost of forgoing a secondary weapon. As the only ammo you get in these games tends to be whatever you have on you at the beginning, this can go quite a long way. Not to mention, the M4 is [[JackOfAllStats versatile enough]] that 90% of the time you won't need a secondary weapon anyway.

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** In the earlier games, you can bring along additional ammo for your primary weapon at the cost of forgoing a secondary weapon. As the only ammo you get in these games tends to be whatever you have on you at the beginning, beginning (unless you toggle on the option for ammo crates/medkits in maps), this can go quite a long way. Not to mention, the M4 is [[JackOfAllStats versatile enough]] that 90% of the time you won't need a secondary weapon anyway.
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* AllUpToYou: The majority of the legwork is done by Bravo team, which consists solely of the player, while Alpha and Charlie are two man teams of AI squadmates provided as support. While they can assist with general pacification missions (if they're not running into walls or attempting to shoot through solid objects), the player is generally left to complete the objectives by themselves.

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* AllUpToYou: The majority of the legwork is done by Bravo team, which consists solely of the player, while Alpha and Charlie are two man teams of AI squadmates provided as support. While they can assist with general pacification missions (if they're not running into walls or attempting to shoot through solid objects), the player is generally left to complete the objectives by themselves. This can be subverted with CoOpMultiplayer.

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* CallSign: The player uses the callsign "Bravo", while squadmates are "Alpha" and "Charlie". MissionControl is "King Six", the extraction chopper is "Black Widow", while fire support is "Whiskey One".

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* CallSign: The player uses the callsign "Bravo", while squadmates are "Alpha" and "Charlie". MissionControl is "King Six", the extraction chopper is "Black Widow", while fire support is "Whiskey One". The various playable characters in ''Land Warrior'' have their own callsigns.


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* HostageSituation: Given the emphasis on putting terrorists as your enemies, a few of these pop up throughout the series for you to defuse (and to make you double-check what you're shooting at).

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* AfricanTerrorists: The antagonists of the Chad campaign are a violently anti-American terrorist faction that has an American oil CEO taken hostage.



* ArtificialStupidity: The AI of the squadmates is rather primitive, given the era. In the earliest version of the original game, they never even seemed to be armed. Special mention goes to vehicle convoys, who will not deviate from a set route; Taking out the lead vehicle will stop the entire convoy, leaving it ripe for the taking.

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* ArtificialStupidity: ArtificialStupidity:
**
The AI of the squadmates is rather primitive, given the era. In the earliest version of the original game, they never even seemed to be armed. armed, and even in later versions, some missions have them happily making a beeline past several enemies and inevitably getting shot.
** On the flip side, enemies aren't that much better - they'll usually just stand around in the open firing in your general direction, not even attempting to move or take cover. Some enemies will actually attempt to go prone when you open fire on them... and then promptly try to shoot through the ground.
**
Special mention goes to vehicle convoys, who will not deviate from a set route; Taking out the lead vehicle will stop the entire convoy, leaving it ripe for the taking.



** On the enemies' side, some missions involve raiding enemy bases defended by helicopters. Naturally, if not dealt with quickly, they're fully capable of raining bullets down on you.



* ImperialStormtrooperMarksmanshipAcademy: Enemies are, to a man, generally terrible shots. Somewhat justified given the emphasis on sniping and the fact that most of them use weapons with only iron sights (either an [=AK-47=] or a pistol), but it's less excusable for the occasional enemies that show up with sniper rifles. By contrast, AI squadmates ''do'' tend to be decent shots and are generally armed with [=M4s=] or sniper rifles... [[ArtificialStupidity when they're not trying to shoot through walls, anyway]].



** An early mission in the first game provides a great example of this. The mission objective is to retrieve a codebook that will allow you to track down the first campaign's BigBad and to do so undetected. Being spotted by the enemy simply prompts MissionControl to radio to carry on with the mission anyway.

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** An early mission in the first game provides a great example of this. The mission objective is to retrieve a codebook that will allow you to track down the first campaign's BigBad and to do so undetected. Being spotted by the enemy simply prompts MissionControl to radio tell you to carry on with the mission anyway.
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* EmptyQuiver: The enemies in the Novoya Zemlya campaign eventually get their hands on nuclear weaponry and use them to make threats as a last resort; eliminating the nuclear threat forms the crux of the last few missions.
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** ''Delta Force'' was one of the earliest games to depict the [=M4=] with a three round burst mode and a semi auto mode instead of just being a fully automatic weapon. The [=MP5=] and [=M249=] can also be toggled between full-auto and semi-auto (with the MP5 also having a three-round burst mode).

