History VideoGame / SoldierOfFortune

10th Sep '17 5:06:12 PM JohnBart
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* DummiedOut: Prior to the release of Soldier of Fortune 2 back in 2002, a [[https://www.youtube.com/watch?v=DK1hPaCLXAU beta version]] of the game has been leaked, which not only saw widespread circulation in Eastern-European territories, but also contained elements in the campaign that have been DummiedOut in the retail version, mostly for pacing and balancing reasons. These included the following:
** Some enemies in the Prague prologue carried AK-74s. Also, the train station level was not a stealth map, but featured open gunfights. Finally, when activating the train departure signal, players actually had to reach the train by jumping on top of it through the fence, and then reaching the carriage doors. This was replaced with a simple cutscene, probably due to the shortcomings of the physics system: the player character was not moving with the train carriages when standing on top of them.
** Originally, the Marine Team was supposed to be present during the entirety of the Colombian jungle missions, instead of linking up with them halfway through the mission at the bridge. Remains of this design are apparent in the retail version as well: both the mission description and the Marine briefing us on the helicopter state that the fireteam will be waiting for us in the camp (while in reality, they depart without us). This was probably changed for pacing reasons, and due to the [[ObviousBeta very restrictive nature]] of these levels to player movement: the maps with the rescue squad are known to be rather drawn out, and players [[CriticalExistenceFailure simply die]] should they get too far away from the fireteam for a longer period of time (explained with the allies killing us for jeopardizing the mission).
** The Hospital levels with the reception and Sam's room were originally two separate levels, merged in the retail version. Also, in the beta, the security officer guarding Sam's room was already injured by the time we get there, probably to add some drama (and make [[spoiler:Taylor]] look like the mole, who's assigned to the room as protection). He's changed to an active [[NonPlayerCharacter NPC]] in the retail version, probably because it looked off that the guard was shot, while [[spoiler:Taylor]] was not ([[spoiler:until we get to the room, that is]]).
** During the second visit to the Shop HQ (following [[spoiler:Taylor's death]]), players had to run through the ground floor again to the elevator to reach the third floor, with Mullins telling people all the time to get out of the way, as he's in a hurry. This level was cut entirely from the retail release, probably due to being redundant and a time-waster. In the retail version, we start this chapter on the third floor already.
** The exterior maps of the Kamchatka mission were originally stealth maps. In the retail version, there is (thankfully) no alarm system in place, as Raven probably realized it would be next to impossible to stealth through huge segments of the mission with its [[ObviousBeta broken stealth system]] in place. The immediate gunfight is explained away with the insertion airplane generating enough noise to put the base on alert from the start.
** In the Kamchatka mission, each Romulus lab was a separate level originally. Raven merged them into two maps, probably to avoid drawing out the already long mission even more.
** The radio chatter with Hansen, our Shop radio operator during the airplane mission went a bit differently in the beta: he told us that we could safely parachute from the plane, as it would crash in an uninhabitated area, so the virus aboard would cause no harm to anyone. This piece of the dialogue was changed to Hansen remotely auto-landing the plane, probably because of 9/11 (the game was released in 2002, so having an airliner left behind to crash may have been considered a bit insensitive back then).
** Both the beta and the retail version contains hostile Shop security officer [[NonPlayerCharacter NPCs]], spawnable only via the console. They were probably intended to be enemies during the final mission (being terrorists who infiltrated the Shop posing as guards), but do not appear during normal gameplay.
** In the beta, when going to the windows at the beginning of the last mission, allied Marines could be seen fighting Prometheus soldiers outside the Shop HQ building. They are not present in the retail version, probably because of being out-of-place there.
** The beta contained a SequelHook post-credits scene which has been cut entirely from the retail version. In that scene, a couple of Shop security officers are guarding the Romulus vial crates salvaged from Prometheus. The guards are however gunned down by unknown shooters, who then proceed looting the virus crates. They turn out to be Order soldiers - the baddies of the first episode.
18th Jul '17 8:46:29 PM Ferot_Dreadnaught
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** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. GenreSavvy players will think "[[{{Redshirt}} he's toast!]]", but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.

