1 00:00:02,820 --> 00:00:06,420 If you think back to the classic games of the 90s,\h\h 2 00:00:07,500 --> 00:00:12,600 many stand out. If you think back\h to the classic FPS games of the 90s,\h\h 3 00:00:12,600 --> 00:00:20,160 many stand out. If you think back to the classic\h war based FPS games of the 90s, many stand out.\h\h 4 00:00:20,160 --> 00:00:26,820 If you think back to the classic war based FPS\h tactical shooter games of the 90s, MANY stand out. 5 00:00:26,820 --> 00:00:33,900 Oh sod it. This video is about Delta Force. ONE\h of the iconic war based FPS games from the 90s,\h\h 6 00:00:33,900 --> 00:00:37,980 and probably the seminal game to\h define the tactical shooter genre.\h\h 7 00:00:39,600 --> 00:00:45,420 Now war games are a bit of a grey area for me,\h given their divisive topic, but Delta Force was\h\h 8 00:00:45,420 --> 00:00:50,400 a crucial and important stepping stone in the\h world of gaming, and we’re going to explore why. 9 00:00:51,840 --> 00:00:55,800 I should probably tell you at this point, that\h this video is actually sponsored by Delta Force,\h\h 10 00:00:55,800 --> 00:01:01,740 but not these old games; the new game, which we’ll\h get to later. BUT Let’s start from the beginning. 11 00:01:03,420 --> 00:01:09,360 In 1985, Novalogic was formed by John A.\h Garcia. Based in Calabasas, California.\h\h 12 00:01:10,620 --> 00:01:14,580 Garcia had already amassed a wealth\h of knowledge from working at Datasoft,\h\h 13 00:01:14,580 --> 00:01:18,300 who produced a wave of titles\h for the computers of that era. 14 00:01:19,080 --> 00:01:23,400 Their early titles stuck to the\h formula that Datalogic had binged on;\h\h 15 00:01:23,400 --> 00:01:30,240 porting games to home computers and between\h formats, mainly Taito’s titles. If a game\h\h 16 00:01:30,240 --> 00:01:33,780 had already proved to be popular, then\h it was a safe bet to port it elsewhere.\h\h 17 00:01:34,500 --> 00:01:38,520 However, with Novalogic, Garcia wanted\h to ultimately do something different,\h\h 18 00:01:39,240 --> 00:01:43,980 something more impressive, and that’s\h where the VoxelSpace Engine came into play. 19 00:01:46,500 --> 00:01:52,020 In 1995 Kyle Freeman was a developer at\h Novalogic, and he had an idea. It was an\h\h 20 00:01:52,020 --> 00:01:57,000 idea based upon the MRI and CT medical imaging\h scanners he had been working with previously.\h\h 21 00:01:57,000 --> 00:02:01,920 You see, scanners like these use voxels to\h produce their images. It’s quite clever. 22 00:02:01,920 --> 00:02:05,100 A voxel represents a value\h on a three dimensional grid.\h\h 23 00:02:06,300 --> 00:02:10,860 This is a bit like a pixel on a two dimensional\h bitmap image, just with an extra value.\h\h 24 00:02:11,520 --> 00:02:15,300 Now, the computer doesn’t need to map\h the location of every individual voxel,\h\h 25 00:02:16,560 --> 00:02:22,080 mainly because it can infer the position of many\h based on their position relative to other voxels. 26 00:02:22,860 --> 00:02:27,120 Comanche was Novalogic’s first game to\h use the VoxelSpace engine, and indeed,\h\h 27 00:02:27,120 --> 00:02:32,220 it was the first commercial flight simulation\h based on voxel technology at all. This allowed\h\h 28 00:02:32,220 --> 00:02:36,600 for an incredibly detailed terrain compared\h to the vector graphics at the time. Remember,\h\h 29 00:02:36,600 --> 00:02:40,740 this came out in 1992, it\h was really incredible stuff., 30 00:02:41,940 --> 00:02:46,980 I remember playing it, and it absolutely\h blowing my tiny mind, especially as it\h\h 31 00:02:46,980 --> 00:02:52,680 was doing all this on a 486DX2/50,\h seemingly without breaking a sweat.