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** ''Delta Force'' was one of the earliest games to depict the [=M4=] with a three round burst mode and a semi auto mode instead of just being a fully automatic weapon. The [=MP5=] and [=M249=] can also be toggled between full-auto and semi-auto (with the MP5 [=MP5=] also having a three-round burst mode).

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** The [=M249=] comes with a 200 round clip to put down just about anything in front of the barrel, and has enough firepower to take down armored vehicles. However, it doesn't come with a scope, and considering that most gunfights take place at ranges of about half a kilometer, you'll generally need one to actually hit something without getting shot down yourself; as such, it's rather situational. Same goes for the [=MP5SD=], which is useful for stealth missions for getting the drop on unaware enemies, but is pretty useless at range.
** The Barrett Light 50 has the opposite problem. While it comes with a scope and is powerful enough to take down vehicles, being an anti materiel rifle, it has a relatively small number of reserve magazines. Additionally, its slow rate of fire means that the player will be at a disadvantage during the inevitable close quarters mopup that tends to occur towards the end of most missions, forcing the player to either tread with extreme caution or switch to a sidearm.

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** The [=M249=] comes with a 200 round clip to put down just about anything in front of the barrel, and has enough firepower to take down armored vehicles. However, it doesn't come with a scope, and considering that most gunfights take place at ranges of about half a kilometer, you'll generally need one to actually hit something without getting shot down yourself; as such, it's rather situational. Same goes for the [=MP5SD=], which is useful for stealth missions for getting the drop on unaware enemies, but is pretty useless at range.range, and if you set off the alarms... well, have fun trying to snipe with a short-range weapon.
** The Barrett Light 50 has the opposite problem. While it comes with a scope and is powerful enough to take down vehicles, being an anti materiel rifle, it has a relatively small number of reserve magazines.magazines, to the point where running out of bullets is a very real concern without doubled ammo. Additionally, its slow rate of fire means that the player will be at a disadvantage during the inevitable close quarters mopup that tends to occur towards the end of most missions, forcing the player to either tread with extreme caution or switch to a sidearm.



* DeathFromAbove: The Laser Designator allows the player to call in artillery missions to destroy targets. In some missions, this is actually a requirement for completion, but it's unfortunately unusable most of the time.

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* DeathFromAbove: DeathFromAbove:
**
The Laser Designator allows the player to call in artillery missions to destroy targets. In some missions, this is actually a requirement for completion, but it's unfortunately unusable most of the time.time.
** While it's rare to see, if enemies are occupying an extraction zone, Black Widow's door gunner will open fire on them. One mission in the first game also has Black Widow providing air support for the player while they escort a convoy.



* ShownTheirWork: ''Delta Force'' was one of the earliest games to depict the [=M4=] with a three round burst mode and a semi auto mode instead of just being a fully automatic weapon.

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* ShownTheirWork: ShownTheirWork:
**
''Delta Force'' was one of the earliest games to depict the [=M4=] with a three round burst mode and a semi auto mode instead of just being a fully automatic weapon. The [=MP5=] and [=M249=] can also be toggled between full-auto and semi-auto (with the MP5 also having a three-round burst mode).
** You can actually fire a single shot while reloading a weapon set to semi-auto or burst fire, simulating a round being left over in the weapon's chamber; the extra shot is then deducted from your next clip, with a slight delay upon completing the reload to chamber a new round.



* TheSmurfettePrinciple: Whiskey One, the artillery officer that provides fire support in certain missions, is the only female NPC present.



* UnusableEnemyEquipment: Depending on the game, you cannot take weapons or restock ammo from fallen enemies, though sometimes you can find ammo caches [[FridgeLogic for your own weapons within enemy bases]].

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* UnusableEnemyEquipment: Depending on the game, you cannot take weapons or restock ammo from fallen enemies, enemies (the latter is justified in the first game due to 99% of enemies wielding [=AK-47s=]), though sometimes you can find ammo caches [[FridgeLogic for your own weapons within enemy bases]].



* AWinnerIsYou: The original game only gave a small debriefing text upon completion of a mission. The second game didn't even have that.

