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1* ActingForTwo: In ''Double Helix'', Creator/EarlBoen (who also voiced Dekker, the BigBad of the first game) voices both Sam Gladstone and Alexei Nachrade.
2* [[BannedInChina Banned In Canada]]: It's classified similarly to a porn movie. [[{{Gorn}} Not surprising]].
3* 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:
4** 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.
5** 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), and there are also various unused lines for the Marine Team in the levels prior to meeting them. This was probably changed for pacing reasons, and due to the 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).
6** 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]]).
7*** In addition, there is an unreachable room near the elevators. If reached using noclip, a paramedic and a patient can be seen.
8** 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.
9** 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 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.
10** 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.
11** 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).
12** 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.
13** 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. However, there is at least ONE Marine who can be seen fighting alongside a Shop security guard.
14** 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 to loot the virus crates. They turn out to be Order soldiers - the baddies of the first game.
15** For ''Payback'' there's unused voice lines indicating that the suppressor attachments would have had a purpose, with the possiblity of stealth being brought up in dialogue, in the final game every mission is a straight shootout beginning to end.
16* DolledUpInstallment: ''Payback'' was originally developed as an unrelated game titled ''Mercenaries Wanted''.
17* FranchiseKiller: The nigh-universally negative reception to ''Payback'' and Creator/{{Activision}}'s success with the ''VideoGame/CallOfDuty'' series has ensured that there will be no new games anytime soon.
18* TheOtherDarrin: For ''Double Helix'', Earl Boen replaces Tom Wyner as Sam Gladstone and Iris Bahr replaces Bridget Hoffman as Taylor.
19* ScrewedByTheNetwork: Instead of handing the series to Raven Software for a third go, Creator/{{Activision}} chose to give ''Payback'' to a budget-level Eastern European developer best known for making ''VideoGame/CabelasDangerousHunts'', ''VideoGame/{{Chaser}}'', and ''VideoGame/JurassicTheHunted'', then proceeded to put the franchise down immediately after it predictably tanked.

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