\h\h 32 00:02:52,680 --> 00:02:55,200 Sure, things were a bit\h jagged in places, but come on,\h\h 33 00:02:55,200 --> 00:03:00,060 these voxels needed to be fairly chunky to\h even stand a chance of rendering back then. 34 00:03:02,460 --> 00:03:07,200 By 1998 VoxelSpace had been refined and\h improved, to the point where it could\h\h 35 00:03:07,200 --> 00:03:13,140 take on an FPS. But not any old FPS, this\h was an FPS that required precision, and it\h\h 36 00:03:13,140 --> 00:03:18,300 required distance, and therefore, it required\h much smaller voxels than we’d been used to. 37 00:03:19,140 --> 00:03:23,400 This was also an FPS game breaking into a\h world that was ripe with ground breaking\h\h 38 00:03:23,400 --> 00:03:29,940 games. The year prior, we’d had titles such\h as Turok, Doom64, Blood, GoldenEye, Hexen II,\h\h 39 00:03:29,940 --> 00:03:35,640 Dark Forces II, Quake 2. And in 1998, even\h more impressive games such as Tom Clancy’s\h\h 40 00:03:35,640 --> 00:03:42,000 Rainbow 6 and Half Life were emerging, but Delta\h Force differed, and it differed in many ways. 41 00:03:45,660 --> 00:03:46,146 **Overview of DeltaForce** 42 00:03:46,146 --> 00:03:53,340 So, here’s the DeltaForce box. Big box version\h of course, and other than looking intensely WAR,\h\h 43 00:03:53,340 --> 00:03:56,820 the blurb tells you exactly what\h this is about in a nutshell…. 44 00:03:56,820 --> 00:04:01,200 “Target. 2 Clicks Out. Lock N’\h Load. Let’s Look Alive Gentlemen” 45 00:04:02,280 --> 00:04:05,700 Distance. It’s about distance,\h and this was imperative,\h\h 46 00:04:05,700 --> 00:04:09,300 especially when you look into the\h features that made Delta Force unique. 47 00:04:09,300 --> 00:04:12,840 If you look at games like Doom, and\h pretty much anything previously,\h\h 48 00:04:12,840 --> 00:04:18,000 most of the weapons utilise raycasting, or\h hitscan bullets. That means that when you aim\h\h 49 00:04:18,000 --> 00:04:22,800 and fire. The bullet hits the opponent\h instantly. There is no actual bullet.\h\h 50 00:04:22,800 --> 00:04:26,820 All that registers is if you hit or\h miss. Of course, there are exceptions,\h\h 51 00:04:26,820 --> 00:04:32,160 even in Doom, the rockets for example are real\h projectiles and take time to hit your opponent. 52 00:04:32,160 --> 00:04:36,480 What Delta Force did, was take this a\h step further and actually simulated the\h\h 53 00:04:36,480 --> 00:04:41,040 weapon ballistics. This included the drop\h and time for bullets to reach targets,\h\h 54 00:04:41,040 --> 00:04:44,340 meaning that when you’re sniping\h someone, you need to account for that. 55 00:04:44,340 --> 00:04:49,860 The arcade game Sniper Scope, developed by\h Konami and released in 1999, would take this\h\h 56 00:04:49,860 --> 00:04:54,660 a step further, implementing a whole sniper\h gun setup. I bloody loved this game as a kid. 57 00:04:55,440 --> 00:04:59,220 Delta Force’s simulation also\h ported across to the game’s AI,\h\h 58 00:04:59,220 --> 00:05:00,960 in that, on the lower difficulty levels,\h\h 59 00:05:00,960 --> 00:05:05,880 the worse their aim. The higher, the better\h they aim, and indeed lock onto your position. 60 00:05:06,780 --> 00:05:10,380 So, how do the voxels play into\h this? Well, because voxels are\h\h 61 00:05:10,380 --> 00:05:13,500 used to visualise the terrain, whilst\h polygons are used to render characters,\h\h 62 00:05:13,500 --> 00:05:18,240 buildings and anything else which essentially\h sticks out, it allowed for draw distances and\h\h 63 00:05:18,240 --> 00:05:23,400 detailed terrain unlike any seen in other\h first person shooters at the time. This\h\h 64 00:05:23,400 --> 00:05:28,140 is what allowed for such satisfying and\h impressive sniper simulation, and general\h\h 65 00:05:28,140 --> 00:05:34,020 combat as a whole. By this point Voxel Space\h was up to version 3 and it hadn’t stopped yet. 66 00:05:34,020 --> 00:05:37,500 Interestingly, one thing that made\h Delta Force popular at this point,\h\h 67 00:05:37,500 --> 00:05:43,800 in 1998, was it didn’t actually support 3D\h Accelerator cards. Anyone who had a PC back then,\h\h 68 00:05:43,800 --> 00:05:48,120 will remember the bitter wars between\h manufacturers like Matrox and 3DFX,\h\h 69 00:05:48,120 --> 00:05:53,460 which meant there wasn’t a lot of standardisation\h at this point. Plus, despite competition, 3D\h\h 70 00:05:53,460 --> 00:05:59,040 Accelerator cards were bloomin’ expensive. So, if\h you had your Pentium Pro, and a bog standard card,\h\h 71 00:05:59,040 --> 00:06:03,780 with Delta Force, it didn’t matter. Voxel\h Space would serve you well regardless. 