The term “first-person shooter” really spans a broad spectrum. It encompasses everything from monster-filled horror thrillers like F.E.A.R., to sci-fi adventures such as Metroid Prime, and even the demon-smashing chaos of Doom. Even when focusing just on “military FPS,” you still encompass the linear campaigns of Call of Duty, epic PvP battles of Battlefield, and the intense extractions of Escape from Tarkov. Then comes Delta Force, the newest release in a now 26-year-old shooter series, which seems to incorporate a bit of each of these elements. Boasting a large-scale PvP mode, a separate extraction shooter experience, and an upcoming campaign, it finds itself sitting right in the middle of that Venn diagram. Although it’s too soon to deliver a final verdict, my initial hours spent in the pre-launch stage have left me eager to jump back into the action on live servers this week.
Technically, this release marks the beginning of an indefinite “open beta,” which for a free-to-play game essentially means it’s launched. As it stands, only two of its main modes are available, with the campaign slated to be a paid DLC sometime in the future. Among these, Warfare mode stands as Delta Force’s take on the massive team-based combats akin to Battlefield. With 64 players engaged in a battle for dominance over vast, sprawling arenas, my early review matches zeroed in on the Attack and Defend option, though other modes like King of the Hill are said to be available at launch.
In Attack and Defend, one team is on the offensive, tasked with capturing strategic points before their limited respawns run dry, while the opposing team defends with unlimited lives. If the attackers are successful, they regain their respawns and proceed to another section of the map, continuing this cycle until they either capture the entire field or the defenders halt their advance. It’s a solid setup; initially, the attackers have the upper hand thanks to favorable terrain and numerous vehicles, but as the match unfolds and the defense retreats towards their home base, it levels the playing field. This dynamic allows both sides to switch roles between the aggressor and the defender.
The sense of scale in these battles is impressive, which is a definite plus. Quick respawns help ensure that both teams have dense concentrations of soldiers. Once the firefight kicks off, the ensuing chaos is exhilarating. It’s particularly thrilling when you score a vehicle and start tearing through the opposition. Tanks packed with gunners can hold absolute sway, but don’t discount the havoc a simple machine gun on an armored car can wreak.
Fortunately, finding myself on the wrong side of a tank’s barrel doesn’t leave me entirely defenseless, thanks to the variety of operatives you can choose mid-match. These named characters act as a kind of blend between a simple loadout selection and a bespoke hero, fitting seamlessly with Delta Force’s jack-of-all-trades theme. If you’re under siege by vehicles, equipping a rocket launcher might be wise, while encounters in open spaces are ideal for breaking out the sniper rifle. Each character has unique abilities that help in skirmishes, like Luna’s Detection Arrows that can temporarily expose enemy positions, but none are game-changers that can win a match on their own.
That said, I wish the actual gunplay felt more engaging. Bullet arc and trajectory play significant roles in Delta Force’s shooting mechanics, necessitating good aim and precision, especially at distance. This, alongside a quick time-to-kill, channels the essence of military sims like Arma. While it’s understandable on its own, it feels oddly mismatched with the aggressive pace demanded by the objective-focused Attack and Defend mode. The slow-moving bullets, at the mercy of gravity, that take you out instantly may feel strangely akin to airsoft—particularly during high-stakes confrontations at critical chokepoints.
On another front, the Operations mode embraces the well-worn extraction shooter formula. You and up to two friends form a three-person squad to dive into an area, engage in shootouts, gather loot, and make your escape. Everything you manage to bring back to your base can be sold, stored, or used in subsequent runs. However, anything you’re carrying when you die or fail to escape is lost permanently. While the structure is familiar, Delta Force executes it so well that the lack of originality can be excused.
Each level offers an open sandbox brimming with potential objectives. Maps clearly pinpoint points of interest, such as bounties, safes to crack, and intel to decipher. It may seem minor, but in a genre often dominated by games like Escape from Tarkov that intentionally remain ambiguous, making important information readily accessible is a welcome touch. Dropping a waypoint to understand what lies ahead without needing to memorize maps is a feature I truly appreciate.
Once you’ve chosen your destination, it’s time to fight through teams of AI soldiers and, occasionally, enemy players. The uncertainty of what or who is nearby makes approaching each encounter a tactical decision: do you take a shot and risk revealing your location, or stealthily maneuver, leaving a potential adversary unchecked? This need for rapid judgment with limited information keeps each gameplay experience strategic and engaging. The stakes rise when you encounter other players, who are far more dangerous than AI bots but can offer tempting loot-rich rewards.
I find the variety of enemies in the Operations mode appealing. My squad has faced roving groups of riflemen, taken cover to dodge sniper shots, and improvised flanking tactics to get around riot shields. One standout moment was engaging a massive armored foe armed with a minigun, as we responded with grenades from behind cover. On another occasion, one team member focused on cracking a safe, while the other player and I provided cover – a tense moment notched up by the sudden appearance of a colossal alligator disrupting our plan.
My main concern with Operations lies in the loot loop. Numerous storage options, such as file cabinets, coat pockets, and downed enemies, are available, but after a few hours, I don’t usually bother searching them, now that I’m familiar with where to find the more lucrative items. I hope the maps won’t feel “solved” anytime soon, but they already risk feeling less dynamic with each pass.
When not in operation, you’re stationed at the Black Site, your main base. Here, you buy, sell, and upgrade, particularly extending your stash storage. It’s where you manage loadouts too—this option allows for crafting various kits that you can bring into battle and reassemble with a few clicks. Components are drawn from your inventory first, then automatically purchased from the store as necessary. It’s a nifty, quick way to jump back into the action, softening the blow of a failed extraction.
Of course, these are initial impressions. Getting a complete sense of how well the PvP mode like Warfare functions requires more time, and I have yet to dive into all the Operations, so I’m holding back on a definitive judgment until I’ve played on the live servers. However, I can confirm that the initial phase of the extraction mode is enjoyable, and I appreciate the scale of Delta Force’s PvP skirmishes, though I’m still debating whether the shooting style aligns with that action. Delta Force certainly stands out as a competent free-to-play shooter appealing to fans of various FPS styles. Yet whether it can maintain my interest once the initial excitement wanes remains to be seen.