Delta Force: Task Force Dagger

By phantom (3 September 2002)
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Ups: Large environments, good thumpy gun sounds.

Downs: Low resolution textures, graphical glitches, far too easy, some missions seemingly unpassable due to weapon load out, the most abhorent "AI" ever seen in a game, incredible lack of detail in documentation of even basic interface features and controls, samey and duplicated map features, dubious "cash in on terrorism" setting, total lack of "I'm a part of something big!" feel, the enemy only seems to know one line and they say it over and over and over, all enemies look the same.

Bottom Line: One of the most unconvincing, poorly executed and generally uninspiring game releases of all time. A genuine frustration to play - almost causing the player to bleed, it's so bad.


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AFGHANISTAN. THE WAR ON Terrorism starts here. You have lots of weapons and are to be dropped behind enemy lines - your job is to take out all those nasty bad guys who dare to threaten the American way.
So goes the premise for the latest addition to the Delta Force stable of games. But is it any good, you ask. Let's get this out of the way early - no, it's not. In fact, it's terrible. Just how bad it is defies description - but we'll give it our best shot...
First, the good. It works. The game loads quickly and has an easy flow to the interface. It exits quickly as well, a feature you will become very fond of... Saving and loading games is also very fast, remarkable given the huge environments in play at any one time. A good selection of weapons is available and sniper / laser range finder zooming is implemented very well indeed. Unfortunately, that's it - there are no other redeeming features to help pull this game from the mire.
The most annoying of the features in the "bad" list would have to be the enemy AI. It would appear that, when asked to implement AI, the developers got confused. Instead of "Artificial Intelligence", the model used here would appear instead to be "Avocado Intelligence". The collection of enemies presented here would have to be the single most unconvincing bunch of bad guys ever to grace a videogame - period. Even those little guys in the 8-bit platform games of days gone by (you know, the ones that simply march back and forward and kill you should you accidentally touch them) are more likely to be accepted into mensa. Check out a list of just some of their failings: -
- Shoot someone next to someone else and expect zero reaction
- Drill a pretty pattern of bullet holes into the wall behind your target's head and expect zero reaction
- Walk right up to a guy who is facing you and expect zero reaction
The list goes on. Another great example is of the frequent trucks that patrol certain areas of the game. Little ute things (think "Toyota Hilux") with a baddie on the back that drive around in a predetermined pattern. They, apparently, are patrolling the area, looking for enemies that might be trying to invade their patch. Only, they are blind. Not only can you stand right beside the path and wave at them as they drive by, you can stand in the path and the truck will simply push you along in front of it.
You are underground, deep in the enemy bunker. Pressed up against the wall, you are wondering how to tackle the guy at the end of the corridor around the corner - there is no cover, no time to get a clear shot without being exposed to a rain of enemy fire. What do you do? Don't throw a grenade - the detonate on impact so you can't roll one around the corner without spreading your brain tissue in a pretty pattern across the wall behind you. So what are your options?
- You could walk around the corner, smoke a cigarette, line up your target and take a shot.
- You could walk around the corner, right down to the enemy in question and delicately remove his hat before dropping an explosive charge and wandering back to cover before detonating it
- Or simply wander up, pull out your knife and stab him
Just remember, when wandering up to the avocado powered enemy, don't walk to far - you can, you see, walk right through them.
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System Requirements:

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Windows 95/98/2000 |
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400 MHz CPU |
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64 MB RAM |
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200 MB available hard drive space |
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4x CD-ROM |
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Direct3D-compatible 3-D accelerator |

Review System:

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Windows 98 SE |
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AMD Athlon 1900+ MHz |
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256 MB RAM |
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Geforce 3Ti500 64MB |
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Soundblaster Live! 5.1 |
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