72 00:06:04,980 --> 00:06:08,640 The game also included the ability\h to customise your in-game avatar,\h\h 73 00:06:08,640 --> 00:06:13,620 and choose from a male or female operator.\h Gameplay, your objective was typically to\h\h 74 00:06:13,620 --> 00:06:19,620 eliminate hostile presences in various regions,\h or taking down a high profile target. Much like\h\h 75 00:06:19,620 --> 00:06:23,940 later games including Left 4 Dead, all\h campaigns are available from the start. 76 00:06:23,940 --> 00:06:25,260 **Overview of DeltaForce 2** 77 00:06:25,260 --> 00:06:29,040 Which takes us to Delta Force 2.\h By which point it’s clear that\h\h 78 00:06:29,040 --> 00:06:32,340 NovaLogic have coined the\h tag-line “The Art of War”,\h\h 79 00:06:32,340 --> 00:06:36,360 which really does sum up what they’re trying\h to achieve. Whether you like that or not. 80 00:06:36,360 --> 00:06:39,360 “You’re a member of the US\h Army’s best-kept secret;\h\h 81 00:06:39,360 --> 00:06:43,560 The elite special operations\h unit, also known as Delta Force” 82 00:06:43,560 --> 00:06:46,560 I mean, it’s clearly not\h that much of a secret lads. 83 00:06:47,220 --> 00:06:51,660 By this point Voxel Space is\h Now Voxel Space 32. Quite a\h\h 84 00:06:51,660 --> 00:06:54,240 leap in less than a year. But it’s kinda expected.\h\h 85 00:07:07,140 --> 00:07:12,840 Voxel Space 32 featured 32 bit rendering,\h 16 million colour support and 360 degrees\h\h 86 00:07:12,840 --> 00:07:18,060 of transformation. It’s not that\h much further on than Voxel Space 3,\h\h 87 00:07:18,060 --> 00:07:23,880 but it sounds better so let’s go with it. Although\h not a requirement, it is designed specifically\h\h 88 00:07:23,880 --> 00:07:29,400 for 32 bit graphics cards, which you’ll almost\h certainly need, otherwise it’ll run like this.\h\h 89 00:07:30,060 --> 00:07:35,760 Yup, my Intel Celeron is really struggling\h here with those smaller voxels. Necessarily,\h\h 90 00:07:35,760 --> 00:07:40,740 this is also the first point at which hardware\h acceleration was utilised and indeed this game\h\h 91 00:07:40,740 --> 00:07:45,900 supports Direct3D, and featured stretched\h voxels, allowing the simulation of taller\h\h 92 00:07:45,900 --> 00:07:51,300 landscape features, such as grass and shrubbery.\h Allowing you, or your opponents to hide. 93 00:07:52,260 --> 00:07:57,660 Thanks to their online gaming platform NovaWorld\h with “Push to talk voice-over-net technology”,\h\h 94 00:07:57,660 --> 00:08:02,940 it also sported a snazzy new multiplayer mode,\h allowing up to 50 players across modes like\h\h 95 00:08:02,940 --> 00:08:08,340 Deathmatch and King of the Hill. There’s also a\h co-op mode which allowed four players to complete\h\h 96 00:08:08,340 --> 00:08:13,500 the single player campaign. Which honestly, is my\h jam. That’s why I loved Aliens: Colonial Marines,\h\h 97 00:08:13,500 --> 00:08:18,780 despite the bad rap it initially got. Honestly,\h go back and play it in co-op mode. It’s great. 98 00:08:20,520 --> 00:08:23,760 Delta Force 2 also incorporated a mission editor,\h\h 99 00:08:23,760 --> 00:08:28,800 which allows you to place objects all over\h these vast landscapes. Now this was fun. 100 00:08:28,800 --> 00:08:30,660 **Overview of DeltaForce 3** 101 00:08:30,660 --> 00:08:35,220 Now, at this point, you’re probably expecting\h DeltaForce 3. Which is what we have,\h\h 102 00:08:35,220 --> 00:08:38,940 except that it’s called Delta\h Force Land Warrior. I have no\h\h 103 00:08:38,940 --> 00:08:43,200 idea why. The previous games were\h also on land. But here were are. 104 00:08:44,700 --> 00:08:46,860 Land Warrior packed in 30 missions,\h\h 105 00:08:46,860 --> 00:08:51,060 whilst removing the mission select screen.