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Jenn Tanaka "snakebite" - quite
an agile young woman. She is my choice! Her special ability is to get
past unnoticed, though that simply doesn't happen under my control...

Where have you seen this before? Yes,
most missions begin by helicopter insertion, just like they did in previous
DF games.

A sphynx. And a pyramid. Wide open
areas, right? Not quite... everything is scripted to get you inside of
it, and face a Quake challenge.
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Delta Force Land
Warrior - When a step forward is a step back (PC Game Review / First
Impressions)
When most people play the first two Delta Force (DF) titles, they usually
notice the obvious: suddenly, their shinning graphics card, costing nearly
half the price of the whole PC, seems to be doing nothing, not helping
accelerating the game's graphics.
But there is nothing wrong with their graphics card, nor with the DF
software. What happens is that the first DF titles were coded NOT using
instructions that could profit from the available acceleration. 3D graphics
acceleration - just like any other hardware acceleration - is something
that, from a programmer's point of view, begins at the hardware driver
level: the drivers should be written in such a fashion, that they will
bridge some function calls to some in-chip capabilities, taking the burden
out of the CPU's shoulders.
But why weren't the first DF titles written to exploit the available
hardware acceleration? Answer: because the available hardware was (is)
absolutely oriented towards triangles... In some cases, it is not relevant
if your graphics card is an old Matrox Mystique or a recent NVidia Quadro
Pro, because the main difference between the successive generations of
gadgets, is their triangle pumping power.
In Delta Force and Delta Force 2 the environments aren't claustrophobic.
Forget Quake's small rooms, narrow corridors, and non-existent exteriors,
and experience natural spaces, wide open, stretching to where the eyes
can't see... and, eventually, to where the CPU can't handle :).
Yes, that was (notice the past tense) the DF way, and in order to achieve
it, Novalogic invested on a Voxels engine, ie, they ran away from polygons
and built worlds on a different technology, more appropriate for wide
open areas, based on the concept of "volume pixels" - voxels.
Some algorithms on voxels can be less intensive; for example, sceneries
tend to be drawn from front to back, and that allows the programmer NOT
to draw what is not going to be seen (because it will be going to get
covered by some objects) instead of facing the problem of the removal
of hidden surfaces.
Polygons can be used to do whatever you need, but they simply get to
be too many, for the level of detail wide open areas demand. Even the
fastest card on the world, won't be able to sustain an acceptable frame
rate, if you ask it to render millions of millions of millions of triangles,
and then texture them, and then rotate them, and then do some scaling...
you (do not) get the picture... :).
So voxels it was, for the sake of wide open areas. And wide open areas
are just so great, in a world crammed with (just) interiors. DF and DF2
are unique titles, allowing you to go OUTSIDE, like Outcast... What I
am trying to write, is that Novalogic was delivering fresh and alternative
software. If you wanted small narrows spaces, great for first person
shooters (FPS), you had Unreal and so on... if you wanted freedom, you
had DF...
Delta Force Land Warrior (DFLW) kills the alternative. I am going to
be hard on my first approach to DFLW. Until now, I've only completed
the first campaign @ Egypt, and what I've seen distresses me...
DFLW is a mix of open spaces with FPS architectures. In previous DF
titles, there simply were no interiors; now you have insides with the
detail that you can find in ID's original Quake - is this a progress?
In technical terms, yes; for the player, NO!
DFLW's new detail comes because of polygons, so - finally! - your 3D
accelerator will make a difference. However, overall, the series lost
its appeal, bringing in no alternative and losing where it really, once,
made a difference.
Years ago, I remember reading someone's post on the Usenet, saying "Delta
Force had the worst graphics he'd ever seen". It is because of monkeys
like this dude that the gaming community now lost one of its most superb
efforts on a different technology. Shame on you!
DFLW plays very much like the previous DF titles: you choose a soldier,
you equip him / her with appropriate weapons, then you get to action.
Action comes in two flavors: close range and long sniper range. I used
to prefer the "sniper" way, but that is something that also changed...
The new DF screen, shows the weapon's ocular too much to the right of
what you are really pointing at, making it a bit confusing, at first,
to sync the main screen with the small zoom window. In other words, the
old main view, organized in slots, showing weapon selection, ammo availability,
and sat geo data, is gone, replaced for a... - you guessed it - more
FPS'ish representation... where icons of your status do the job. And
the job is well done, except for the sniper guns, which were my favorite...
Damn!
Egypt... You have the pyramids, lots of sand, and the big cat-like Sphinx.
For moments, the beautiful sky and the vast wide desert, fool you into
thinking that DFLW is, again, king of the voxels, with trickery to profit
from 3D acceleration... but then, as the mission happens, you realize
that everything is set to get you INSIDE the pyramids... to play in a
Quake style... That simply is NOT what I was expecting and wanting.
DFLW keeps the superb sound that always characterized the series, but
it doesn't seem to improve on the adversaries' Artificial Intelligence.
Sure, the missions will feel harder, but that is because of the new gameplay,
the higher number of baddies, and... the worsen of the interface.
One novelty is the soldier's class: you have people specialized in several
tasks, making them a better choice for certain missions, but that simply
is not enough, nor natural for campaigns.
Too much is gone. I didn't quit on Delta Force Land Warrior yet, but
I don't recommend it from my experience, until now. What a shame. If
you still don't own the original DF and DF2, you'd do better buying them,
instead of this spoiled mix. This is a clear show of what might go wrong,
when the developers are forced to listen to dumb gamers' opinions. But
maybe I am just a dumb gamer myself...
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Snakebite, as seen during the game.
She does look exactly as in the pre-rendered pictures.

Beautiful Sky. As in DF2's preliminary
3D acceleration, these sky textures are the thing that most clearly shows
some hardware trickery in action.

The interiors aren't as good looking
as this 110 pixels wide picture might suggest. And they shouldn't be
here at all, at least if at the expense of open areas, which were DF's
main argument, in a market crammed with too many similar titles.
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