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Soldier of Fortune II: Double Helix

Developer: Raven Software
Publisher: Activision
Genre: First-Person Shooter
Players: 1-32
Similar To: Soldier of Fortune
Rating: Mature
Published: 06 :19 : 02
Reviewed By: Ryan Newman

Overall: 9 = Must Buy

Screenshots

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Minimum Req.: P3 450, 128MB RAM, 16MB 3D accel. w/ OpenGL support, 8x CD, 1.6 Gigs (!)
Reviewed On: P3 800, 256MB, GeForce 2ti, SB, Win XP Pro

Intro

Every gamer’s favorite mercenary is back. John Mullins makes his return to the battlefield as he tracks down a menace trying to use biochemical warfare. While the story won’t blow you away, the action most certainly will as Soldier of Fortune II easily surpasses the original and makes a spot for itself at the top of the first-person shooting genre.


Gameplay: 9/10
Starting off Soldier of Fortune II, I was a bit off-set by its 1.6 gig install – 1.3 gigs to install and 300 megs needed to swap – and going through the first level certainly didn’t raise my hopes. I had viewed the original Soldier of Fortune as a slightly above-average shooter with buckets of blood, and the beginning of Double Helix starts out very similarly. It’s odd to say now, but I had to make myself play it when I first started; the basic weapons, unoriginal level design and repeating enemies just didn’t get me.

Things all changed once I started the second level. Gone was the feeling of ‘been here before’ as an action-packed sequence began were the player gets to utilize a machine gun mounted in the bed of a truck and let it rip at oncoming enemy trucks, complete with AK-toting passengers. After that level, I began to notice what was different; Soldier of Fortune II uses a combination of pacing that encourages stealth alongside run-and-gun techniques that mesh together perfectly. Unlike the original title or the rash of recent first-person shooters, Double Helix enhances stealth techniques with being able to crawl and walk slowly – complete with a sound gauge in the HUD to show how loud you’re being – along with Rainbow Six-esque peeking features, and thankfully, Mullins can shoot while doing so.

Along with the noticeable change in play-style, the level design has improved as one especially long jungle level completely sucked me in and transformed me into Rambo. Yes, I was the one crawling on the ground, snipping tripwires, and popping up to throw a knife into the back of an enemy’s neck. Hell, I could have also ran through the trip wire with a shotgun ready, cause the explosion in my aftermath, and jumped into the fray with shots going off left and right. Other levels, including a ship, the streets of Hong Kong, the mansion of a South American ‘entrepreneur’, along with other hot-spots are generally designed well and require a mix of play styles. Essentially, while stealth is emphasized, sometimes the best tactic is to simply charge into a situation with guns blazing and find cover as quickly as possible. The A.I. can also make going gun-ho necessary as it proves to be random; sometimes an enemy will kick a table over for cover – requiring a slower technique, peeking around a corner and taking a steady shot – or they can just run in random formations. Sometimes these wild characteristics aren’t intentional as they will run right into gunfire or just back and forth, but more often than not, they will put up a good fight – not to mention that they are very handy with grenades. The shot radius is also an interesting element: the longer a weapon is fired, the larger the shot radius gets, causing the shots to become less accurate. This is also a major factor in keeping down a Doom-styled approach to all situations.

This wouldn’t be Soldier of Fortune without excessive gore and badass weapons though, and the sequel tops the original on both counts. For the concerned parents out there, the gore level is adjustable, so little Johnny can kill terrorists without the mess afterwards. The weapons are exceptional; everything from the shotgun to the RPG all ‘feel’ great. I have found that few first-person shooters can convey a sort of weight or power to their weapons, but here, shooting someone with a shotgun will not only cause kickback, but will also cause the enemy to fly into the air and slump onto the ground. Equally fun are the secondary attacks that allow for pistol whipping, knife throwing, grenade launching, and so on. It’s fortunate that there are plenty of levels in which to use these tools of destruction as Double Helix oozes replay value with its lengthy single-player campaign, a solid multi-player mode, and an ingenious random mission generator that is perfect for a quick game.

Soldier of Fortune II isn’t perfect though, no matter how positive the review is so far. Some of the missions can get a bit tedious as a few are simple strolls through a building or town, with no action, and serve only to extend a storyline that is already generic and too bogged down with dialogue. The enemies could also have been a bit more consistent; it’s difficult judging a situation when an enemy runs to the barrel of your gun and stares for a few seconds before firing, but in the room before, they bounced a grenade off a wall to your position and dove behind a counter for cover. Some of the missions also require John to go full-stealth, but since the guards seem to have super-senses, it was extremely aggravating trying to sneak past them time and time again I ofen ended up just killing everyone I saw and getting it over with.

