Intro
The original Soldier of Fortune was released for the PC in
2000 during the (continuing) Counter-Strike frenzy. It combined
a typical secret-ops story with the use of realistic weapons across
a multitude of interesting locations. But every FPS needs a gimmick
in order to distinguish itself from the masses, and Soldier of
Fortune was no exception, using a vicious and violent damage model
to allow players the ability to blow off heads, limbs, and torsos.
This was, of course, all represented as graphically as possible -
newly-amputated enemies made sure to scream and bleed in a severely
dramatic fashion. It was great fun. With the release and subsequent
port of Soldier of Fortune II: Double Helix, Raven Software
has updated the same over-the-top violent game mechanics while adding
several new features that, according to the game box, make SOF2
the "most realistic covert-ops shooter experience ever."
The statement isn't wrong - much like the game, real-life is often
frustrating.
Gameplay: 6/10
Mercenary John Mullins returns for a second foray into the world of
shooting people for fun and profit. Originally released for the PC,
Soldier of Fortune II has undergone the fate of many recent
successful games in making the transition to the Xbox. And while the
game has it's moments of fun and glory, it falls short of being enjoyable.
Soldier of Fortune II doesn't
take many risks. From the get go, it appears to be a standard cookie-cutter
shooter. Whether it's the weapon selection, the level locations,
the plot, or the bad guys, breaking new ground isn't really this
games forte. For starters, the plot: I can't really recount the
specifics but the ingredients were biological weapons, terrorism,
drugs, and secret government agencies - a successful recipe for
bland pie. The really disappointing part of the story is that it
starts so well. The first chapter serves as a sort of prelude for
the game and sets up the story in a manner that left me eagerly
awaiting the next chapter; however, it soon runs out of steam and
the story falls back to the ol' topics of CNN headlines. From the
drug lords of Columbia to the uzi toting gangsters of Hong Kong
(the Red Dragons - how creative), all stereotypes are represented
equally.
But all gamers know the value of a
story in a good shooter - minimal. From Doom to, ummm, Doom
II, story can always take a backseat to gameplay, and that's
fine, as long as the gameplay is good. The problem with SOF2
is that the gameplay isn't always good. In fact, it seems a bit
sloppy and unfinished. For example, from the beginning of the tutorial,
the game gives the impression that stealth will be a major part
of the game. There are several exercises that include avoiding lights
and cameras, crouching, walking quietly, and dispatching enemies
silently. However, once the single player starts, stealth is all
but ignored. Sure, one of the first levels dictates that it must
be completed without detection, but due to the dumb A.I. not being
able to see or hear their comrades die a mere 4 feet away, it isn't
really an issue. Some later levels that feature alarm systems don't
really do anything to combat this either. Trip off the alarm and
an endless supply of guys come, but it doesn't matter due to the
aforementioned sloppy A.I. - the game just doesn't punish players
enough to make stealth as important as the tutorial leads players
to believe. Besides, the stealth detection is so sketchy that tripping
off the alarms is imminent. Once all the levels featuring stealth
are completed (within the first two missions), it never really comes
into play again. Sure, it's possible to sneak up on the first guy
of every stage, but once he's dead, the rest of the enemies magically
know exactly where Mullins is - amazing.
Oh well, at least shooting guys is
fun.
Actually, it's really fun. Well, when
the game works properly anyways. There's over 25 weapons and items
to use and play with including mounted guns. Grenade launchers,
M60s, the ubiquitous sniper rifle, and anti-tank guns are all included,
some of which have alternate firing modes as well as several varying
modes and accessories to complement the already outstanding selection
of killing devices.
Too bad that they don't always work
correctly. It's not uncommon to shoot a guy squarely in the chest,
only to see them unaffectedly continue to run. On several occasions,
I was able to unload a full 5 rounds from my shotgun squarely into
a bad guy a mere 3 (to scale) feet away only to see them run into
the wall as if nothing happened. Wow, no wonder the war on drugs
is so unsuccessful - these guys don't die. Other times, however,
the game detects hits perfectly. In fact, the tutorial emphasizes
the use of crouching and prone positions in order to better accuracy.
Never once did I have to use either position, and my accuracy never
suffered. I was able to take down snipers so far off in the distance
that the game had just begun to draw them with a headshot from my
SOCOM pistol. Now I'm sure Mr. Mullins is a crack shot, but I didn't
know he also had access to the Matrix. It's funny how a point-blank
shotgun fails to register a hit, but a long range pistol shot does
the job cleanly and efficiently.