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** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. GenreSavvy players Players will think "[[{{Redshirt}} he's toast!]]", but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.
19th Jan '17 4:44:34 AM REV6Pilot
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* FauxActionGirl - The female Prometheus soldiers in [=SOF2=] are noticeably weaker and poorer equipped than their male counterparts, the game code makes it obvious this was a very deliberate choice. Also, the female boss in ''Payback'' is probably the easiest to kill of all the game's bosses.
** And Deviant 1, who isn't much of a threat, despite being part of a DualBoss battle, the other opponent in which is the Interrogator, ThatOneBoss.
** Alas, poor Taylor.

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* FauxActionGirl - FauxActionGirl:
**
The female Prometheus soldiers in [=SOF2=] ''Double Helix'' are noticeably weaker and poorer equipped in gear than their male counterparts, the counterparts. The game code makes it obvious this was a very deliberate choice. Also, the choice.
** The
female boss in ''Payback'' is probably the easiest to kill of all the game's bosses.
** And Deviant 1, who [=Deviant1=] isn't much of a threat, despite having a SniperRifle and many grenades available and being part of a DualBoss battle, the other opponent in which is the Interrogator, ThatOneBoss.
[[ThatOneBoss Interrogator]].
** Alas, poor Taylor.[[DroppedABridgeOnHim Taylor]].
19th Jan '17 4:31:13 AM REV6Pilot
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* ArtificialStupidity: Even if [[TheComputerIsACheatingBastard the NPCs are complete cheaters]], it doesn't compensate for this. They are all-too-happy to LeeroyJenkins in a conga line around the corner to be slaughtered by volleys of fire from your shotgun, willing to run from cover to play GrenadeHotPotato with any grenade you threw (so cooking them off works wonders), and worst of all, if you're leaning, they'll fire ''at the thin air below the exposed part of your body'', allowing you to shoot them down with impunity[[note]]in a curious case of cheat backfire, it's even worse for them in Consultant difficulty or up, as there's no firing spread so there's no chance of their cone of fire growing to the point where it includes Mullins' body[[/note]].

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* ArtificialStupidity: Even if [[TheComputerIsACheatingBastard the NPCs are complete cheaters]], it doesn't compensate for this. They are all-too-happy to LeeroyJenkins in a conga line around the corner to be slaughtered by volleys of fire from your shotgun, willing to run from cover to play GrenadeHotPotato with any grenade you threw (so cooking them off works wonders), and worst of all, if you're leaning, they'll fire ''at the thin air below the exposed part of your body'', allowing you to shoot them down with impunity[[note]]in a curious case of cheat backfire, it's even worse for them in Consultant difficulty or up, as there's no firing spread so there's no chance of their cone of fire growing to the point where it includes Mullins' body[[/note]].your hitbox[[/note]].
19th Jan '17 4:28:41 AM REV6Pilot
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A series of {{First Person Shooter}}s from Creator/{{Activision}}, most of which were developed by Creator/RavenSoftware. What happens when you take VideoGameCrueltyPotential and LudicrousGibs to their [[RefugeInAudacity extreme]]. The main selling point of the series is the extremely detailed damage system that simulates many areas of bodily damage (and gruesome deaths to go along with it). You are given many tools to play with said damage system, from Shotguns for full limb chopping action to Pistols and other such weapons for those precision groin shots, along with extras like Flamethrowers and Microwave guns (pretty much as insane as it sounds). The game apparently had the real-life mercenary John Mullins (who also starred in the game) make sure the game was as realistic as possible. The storyline and weapons like the microwave gun puts the extent of his guidance under serious dispute, but [[RuleOfFun nobody cared]]. It also stood out for being a surprisingly decent FPS even without the gore system, as well as having some interesting ideas like the possibility to customise your difficulty setting ("stock" options were provided that scaled up, but you could also have stuff like very limited inventory space but easy enemies, or vice versa, along with other options like the save system).