\h This is a much more linear approach. 106 00:08:51,060 --> 00:08:56,340 Now, Land Warrior arrived in November 2000\h for North America, and NovaLogic already\h\h 107 00:08:56,340 --> 00:09:01,620 understood the world was changing. Whereas 3D\h acceleration was an expensive luxury before,\h\h 108 00:09:01,620 --> 00:09:09,960 it was now everywhere, in part thanks to nVidia’s\h TNT2 chipset and the expansion of DirectX. This\h\h 109 00:09:09,960 --> 00:09:15,900 pretty much superseded the market that 3DFX,\h Matrox and S3 were squabbling over. To that\h\h 110 00:09:15,900 --> 00:09:21,420 end Land Warrior incorporated a hybrid engine that\h allowed these chipsets to accelerate the polygonal\h\h 111 00:09:21,420 --> 00:09:25,320 aspects of the game, such as buildings,\h people and vehicles. Even in the hills,\h\h 112 00:09:25,980 --> 00:09:30,780 you can see here, that those blocky elements\h have made way for triangles. Always with the\h\h 113 00:09:30,780 --> 00:09:34,800 triangles. This new engine looked a lot\h better than its predecessor but still\h\h 114 00:09:34,800 --> 00:09:40,080 allowed for impressive draw distances on the\h terrain, for that all important sniping. It\h\h 115 00:09:40,080 --> 00:09:46,140 also allowed for more advanced levels, based\h underground and in expansive tunnel complexes. 116 00:09:46,140 --> 00:09:54,600 **Overview of Other DeltaForce Games** 117 00:09:54,600 --> 00:10:06,660 For me, these are the main DeltaForce games.\h A slew of expansion packs and sequels would\h\h 118 00:10:06,660 --> 00:10:10,800 arrive, but none really achieved the same\h breakthrough excitement of the original games. 119 00:10:12,000 --> 00:10:15,720 Wouldn’t it be nice if a new DeltaForce\h game was developed, based on the original\h\h 120 00:10:15,720 --> 00:10:20,460 formula. The original foundations, but\h modernised for our current hardware….? 121 00:10:21,840 --> 00:10:28,200 Which brings me to the latest instalment;\h “Delta Force: Hawk Ops” is a cross platform,\h\h 122 00:10:28,200 --> 00:10:33,360 multiplayer online first-person shooter\h game developed by Tencent TiMi Studios.\h\h 123 00:10:34,200 --> 00:10:39,240 The game’s worldview is based on the original\h 1998 game, with gameplay evolved from the popular\h\h 124 00:10:39,240 --> 00:10:44,040 “Escape from Tarkov” style of survival\h and extraction mode. The game combines\h\h 125 00:10:44,040 --> 00:10:48,480 various gameplay elements, including tactical\h operator shooting based on professional roles,\h\h 126 00:10:48,480 --> 00:10:55,080 PVEVP survival and extraction, and large-scale\h player battles in open maps and battlegrounds. 127 00:10:55,080 --> 00:11:00,720 It was recently unveiled at Gamescom 2023 in\h Cologne, which I sadly didn’t get to go to this\h\h 128 00:11:00,720 --> 00:11:06,180 year, but last year I went, and it was an amazing\h experience. But in my opinion, it looks great.\h\h 129 00:11:06,180 --> 00:11:11,460 It’s going to be available on PC and mobile\h first, followed by consoles at a later date. 130 00:11:16,340 --> 00:11:17,340 The\h\h 131 00:11:17,340 --> 00:11:19,740 story this time round is simple: A former Delta\h\h 132 00:11:19,740 --> 00:11:23,220 Force commander leads an elite task\h force team to investigate a missing\h\h 133 00:11:23,220 --> 00:11:28,620 CEO and revolutionary group. Revealing the\h scandal and conspiracy of tech extremists. 