CGMagazine first went hands on with Delta Force at Summer Game Fest earlier this year. From those first moments in the game, it was clear that the people behind it, Call of Duty: Mobile’s Team Jade, planned to go big with the latest title. Players haven’t seen a Delta Force title since 2009, and making a comeback after 15 years is no small task.
Though I’ve had hands-on experience with the game, I also did some research into what gamers were saying about Delta Force, and there was plenty to sift through. There were complaints about bots in the Alpha test, questions about operators, the game’s name change, and more.
Before the Delta Force Open Beta, CGMagazine got to sit down with Team Jade Studio Head Leo Yao, Game Director Shadow Guo and Art Director William Liu to find out all we could about Delta Force and what fans and new players can expect.

After sitting down with the Team Jade trio, it is obvious that they have been listening to what the players are saying, and changes in the game reflect that already. I am looking forward to how the Open Beta helps shape the future of Delta Force. With over 1.6 million pre-registered players already, it seems I’m not the only one.
Start off by telling us who Delta Force is for, and what sort of audience you think the game will resonate with?
Leo Yao: I’d like to think that Delta Force should be the game for any shooter lovers looking for their next game. When we first started working on Delta Force four years ago, the team established that we would build a game that not only preserves but also expands this franchise and its legacy. This philosophy is reflected in the game’s three unique, distinctive modes.
There are many reasons to fall in love with Delta Force: it is a fun, diverse, high-quality game with constant content updates, built and maintained by a team that listens to the community and takes often-overlooked essentials such as anti-cheat seriously.
Why the choice to remove Hawk Ops from the title?
Shadow Guo: We decided to rename the game as a commitment to creating the definitive Delta Force experience. This change unites longtime fans of the franchise with newcomers, honouring the series’ incredible legacy while pushing its boundaries for the future.
It’s been quite a few years since the last Delta Force title, why now?
Leo Yao: We were positively surprised when the Delta Force IP became available on the market right after the team shipped Call of Duty: Mobile. Delta Force was huge in China back in the ’90s and ’00s, so this is a franchise dear to the hearts of many developers on the team. We also wanted to return to PC gaming since the team’s first couple of games were PC titles.

What sort of things have you carried over from past titles? What’s new?
Shadow Guo: To me the key pillars of Delta Force have always been about thrill, immersion, and scale. In the 90s, when the original games launched, most titles were linear, but Delta Force stood out with its open terrains, flexible mission completion paths, and punishing realism where survival was never guaranteed. We worked hard to capture and enhance these elements in the new game.
What is new? The multiplayer story now takes place in 2035, showcasing how Delta Force has adapted over time. We have introduced Operations, a mode blending extraction shooter gameplay with Delta Force’s tactical pillars. In this PvEvP mode, players drop into evolving maps to loot and extract while facing enemies, events, and other players. Each mission is unique, and failing to extract means losing everything, making the stakes higher than ever. The rewards, however, are equally thrilling.
William Liu: Like Shadow mentioned, we put immense effort into recreating the spirit of Delta Force. A prime example of this is the remaking of classic maps, like Cracked. The original was a simple desert town surrounded by barren land. For the remake, we conducted extensive research into local biomes and culture, added rich details to the town, and introduced new routes.
We expanded the surrounding areas with elements like riveclassesridges, while using 3D scanning technology to achieve a more realistic look and feel. This approach gives players a more immersive and strategically diverse battlefield while staying true to the map’s original identity and aesthetic.
William Liu: Visually, we aimed for Delta Force to resonate with both longtime fans and new players. Veteran players have cherished memories of the franchise, and we worked tirelessly to ensure those memories stand the test of time. Delta Force represents a timeless identity, and we iterated extensively to achieve the current art direction, which rests on two important pillars: “Delta Force spirit” and “Touchable Future.”
This gives our game a near-future high-tech flavour while staying true to the franchise’s military hardcore roots. I believe this blend will captivate both returning players and those new to the series.