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* AWinnerIsYou: The original game only gave a small debriefing text upon completion of a mission. The second game didn't even have that.that.
* YourPrincessIsInAnotherCastle: The first Chad mission in the first game requires you to rescue a hostage... but when you get to the enemy base, the hostage isn't there and you're told to get out right away. The rest of the campaign has you taking on the terrorist cell responsible while tracking the hostage down.
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ymmv per TRS


* SequelDifficultyDrop: The Xtreme series, which were generous of checkpoints, players can take multiple hits, and DeathIsASlapOnTheWrist.
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* AmericaSavesTheDay: The series is named "Delta Force", and that's exactly who you're playing as and who's responsible for clearing up whatever threat is at hand.

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* AmericaSavesTheDay: The series is named "Delta Force", and that's exactly who you're playing as and who's responsible for clearing up whatever threat is at hand. The second game, however, allows you to choose from various nationalities for your arm flash.
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* TheCartel: The Peru campaign from the first game involves raiding and shutting down a Peruvian drug ring, culminating in storming the drug lord's mansion.
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** The Barrett Light 50 has the opposite problem. While it comes with a scope and is powerful enough to take down vehicles, being an anti materiel rifle, it has a relatively small number of reserve magazines. Additionally, its slow rate of fire means that the player will be at a disadvantage during the inevitable close quarters mopup that tends to occur towards the end of most missions, forcing the player to either tread with extreme caution or switch to a sidearm.
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* ExplodingBarrels: Fuel barrels are often left lying around, often near targets or with enemies hanging around next to them. Shooting them causes them to explode. Some missions have a requirement for a facility to be taken intact and the presence of volatile fuel barrels makes this more difficult.
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* StuffBlowingUp: Several missions involve demolitions, mostly of vehicles and ordnance in the first game, but extending to buildings as well in the second. You're provided with a number of explosive weapons ranging from grenades (both thrown by hand and launched from a grenade launcher), to satchel charges (which won't detonate in the first game, due to a bug, but fixed for the sequels), to LAW rocket launchers, to the laser designator (which is only available for certain missions).
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* EveryBulletIsATracer: And they're ColorCodedForYourConvenience; Your own shots have blue tracers, while enemies fire red.
* EveryCarIsAPinto: Shooting most vehicles enough times will destroy them eventually, though with small arms, this can take a ''lot'' of bullets. Still, it's good to know if you with a helicopter bearing down on you if you've missed with it both the [=LAWs=] you brought with you.

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* EveryBulletIsATracer: And they're ColorCodedForYourConvenience; Your own shots have blue tracers, while enemies fire red.
Red. This can be disabled in the options menu.
* EveryCarIsAPinto: Shooting most vehicles enough times will destroy them eventually, though with small arms, this can take a ''lot'' of bullets. Still, it's good to know if you with have a helicopter bearing down on you if you've missed with it both the [=LAWs=] you brought with you.
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* EveryCarIsAPinto: Shooting most vehicles enough times will destroy them eventually, though with small arms, this can take a ''lot'' of bullets. Still, it's good to know if you with a helicopter bearing down on you if you've missed with it both the [=LAWs=] you brought with you.
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* MasterOfAll: Sure, you could choose weapons specifically for sniping, close combat, or situations requiring heavy firepower or explosives. Or you could just take the [=M4=], which covers all of these, especially with the grenade launcher attachment (which is mandatory in the first game and optional with the shotgun as an alternative in the second). The only thing it can't do is stealth kills, but this can be covered by taking a silenced pistol in the sidearm slot.
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** The [=M249=] comes with a 200 round clip to put down just about anything in front of the barrel, and has enough firepower to take down armored vehicles. However, it doesn't come with a scope, and considering that most gunfights take place at ranges of about half a kilometer, you'll generally need one to actually hit something without getting shot down yourself; as such, it's rather situational.

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** The [=M249=] comes with a 200 round clip to put down just about anything in front of the barrel, and has enough firepower to take down armored vehicles. However, it doesn't come with a scope, and considering that most gunfights take place at ranges of about half a kilometer, you'll generally need one to actually hit something without getting shot down yourself; as such, it's rather situational. Same goes for the [=MP5SD=], which is useful for stealth missions for getting the drop on unaware enemies, but is pretty useless at range.
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* CallSign: The player uses the callsign "Bravo", while squadmates are "Alpha" and "Charlie". MissionControl is "King Six", the extraction chopper is "Black Widow", while fire support is "Whiskey One".

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