134 00:11:29,640 --> 00:11:34,680 There are 3 modes to play through. Extraction\h mode is based around teamwork and strategy,\h\h 135 00:11:34,680 --> 00:11:39,360 including PvPvE missions. There’s also\h Great Battlefield mode which puts players\h\h 136 00:11:39,360 --> 00:11:44,220 in an all out war, and there’s Black Hawk\h Down mode; the single player experience,\h\h 137 00:11:44,220 --> 00:11:49,260 where you’ll be immersed in toe infamous\h Mogadishu battle from the game’s movie namesake. 138 00:11:49,800 --> 00:11:53,340 Launching with at least four operator\h classes, including Assault, Engineer,\h\h 139 00:11:53,340 --> 00:11:56,820 Support and Recon, there’s enough\h to keep everyone enthralled here. 140 00:11:56,820 --> 00:11:57,372 **Overview of new gameplay based on trailer** 141 00:11:57,372 --> 00:11:57,960 **Similarities between earlier games mentioned** 142 00:11:57,960 --> 00:12:00,060 Check the link down below for the official website\h\h 143 00:12:00,060 --> 00:12:03,900 of this new Delta Force game\h and pre-register right now! 144 00:12:04,980 --> 00:12:07,560 Frankly, the only thing I’m\h disappointed about with the\h\h 145 00:12:07,560 --> 00:12:11,040 new game is that it doesn’t make use\h of the Voxel Space engine anymore.\h\h 146 00:12:11,040 --> 00:12:15,600 No unfortunately Voxel Space is now a\h relic of the past, and in many ways,\h\h 147 00:12:15,600 --> 00:12:21,180 the reason that the original Delta Force never\h retained the lofty heights of the first few games. 148 00:12:22,020 --> 00:12:24,840 Remember, our discussion on 3D acceleration? Well,\h\h 149 00:12:24,840 --> 00:12:29,940 the early 00’s were a technologically swift\h place to be. That’s why all this retro tech\h\h 150 00:12:29,940 --> 00:12:36,120 is so damn exciting. But let’s look at some of the\h FPS games that actually came out in the year 2000; 151 00:12:36,120 --> 00:12:52,020 Deus Ex, Perfect Dark, Soldier of\h Fortune, Daikatana. What do these\h\h 152 00:12:52,020 --> 00:12:59,220 games all have in common? Well, they all\h utilise graphic accelerator cards. Now\h\h 153 00:12:59,220 --> 00:13:03,720 although Delta Force had started to do the same,\h the fundamentals of the game were still based\h\h 154 00:13:03,720 --> 00:13:09,420 on Voxels. Something that accelerator cards\h just weren’t geared up to handle. This meant\h\h 155 00:13:09,420 --> 00:13:14,220 that the fundamentals of Delta Force were\h left in their wake, and really superseded. 156 00:13:21,120 --> 00:13:25,440 It’s probably why the last significant\h Delta Force game was released in 2009,\h\h 157 00:13:25,440 --> 00:13:29,640 and it’s probably why there’s\h been a 14 year gap to the new one. 158 00:13:29,640 --> 00:13:34,380 But what Novalogic brought to the table was\h revolutionary. By adding tactical elements,\h\h 159 00:13:34,380 --> 00:13:39,120 expansive landscapes combing tunnels\h and open space, sniper scope abilities,\h\h 160 00:13:39,120 --> 00:13:44,100 advanced mission scenarios and then bundling\h it all up with multiplayer modes allowing huge\h\h 161 00:13:44,100 --> 00:13:48,900 battles, DeltaForce and indeed, the\h Voxel Space engine ran it’s course,\h\h 162 00:13:48,900 --> 00:13:54,780 just in time for everyone else to catch up, both\h in hardware and imagination and do the same. 163 00:13:54,780 --> 00:14:00,480 For those reasons the Delta Force games were a\h true necessity for the evolution of FPS games,\h\h 164 00:14:01,260 --> 00:14:03,540 helping define the tactical shooter genre,\h\h 165 00:14:03,540 --> 00:14:06,780 and it’s great to see that\h finally, they’re back with us. 166 00:14:07,680 --> 00:14:12,060 Oh, also, it’s worth checking out the\h original Novalogic website, because boy,\h\h 167 00:14:12,060 --> 00:14:18,180 that thing is still up and it’s still running.\h You can also revisit the original games on Steam\h\h 168 00:14:18,180 --> 00:14:23,640 for a bargain price, so you can get the full\h backstory before launching into the new outing. 169 00:14:24,660 --> 00:14:28,500 Until next time, I’ve been\h Nostalgia Nerd Toodleoo!