Forums are filled with people talking about more hero-like operators with abilities rather than something more generic. Why was this the choice for Delta Force?
Shadow Guo: Delta Force Operators are based on four core classes: Assault, Recon, Support, and Engineer. Each Operator brings unique tactical gear and abilities, allowing for deeper gameplay customization and strategic variety. This system emphasizes tactical versatility, whether players prefer going solo or working in squads, adding a new layer of depth to every mission.
A lot of discussion is comparing Delta Force to the Battlefield franchise. What makes Delta Force stand out?
Leo Yao: Battlefield is a great franchise, and we are truly humbled by such a comparison. The Delta Force franchise was a pioneer of war simulation games featuring open terrains and diverse objectives, and our team worked hard to carry forward both qualities in this new title.
Secondly, Operators in Delta Force are built around four Classes; in our game, Class comes before Operators. Thanks to our previous titles, we’ve also gained a deep understanding of essential aspects of shooter games that are not compelling for marketing but really important for players, such as a matchmaking system that provides both fun and challenge for players of all skill levels without penalizing them for having high or improving skill levels.

Can you tell us a little about the different modes in Delta Force, and what makes each one special?
Shadow Guo: Aside from Operations and Warfare modes which we talked about, there are various mini modes that each bring something unique to the table. Warfare mode includes Attack and Defend, where one team is attacking and another defending strategic points, with the attackers needing to capture all objectives before time runs out or reinforcements are depleted.
Another is King of the Hill, where teams compete to capture and hold critical points to gather resources, with the first team reaching the resource cap declared the winner. There are also timed modes like Blitz, which will be available at launch and offer fast-paced challenges.
In Operations, we have added Raid, a PvE mini-mode inspired by classic Delta Force campaigns. Players will tackle a variety of missions with a satisfying finale that I cannot spoil just yet, but I promise it is worth the wait!
What about Delta Force will bring past players back, and what might bring new players in?
Shadow Guo: There’s a lot of competition in the shooter genre, with some games leaning toward hardcore realism and others focusing on flashy, arcade-like gameplay. Delta Force strikes a balance by leaning into its realistic roots to appeal to longtime fans, while ensuring smooth and accessible gameplay for modern audiences.
The Delta Force franchise has a rich legacy which we believe will enthrall both old fans and newcomers. Like, we’ve recreated two classic maps from the series—Cracked and Trench Lines—that deliver a nostalgic yet refreshed experience. We are also planning to add more remade classic maps.
William Liu: Visually, we aimed for Delta Force to resonate with both longtime fans and new players. Veteran players have cherished memories of the franchise, and we worked tirelessly to ensure those memories stand the test of time.
Delta Force represents a timeless identity, and we iterated extensively to achieve the current art direction, which we call the “Touchable Future.” It offers a vibrant and diverse depiction of North Africa while staying true to the franchise’s hardcore roots. I believe this blend will captivate both returning players and those new to the series.

Anything specific you really want to highlight about Delta Force that we haven’t touched on?
William Liu: During the Alpha Test, players expressed a desire for more fluid and intuitive movement. We took that feedback seriously and went above and beyond to address it. Our team learned from the best in the industry, hiring world-class motion capture actors and military consultants. We completely redesigned our character animations.
These improvements significantly enhance the game’s overall satisfaction in the long run. It’s the kind of detail players might not actively praise but would definitely notice if it weren’t there. The effort and dedication from our team in making this happen makes me incredibly proud. I can’t wait for players to experience these improvements firsthand!

And just for fun, what is your favourite part of Delta Force so far?
Leo Yao: Personally, I really enjoy spending a lot of time tweaking my weapons in the game and testing them out. It’s incredibly satisfying to make a weapon truly my own and then wreak havoc in the game!
Shadow Guo: Honestly, it’s the community. When we talk about Delta Force, this isn’t just a game we’re building for players—it’s a game we’re building with them. During the Alpha test, for example, we added bots to shorten matchmaking times and create a smoother learning curve. However, player feedback showed us different preferences: while some appreciated bots for practice, others preferred strictly PvP matches. As a result, the Open Beta will offer bot-free multiplayer for those who want pure PvP, alongside all-bot practice matches for Warfare mode.
The community has taught us so much through playtests, workshops, roundtables, and countless comments. Reading their feedback and seeing their passion is what drives us to keep improving the game.
William Liu: Over the past four years, we’ve gone through countless iterations. From each Operator with their own personality, the diverse biome and maps, each weapon animation, and more—it’s hard to choose just one favourite. Honestly, I’d say it’s the entire package. Every detail reflects the hard work and growth of our team. It’s like looking at a perfectly manufactured jet—made by me and my team together—and feeling pride in every piece of it.