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A series of {{First Person Shooter}}s from Creator/{{Activision}}, most of which were developed by Creator/RavenSoftware.Raven Software. What happens when you take VideoGameCrueltyPotential and LudicrousGibs to their [[RefugeInAudacity extreme]]. The main selling point of the series is the extremely detailed damage system that simulates many areas of bodily damage (and gruesome deaths to go along with it). You are given many tools to play with said damage system, from Shotguns for full limb chopping action to Pistols and other such weapons for those precision groin shots, along with extras like Flamethrowers and Microwave guns (pretty much as insane as it sounds). The game apparently had the real-life mercenary John Mullins (who also starred in the game) make sure the game was as realistic as possible. The storyline and weapons like the microwave gun puts the extent of his guidance under serious dispute, but [[RuleOfFun nobody cared]]. It also stood out for being a surprisingly decent FPS even without the gore system, as well as having some interesting ideas like the possibility to customise your difficulty setting ("stock" options were provided that scaled up, but you could also have stuff like very limited inventory space but easy enemies, or vice versa, along with other options like the save system).
9th Nov '16 2:42:52 AM REV6Pilot
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** The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate limbs with it.
** In the sequel, the AK-74. It's the most no-nonsense of the three available assault rifles, with no attachments at all if you don't pick one with a useless bayonet at the mission start, but it takes up the least real estate on the screen, lacks the M4's ridiculous muzzle climb, and is cnsiderably accurate when fired in short bursts of 3 rounds or less. It's also already available from the second mission.

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** The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate sever limbs with it.
** In the sequel, the AK-74. It's the most no-nonsense of the three available assault rifles, with no attachments at all if you don't pick one with a useless bayonet at the mission start, but it takes up the least real estate on the screen, lacks the M4's ridiculous muzzle climb, and is cnsiderably considerably accurate when fired in short bursts of 3 rounds or less. It's also already readily available from the start of the second mission.
8th Nov '16 11:47:29 AM REV6Pilot
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* BoringButPractical: The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate limbs with it.

to:

* BoringButPractical: BoringButPractical:
**
The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate limbs with it.it.
** In the sequel, the AK-74. It's the most no-nonsense of the three available assault rifles, with no attachments at all if you don't pick one with a useless bayonet at the mission start, but it takes up the least real estate on the screen, lacks the M4's ridiculous muzzle climb, and is cnsiderably accurate when fired in short bursts of 3 rounds or less. It's also already available from the second mission.
7th Nov '16 5:29:24 AM REV6Pilot
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** Villainous example: the nameless scientists working on the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scintist}}s, they are not.

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** Villainous example: the nameless scientists working on the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scintist}}s, Scientist}}s, they are not.
22nd Oct '16 11:03:22 AM Ferot_Dreadnaught
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** The whole contingent of Soviet Biopreparat soldiers in the Prague levels have [=M3A1=] Grease Guns as primary weapons and Colt 1911A1's as sidearms. Why they have that loadout instead of Kalashnikovs of any variety and Makarov pistols as secondaries, [[TheyJustDidntCare the game never ever touches up on]].

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** The whole contingent of Soviet Biopreparat soldiers in the Prague levels have [=M3A1=] Grease Guns as primary weapons and Colt 1911A1's as sidearms. Why they have that loadout instead of Kalashnikovs of any variety and Makarov pistols as secondaries, [[TheyJustDidntCare the game never ever touches up on]].on.
13th Jul '16 7:25:03 AM REV6Pilot
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** The OICW is an experimental futuristic assault rifle with a computerized scope that allows you to zoom in at long range, see in nightvision, and even highlights enemies with red targeting boxes. It also comes with a semi-automatic grenade cannon with a laser-targeting system and computer-assisted range-finder that can be used to set grenades to airburst at whatever range you like. It's also incredibly clunky, with an awkward menu-driven interface that requires ''5 separate buttons'' to use. The grenade launcher is impossible to fire without using this system. In an interview Mullins discussed the door stop of a manual that comes with the thing, and summed it up as a lot of useless bells and whistles the developers would love the government to spend millions on.

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** The OICW is an experimental futuristic assault rifle with a computerized scope that allows you to zoom in at long range, see in nightvision, and even highlights enemies with red targeting boxes. It also comes with a semi-automatic grenade cannon with a laser-targeting system and computer-assisted range-finder that can be used to set grenades to airburst at whatever range you like. It's also [[SomeDexterityRequired incredibly clunky, with an awkward menu-driven interface that requires ''5 requires]] ''[[SomeDexterityRequired five separate buttons'' buttons]]'' [[SomeDexterityRequired to use. The grenade launcher is impossible to fire without using this system.system]]. In an interview Mullins discussed the door stop of a manual that comes with the thing, and summed it up as a lot of useless bells and whistles the developers would love the government to spend millions on.



** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. GenreSavvy players will think ''"[[{{Redshirt}} he's toast!]]"'', but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.

to:

** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. GenreSavvy players will think ''"[[{{Redshirt}} "[[{{Redshirt}} he's toast!]]"'', toast!]]", but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.SoldierOfFortune