Delta Force Devs Discuss the Creation of Its New Campaign, Black Hawk Down
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The free-to-play first-person shooter Delta Force recently launched a co-op campaign mode called Black Hawk Down, which is inspired by the film of the same name and reimagines the campaign of 2003’s Delta Force: Black Hawk Down.

Rebuilt from the ground up in Unreal Engine 5, the campaign takes you through the streets of Mogadishu with a level of immersion that wasn’t possible in the original 22 years ago. It’s also designed to present a legitimate challenge.

You can technically beat it solo, but it will be very difficult — you won’t face fewer enemies or easier firefights. The developers recommend building a squad of four with a good spread of character classes, relying on teamwork to successfully fight your way through the campaign’s seven chapters.

For more details on the campaign, you can read this article. To celebrate its release, we got a chance to talk to studio head Leo Yao and game director Shadow Guo about the decision to reboot the classic campaign, why they’re not charging any money for it, and more.

First things first: Why did you want to reboot the classic Delta Force campaign? What excited you about this opportunity?

Leo: Delta Force was a childhood favorite for me and many developers from Team Jade – the 2003 Delta Force game was just so iconic. We also love the 2001 movie so much, and both have been huge inspirations for us. The opportunity to revisit such a beloved story and bring it to today’s audience was something we couldn’t pass up. It wasn’t just about recreating the nostalgia, though; it was about expanding on it with love and respect. With today’s technology and tools, we felt like we could breathe new life into the experience while paying homage to the original.

Were there other options for setting or time period that you considered, or was the Mogadishu operation always the focus?

Shadow: It was love at first sight with the OG Black Hawk Down game for me, and our team has always been drawn to the Mogadishu operation. So we never seriously considered other options because we felt Black Hawk Down aligned perfectly with our vision for rebooting the Delta Force campaign. It’s a story that combines high-stakes drama, tactical depth, and a display of resilience, which are core to the Delta Force identity. It’s an iconic setting that not only respects the roots of the franchise but also provides a rich canvas for the gameplay experience we want to deliver to players.

Was there ever a time you considered not having a campaign at all? Why is it important to offer this to players?

Leo: We were on the fence before Gamescom 2023, where we revealed the game to the world. During the event, we had the chance to meet a lot of players who shared their memories and hopes for the franchise. Their passion really moved us, and it became clear just how much a campaign meant to them. While we always wanted to include a campaign, their enthusiasm gave us the final push we needed to commit fully.

It’s clear that a lot of time and effort went into creating this campaign. What made you decide to offer it for free?

Leo: That is exactly why — we poured our hearts and souls into this campaign, and we want players to enjoy it without any barriers. It’s also about building goodwill with the community and showing our commitment to providing value and respect for their support.

Shadow: The campaign’s difficulty means it’s not for everyone, but we want to give the choice to players.

With the campaign itself being free, will there be a battle pass or microtransactions?

Shadow: No, there won’t be any battle pass or any microtransactions in the campaign. Our goal is to offer a free and accessible experience to all players. For those who would like to support the game further, we will offer a selection of optional campaign-related bundles that players can purchase and use in the game’s multiplayer mode.

Obviously, technology has developed considerably in the 22 years since the original game was released. What were you able to do now that wouldn’t have been possible back in 2003?

Shadow: It’s quite amazing to think that the OG Black Hawk Down is already 22 years old. One of the biggest improvements is in the graphics. We were able to create a living, dynamic Mogadishu with tons of details for players to explore and immerse into. We’ve also implemented a class system that adds more strategic depth to the game, giving players more freedom in how they approach missions.

You’ve recommended that players form a squad of four to complete the campaign in co-op. It’s playable solo, but very difficult. What went into that decision?

Shadow: From the very start of development, we knew we wanted to stay true to the spirit of both Black Hawk Down classics, where teamwork and camaraderie played a huge role. We didn’t want the game to feel like just another shooter where you go in guns blazing as a lone wolf. The campaign is designed around the idea of brotherhood and working together to overcome challenges just like how Delta Force was challenged in 1993. We strongly believe that the best experience is one where players coordinate as a team, supporting one another through difficult missions. Playing solo is certainly possible, but it’s much more challenging, and we wanted to encourage players to collaborate in co-op for a more rewarding experience.

Are there rewards that players can expect for completing the campaign? If so, what are they?

Leo: Yes, we wanted to make sure that players feel a real sense of accomplishment after completing the campaign, hence the difficulty. In addition to the fun and satisfaction of finishing challenging missions, there will be some cosmetic rewards available. These items can be used in multiplayer modes and reflect your performance and progress throughout the campaign.

How did you approach the chapter structure of the campaign, and how important was it that you diversify gameplay between those chapters?

Shadow: Just like in the original Delta Force games, we wanted to create a campaign structure that feels dynamic and keeps players engaged throughout. We’ve designed a variety of mission types, each emphasizing different aspects of gameplay. Without spoiling too much — one mission may involve escorting vehicles, where you’ll need to protect and navigate through hostile areas while exploring maze-like indoor areas to identify and eliminate threats; another could be a last-man-standing-style defense scenario, where you have to hold a position against waves of enemies.

What goes into balancing the different character classes and how they interact with each other?

Shadow: The class system in Delta Force is key to fostering teamwork and providing players with varied gameplay options. We wanted to create distinct roles for each class, making sure they complement each other during missions. For example, the Sniper class is perfect for long-range engagements, making use of sniper rifles and providing intel for the team. The Assault class is more frontline-oriented, excelling in close-quarter combat and heavy fire support. The Support class is essential for keeping the team alive with medical supplies and equipment. Each class has its strengths and weaknesses, and it’s important that players work together to cover each other’s gaps. The interaction between these roles is what makes teamwork so critical to success.

How important do you think narrative and storytelling are to a campaign mode in a shooter? How do you go about including that storytelling while still keeping the action intense and pace fast?

Leo: Storytelling is essential to giving the player a deeper connection to the game and making the action feel more meaningful. The good news is that we already have a great story to work with. As for narration: We use a combination of cinematics and gameplay to tell the story. For cinematics, about 60% of the cinematics are faithful remakes from the original, while the remaining 40% introduce original scenes inspired by historical events. But we don’t just rely on cutscenes — we also use the gameplay itself as a way to tell the story. For example, as you progress through the missions, you’ll encounter challenges that showcase the weight of war. This allows us to keep the action fast-paced while still delivering an emotional and immersive story that resonates with players.

Are there any other things you’d like to say to players?

Leo: We’re really excited for players to try the game! This is our first attempt at a new Delta Force campaign, and we’ve put a lot of work into making it as engaging and fun as possible. We hope that you’ll enjoy the experience as much as we’ve enjoyed creating it.

Shadow: Absolutely! We’re really grateful for the support from the community and encourage players to share their thoughts with us. We’re always looking to improve, and your feedback will help us make the game better for everyone. We hope you enjoy the game, and we look forward to hearing what you think.

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