Delta Force: Urban Warfare box art

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Delta Force: Urban Warfare

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Delta Force: Urban Warfare

Jul 2, 2002

Main game

3.05 average rating based on 21 ratings

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Delta Force: Urban Warfare is a first-person shooter by developer and publisher NovaLogic. It was designed to be a military simulation loosely based on the Delta Force special operations force. The storyline spans twelve missions, including a bank robbery, hostage rescue, and an assault on an offshore oil rig.
Release Dates
Jul 02, 2002 (North_America)
PlayStation
Aug 09, 2002 (Europe)
PlayStation
May 25, 2010 (North_America)
PlayStation 3
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User Stats
55
In Collection
7
Wish Listed
1
Playing
11
Backlogged
How Long Is Delta Force: Urban Warfare?
No playthrough data yet
Chovus
Chovus updated their status Sep 14, 2024
Chovus updated their status Sep 14, 2024

Beat on Hard. It did not take much rebinding to get this functional on psp; switch L1/R1 with the 2s so I could strafe with the shoulder buttons, and switch aim to triangle. The game had too many functions that required multiple buttons and even worse did not have any in game reference for the controls. Changing stance, fire mode, weapons, reloading etc were very clunky and I sometimes had trouble remembering which button combo did what. I got past the early game without knowing how to change stance and was near the end before I figured out how to turn off nightvision and access thermal vision; before that I switched to binoculars then canceled that to get nightvision off. The game really needed a pause menu to select which weapon or item to use. I died many times being caught with the wrong thing equipped, which led to my pretty much giving up on using throwables. I didn't see the point to include fire rate since full auto worked fine by tapping the button. A couple times I accidentally switched to semi auto and had to roll with it before figuring out how to change it back. I think …

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Beat on Hard. It did not take much rebinding to get this functional on psp; switch L1/R1 with the 2s so I could strafe with the shoulder buttons, and switch aim to triangle. The game had too many functions that required multiple buttons and even worse did not have any in game reference for the controls. Changing stance, fire mode, weapons, reloading etc were very clunky and I sometimes had trouble remembering which button combo did what. I got past the early game without knowing how to change stance and was near the end before I figured out how to turn off nightvision and access thermal vision; before that I switched to binoculars then canceled that to get nightvision off. The game really needed a pause menu to select which weapon or item to use. I died many times being caught with the wrong thing equipped, which led to my pretty much giving up on using throwables. I didn't see the point to include fire rate since full auto worked fine by tapping the button. A couple times I accidentally switched to semi auto and had to roll with it before figuring out how to change it back. I think I completely missed the underbarrel grenade launcher on the M4 as I kept getting grenade rounds in the final mission but could not find how to switch to it. Even though I put aiming sensitivity to max the speed in aiming mode was so god awful slow that it was only fit to use on stationary enemies. Any other time I had to rely on auto aim, which was somewhat inconsistent. I usually went around crouched, which meant most of my shots went to the knees. Tapping strafe did a leaning peek and this was one of the most important mechanics in the game. Other things like prone, listening to enemy radios and the knife were useless.

Inconsistent was the main word I would use to describe this game. How effective the auto aim was, whether enemies spotted me though walls and how they reacted was all very variable. I didn't have much trouble during the 1st few missions as they were fairly straightforward. I did enjoy how some missions were broken up into multiple missions with the option to save in between, though health and I think inventory carried over. Like the 3 part mission to snipe the guards on the ship, then get to the ship on foot, and last the ship itself was a separate level to the dock. The bank mission annoyed me because part 1 was the kind of mandatory stealth mission with auto fail on detection. Oh how I hate that kind of design. It was pretty simple though and I got past it through trial and error. The 2nd part was stupid, as my guy was ambushed while exiting the bank and having nothing but a terrible stun gun. It started me in the same room as multiple bad guys and immediately under fire. It took me so many attempts to survive that and I even had to look up a video of someone playing it obviously not on Hard, who ran back into the map rather than fighting in the lobby. Now I never stunned any guards in the previous level so it may have been possible to steal a gun to start this one with, but still it was stupid design. At least let the guy start off in a safe spot with a chance to grab a gun from a fallen guard. I did beat it by stunning the enemy running down the hall then using his gun, but sometimes he didn't run and killed me before I could get him. Winning was about holding up in the back room and using a filing cabinet for cover. The mp5 here was much better in aim mode than the shotgun. I found the spas to be overall pretty crappy; inaccurate and taking way too many shots to kill. It did have single shell reloading while every other gun used magazine count instead of keeping track of individual bullets. This meant any left in the clip before reloading were lost but I never had trouble finding enough ammo. The office building was tough due to the amount of enemies, and especially when the bastards spawned out of thin air right in front of me (or worse behind). This could have been much better designed. The oil rig mission took many attempts due to the difficult combat. In particular there was a card reader door that led to a large room with multiple enemies and the damn door only stayed open for a couple seconds, so I had to keep opening it while trying to snipe the room. Enemies could come from multiple directions to that room so it was very dangerous going inside. The hardest part was at the end in a server room where an alarm went off. The mission objectives seemed to indicate I was supposed to hold off enemies in that room but every time I tried I died. Too many enemies that knew where I was and too many angles to cover. So I set up proximity mines on doors, triggered the alarm and ran back to hide in a nice alcove in the previous room that only had 1 angle. That allowed me to win. Then was the final mission, which took a few dozen attempts. The 1st part was outside and I did not get far before being spotted and getting into multiple fire fights. Had to use my med kit and still was at half hp for the next part, which was technically the final level. It was frustratingly inconsistent. Sometimes I could easily headshot the 1st guy with silenced pistol, other times he noticed me before I even got in line of sight. Then moving to where he was often times caused someone to see me through the wall and half the enemies in the level rushed me. Sometimes they actually attacked sensibly, others they wasted ammo trying to shoot through walls and killing each other with friendly fire. I especially liked it when they grouped up and some dumbass threw a grenade. I found the better strategy was to try and avoid that mess and kill a couple more guys with stealth and get the much needed med kit. The end of the level was extremely difficult with a large room full of enemies that often rushed out when I approached. I got through that by camping to the side and letting the m249 rip without waiting to see the guys. Then the final bit was 1 enemy in the last room and an ambush guy from behind. I finally beat the level with near 0 hp. After that was the lame final boss "fight". It was just shooting a rocket launcher at the plane but the controls were inexplicably changed. Aim mode didn't work and it took multiple failures and mashing the buttons to find out which put the launcher into its own unique aim mode. And every god damn time I failed I had to watch the minutes long cutscene of the villain monologuing and his plane taking off. I was not expecting this kind of fight and it might as well have been a cutscene.

Overall not too bad but seemed like it needed more polish. They especially needed to tighten up enemies seeing the player inexplicably, and streamline the controls.

6.0/10

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