With all its negatives, Soldier of Fortune II manages to be one of the most action-packed and adrenaline-pumping titles I have played lately. It’s definitely in the top tier of first-person shooters and is an essential addition to the library of any gamer that has even the slightest fondness for the genre. In the end, Double Helix proves itself to not only be a true sequel in every sense of the word, but a damn fine title to boot.

Graphics: 8.5/10
While a few objects look very angular, the overall appearance of Soldier of Fortune II is fantastic. Smaller objects, like bottles and tires, will have flat surfaces and look rigid without many curves, and other oddities like rain splashes spreading out over the edge of a side instead of dripping off are about the only problems I had. There were only a handful of instances where a character went through a door or a rock, and I would say that I could count those times on one hand. These are the only oddities and kinks I encountered as the characters look great, the weapon effects are nicely done, and the varied levels are all represented very well.

Most impressive had to have been the jungle levels. Innumerable games before this one have attempted to duplicate foliage and time after time they have failed. What were supposed to be thick forests or incredible jungles normally turned out to be a trunk with flat lines and jagged edges coming out the side with black lines making leaf outlines inside. That isn’t the case here: the jungle is absolutely phenomenal in Soldier of Fortune II. The varying sizes of trees and grass come across extremely well as they differ in size, color, density, etc. The ruins within the jungle levels fit in very well and the look is just outstanding. Another impressive level has John on a boat headed to the U.S. in the rain, and every time the player goes on deck, rain steadily pours down and causes individual splashes on the ground; it might not sound like much, but it’s impressive to see.

There are other smaller, more detailed animations and touch-ups that make SOFII look so good. The various effects that the weapons have on people are outstanding as they can range from a single slice or a small gunshot wound to a gaping hole from which an enemy’s guts are hanging out. The splintering effect from bullets is also nice, even if it looks odd in some places. One of the best examples I could give of the detail deals with water effects: shooting in the water doesn’t create a simple splash, and if you shoot and side-step, you can actually see the bullet travel through the water and leave a small trail of bubbles behind it. Then there’s the animations that made the first so well-known; injured enemies will limp away while holding their wounds, or they might drop their weapon if shot in the arm and try to pick it up; watching their reactions is a great deal of fun as most tend to be extravagant. It’s these kinds of touches and the overall quality of the engine that makes Soldier of Fortune II a beauty to look at and a pleasure to shoot up.

Sound: 8/10
The music and voice-overs are also done very well and add a great deal of atmosphere and polish to the game. While the graphics have random anomalies, the sounds manage to stay solid throughout. The weapons all have distinguishable sounds and they are so well done that when an enemy fired a weapon in another room, I could distinguish what it was, which is saying something. One of the smaller pleasures was letting the AK rip in a room and not only hearing the shells hit the floor but also hearing everything that was breakable, break. Bullets make unique noises when they hit walls, and they also have different souns when they hit body armor; there’s even varying degrees of thuds for when a bullet hits flesh.

The voice-overs were also strong with the voice acting going only slightly melodramatic; overall, it was a great mix that made the game sound like an episode of the A-Team or an excerpt from Rambo. Voices matched their on-screen counterparts and each contributed in giving the game a great sense of life and atmosphere.

Control: 8.5/10
The introduction of the stealth techniques is done in such a manner that they seem second nature after only a few minutes of play. The game also handles itself well in situations that require a less subtle approach, although there are times when it seems as though a few shots go through an enemy without hurting them; however, this seems to be the case with pistols more than the other weapons. There were problems with the peeking feature as well; I found that in some cases, when I was close to a doorway or the edge of a crate, the screen would jerk back and forth quickly, or it would jerk back when I would try to fire, releasing the shot in the room I was in, instead of in the other room towards the target. The decision to skip grenades when scrolling through the weapons with a scroll wheel is also interesting as it helps to keep down the weapons to cycle through, but it also means taking extra time out whenever time is of the essence. Quirks aside, the new gameplay implementations far outweigh the minor glitches and inconveniences.

Overall: 9/10
This is an extremely strong showing from Raven and is one of the most enjoyable first-person shooters that I have played in quite some time. With its action-packed yet stealthy take on combat, wide variety of levels, and delightful armaments, the parts of a fantastic shooter are all here. To sum it up: great gameplay, impressive graphics, solid sound, all of which make Soldier of Fortune II: Double Helix a title that not only surpassed my expectations – from both the original and the genre in general – but remained addictive and wholly enjoyable up until and even after it ended. Job well done, Raven.

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Related Links: Raven Software | Activision
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