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Delta Force is a series of Tactical Shooters focused on the US Army's Delta Force, developed by NovaLogic. An early example of a first person shooter on the realistic side of the Fackler Scale of FPS Realism, it allowed players to choose from a number of campaigns and even smaller self-contained missions.

Unlike many shooters of its day, Delta Force had large open spaces, rather than have the player always fight in close quarters. Players and enemies alike were capable of taking a lot less damage, forcing the player to tread carefully and think tactically. Due to these factors, sniping is a viable game strategy, especially since the gameplay mechanics allow the player to go prone. In many ways, Delta Force was a precursor to Operation Flashpoint.

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Games in the series include:

  • Delta Force (1998)
  • Delta Force 2 (1999)
  • Delta Force: Land Warrior (2000)
    • Delta Force: Task Force Dagger (2002)
  • Delta Force: Black Hawk Down (2003)
    • Delta Force: Black Hawk Down - Team Sabre (2004)
  • Delta Force: Xtreme (2005)
  • Delta Force: Xtreme 2 (2009)


These games contain examples of:

  • Action Girl: You get the option of making your player character female.
  • All Up to You: 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.
  • America Saves the Day: 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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  • Artificial Stupidity: 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.
  • Awesome, but Impractical:
    • 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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    • The M4's three round burst fire setting. Since most enemies will go down with a single shot and most combat takes place at a fairly long distance semi auto is by far the better option, especially since it can actually give the player a faster rate of fire if the player can shoot quickly enough.
    • Grenades, at least in the first game. They have a deceptively large blast radius and explode on contact, making them quite tricky to use without blowing yourself up.
    • The shotgun attachment for the M4 from 2. In a game where most combat is done at between 100 and 300 metres, a Short-Range Shotgun is an extremely situational weapon. You're better off sticking with the Grenade Launcher attachment.
    • Claymore mines. Again, due to the majority of combat taking place at long ranges, setting up mines will rarely result in any payoff that simply shooting someone won't achieve better.
    • Underwater firearms in 2 and Land Warrior. Since most guns won't work underwater, these perform a niche role of giving the player some offense while swimming. Unfortunately, very few missions require being underwater for any length of time and fewer still require shooting anybody while swimming. Outside of this, their effective range is limited and, frankly, why would you want a gun that isn't the M4 in these games? By extension, the rebreather also falls into the same category due to how little time players will spend swimming.
  • BFG:
    • The Barrett .50 anti-material rifle appears in most of the games as a choice of Sniper Rifle. If dakka is more your thing, you can chose an M249 SAW as your primary weapon also.
    • On the secondary weapon front, the LAW has the highest damage output per shot per weapon, being a handheld rocket launcher. If the game recommends it for a mission loadout, it's generally a good idea to take it.
  • Body Armor as Hit Points: Opting to take body armour in lieu of a supplementary weapon allows the player to take one or two extra hits. Literally.
  • Boring, but Practical:
    • 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 versatile enough that 90% of the time you won't need a secondary weapon anyway.
    • Body armour starting from the second game. In a series where you can be killed in a few hits, being able to tank an extra bullet or two can make a huge difference.
  • Call Sign: The player uses the callsign "Bravo", while squadmates are "Alpha" and "Charlie". Mission Control is "King Six", the extraction chopper is "Black Widow", while fire support is "Whiskey One".
  • Checkpoint Starvation: There are no checkpoints, and saving mid-mission is not allowed in some of the games. Die or get a Non-Standard Game Over and you have to start the mission all over again.
  • Concealment Equals Cover: An Averted Trope as the series went on. One of Delta Force 2's selling points was that players could shoot enemies hiding in certain buildings by firing through thin walls. It was in full force in the first game, where even camouflage netting you could see through stopped bullets.
  • Co-Op Multiplayer: Other human players could take the place of the AI squadmates.
  • Crouch and Prone: An early example of allowing both in a first person shooter. Crouching allowed the player to drop their stance while stationary, automatically standing up to run and crouching back down when stopped again. Going prone allowed the player to hide in grass, making it great for sniping. The second game introduced the ghillie suit for this purpose.
  • Death from Above: 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.
  • Emergency Weapon: The earlier games give a knife to the player, allowing for stealth kills if necessary. Of course, charging in with it towards an alert enemy is tantamount to suicide.
  • Escort Mission: Some of the missions involve escorting vehicles or rescuing prisoners. Due to the limited AI of the day, these can be downright frustrating.
  • Every Bullet Is a Tracer: And they're Color-Coded for Your Convenience; Your own shots have blue tracers, while enemies fire red.
  • Excuse Plot: Most of the plot you'll get is in the mission briefings, telling you who you're shooting and why you're shooting them. These can be mostly skipped over if you don't feel like reading a wall of text. There's not even a large story arc to most of the games with the games being broken down into several mini campaigns. The second game introduces standalone missions. It wasn't until Land Warrior that an overarching plotline was introduced.
  • Glass Cannon: A player armed with a grenade launcher or LAW can take out armoured vehicles and helicopters, but can easily get shredded to pieces by said vehicles or anyone else.
  • Jack-of-All-Stats: The M4 carbine is one of the most versatile weapons in the game due to its scope, thirty round magazine, large number of spare magazines and attached secondary weapon (a Grenade Launcher in the first game, but the Masterkey shotgun is provided as an alternative in later games).
  • Limited Loadout: Before embarking on a mission, the player is required to choose a loadout. A knife is always available and the player must choose one pistol, one rifle and a couple of extra supplementary weapons.
  • Little Useless Gun: Averted by the Ruger Mark II in the first game; it's just as effective as the 1911 in terms of stopping power, despite being chambered in .22 and comes with a larger magazine and inbuilt suppressor to boot. This is probably why later games just offered a standard sidearm (usually the H&K Mark 23) with an optional suppressor.
  • Mission-Pack Sequel:
    • Aside from some new weapons and a couple of features, Delta Force 2 didn't change up the formula much from the original game.
    • Task Force Dagger is a standalone expansion to Land Warrior.
  • Nerf:
    • The extra ammo option reduces the amount of extra magazines unless you take it for both slots. However, doing so means you can't take the extremely useful body armour.
    • Land Warrior removes the option of taking a Grenade Launcher for the M4, leaving only the Masterkey. However, you can still take the Grenade Launcher attached to the Steyr AUG, which also has superior range, at the cost of a smaller scope magnification.
  • No "Arc" in "Archery": Averted. Bullet drop occurs in these games and the player must compensate for this if firing outside a weapon's effective range.
  • One Bullet Clips: Averted. Your reserve ammo is counted in magazines, as opposed to individual rounds. The caveat about chambered rounds is usually taken to an extreme, however, with Land Warrior and Task Force Dagger at least even applying it with weapons that it shouldn't, such as open-bolt weapons (the machine guns) and ones with multiple barrels (the P11 underwater pistol) or chambers (the Jackhammer shotgun, the MM-1 grenade launcher).
  • One-Hit Point Wonder: Most enemies will go down with a single shot. The Player Character doesn't fare much better in this regard. Even taking body armour only allows for a couple of extra hits.
  • One-Hit Polykill: Due to the way bullet penetration works, it's possible to line up multiple enemies with a single shot.
  • Optional Stealth:
    • Enemies are initially unaware of your presence, allowing you to get the drop on them. One they spot you, though, their comrades are alerted. The game provides a number of silenced weapons, such as the Ruger Mark II and the MP5SD, to allow for stealth kills.
    • 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 Big Bad and to do so undetected. Being spotted by the enemy simply prompts Mission Control to radio to carry on with the mission anyway.
  • Punch-Packing Pistol: Averted. While pistols are capable of One Hit Kills and a silenced pistol is a useful tool for stealth kills, their lack of spare magazines, small capacity, and limited range make them a poor choice as a primary weapon.
  • Ranged Emergency Weapon: The pistol, due to its small magazine, small amount of spare mags and short range, is not really a good choice for protracted combat. Although, if you choose a silenced pistol, it makes a decent stealth weapon for close range kills.
  • Rare Guns: Land Warrior adds some pretty obscure guns, like the Pancor Jackhammer, the H&K P11, the APS Underwater Assault Rifle and the H&K G11 to its arsenal. The H&K Mark 23 SOCOM appears regularly throughout the series as a standard sidearm from the second game onwards.
  • Sequel Difficulty Drop: The Xtreme series, which were generous of checkpoints, players can take multiple hits, and Death Is a Slap on the Wrist.
  • Shown Their Work: 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.
  • Simulation Game: Unlike its contemporaries, Delta Force requires relatively methodical fighting. Sniping is a far better tactic than running and gunning and making use of the high ground is recommended. The player is generally part of a team, as opposed to a One-Man Army, with a few exceptions. Players and computer controlled characters are fragile and cannot absorb walls of lead. Ammunition is limited and must be spared.
  • Sniping Mission: The not-quite-sandbox nature of the games provides lots of wide open spaces which makes sniping a viable tactic for many missions. In fact, due to the player's relative fragility, it's pretty much encouraged.
  • Storming the Castle: Many missions involve simply assaulting an enemy base and securing whatever assets are present. A notable instance occurs at the climax of the Peru campaign in the first game. After dismantling his operation, you're tasked with assaulting the Big Bad's fortified mansion in order to capture him. The game recommends you bring LAWs with you and there's a sweet spot in his perimeter wall for you to blast open.
  • Swiss Army Weapon: The M4 Carbine in the earlier games can be used as a close quarters weapon and to pick off enemies at a distance with its scope, comes with either a Masterkey or a Grenade Launcher depending on which game you're playing, and has semi auto and three round burst options. About the only thing it doesn't have is a silenced option. In Land Warrior and Task Force Dagger, the OICW fills this role, having a decent rate of fire in bursts for close-quarters, a 6x scope for long range, and its integrated multi-shot grenade launcher to take care of heavier threats.
  • Unusable Enemy Equipment: Depending on the game, you cannot take weapons or restock ammo from fallen enemies, though sometimes you can find ammo caches for your own weapons within enemy bases.
  • Vapor Ware: Delta Force: Angel Falls was announced in 2008. As of 2017, there's still no sign of it.
  • Video Game Remake: Xtreme recycles the Peru, Chad, and Novoya Zemlya campaigns from the original game.
  • We Cannot Go On Without You: For whatever reason, only the player character can accomplish mission objectives, and dying results in the mission being aborted for all of your squadmates.
  • A Winner Is You: 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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