I've mentioned the A.I. on several
occasions, but let me be more specific. We're talking enemies that
run full speed into walls, doors, and corners. We're talking enemies
that apparently don't communicate with each other, nor move for
better cover. In a day and age where group tactics and cover are
increasingly important to shooters, these enemies are pure bad guy
fodder. For a game that touts itself as the "most realistic
covert-ops shooter...ever," I'm not impressed. No wonder these
bad guys turned to a life of crime, I think the Spelling Bee circuit
was a bit too much.
And the unevenness continues to the
multiplayer. The game does support Xbox Live and system link, but
for those players not so broadband endowed, they skimped on the
split screen mode. Additionally, Xbox Live play is a bit spotty.
If you manage to find a game that has more than 2 players (a feat
in and of itself), you can expect an awkward and clumsy experience.
The game does feature several modes found stock in most modern shooters,
and sometimes a heated match will break out, but the overall experience
is very lackluster. When I asked a sole proprietor of a server where
all the players were, I was met with a (paraphrased to omit profanity)
response of Return to Castle Wolfenstein - the enduring champion
of Xbox Live multiplayer shooters.
On top of the single player and multiplayer
modes, there is also a random mission generator. Apparently, "random"
means "flat and boring," while "mission" means
"running around trying to find guys to shoot", and "generator"
means "a minute and a half load times." Yuck.
Graphics: 7/10
Now the graphics aren't all that bad. John Mullins and other main
characters are all rendered well, with face models that even move
when they talk (now if only they were synched with the audio). Mullins
moves fluidly, the guns all look great, and the cutscenes are all
well animated. However the game has a nasty problem of throwing
50 identical bad guys at you. Additionally, some of the levels are
just horrid. The jungles of Columbia, for instance, are plagued
by "tree wall," flat bushes, a terrible draw distance,
and bland greenness all around. Meanwhile, levels like Hong Kong
rely on colored boxes a bit much, but more than make up for it with
their wonderful looking city streets and building. Textures can
be a bit bland, but with large, outdoor environments done tastefully,
it's perfectly forgivable.
Sound: 8/10
Sound in shooters is another category that has become more and more
important as games like Halo and Metroid Prime use
atmospheric effects to create an immersive environment. And while
SOF2 doesn't go to these lengths, the sound is still good.
Guns are satisfyingly loud and boomy, which really adds to the effect
of a flying leg or blood curdling death cry. Each gun sounds unique,
yet powerful without sounding overly cheesy. Because bad guys rely
on grenades so often, the developers saw it fit to include a very
obvious grenade sound, and no matter if Mullins is in the jungles
of Columbia or the snows of Kamchatka, the sound is always the same
- metal on metal. While the sounds is very distinguishable and lets
the player know of an impending explosion, it is also horribly out
of place in game that strives for realism in every other category.
The voiceovers are easily the all-stars of the sound package. Even
Mark "Skywalker" Hamill enjoys employment as a voice actor.
And it is all handled very well. Now if only the story and mouth
animations for the speech would catch up.
Control: 5/10
Since shooters started being developed for consoles rather than
for the PC, control schemes have started changing to take advantage
of a console controller versus adapting a keyboard and mouse scheme
to a controller as an afterthought. Games like Halo and Metroid
Prime have completely revamped how shooters control and have
done a great job doing it, raising the bar for all console shooters.
Unfortunately, SOF2 comes from the former school. It uses
the left stick for moving, the right stick for looking, and the
shoulder buttons for firing, while the d-pad manages inventory and
the face buttons control miscellaneous functions. I've never liked
this scheme. A keyboard has many, many more buttons to take advantage
of, and as a result, inventory management while running and shooting
is always a frustrating, thumb-jamming experience. Fortunately,
Raven thought to include a "quick grenade" face button
that, when pressed, automatically switches to a grenade for easy
explodin' and when pressed again, switches back to the last used
gun - a very thoughtful and useful feature in the otherwise abyss
of first person shooter controlling despair.
One of my main problems with the controller setup is accuracy. I
can never achieve the same sort of accuracy with twin analog sticks
as I can with a single mouse. Other recent shooter ports have included
an auto-aim feature to help combat this, but there's no such feature
here. The targeting reticle changes to reflect when someone is targeted,
but it is so big and obtrusive, it's hard to see the targeted enemy.
Additionally, just because the reticle changes, doesn't necessarily
mean that the enemy is going to get hit - for some reason, the reticle
changes when it is in the vicinity of the enemy, not when a hit
is assured. Combine that with the aforementioned size of the targeting
reticle, and it makes for some very frustrating shooting indeed.
Overall: 6/10
If you like shooting people, I mean really like shooting people,
Soldier of Fortune II: Double Helix will satisfy all your
terrorist murdering yearnings. But the main problem with this game
is that it simply doesn't fulfill its expectations. Many of the
game's bragging points are either lacking or poorly implemented.
The A.I. makes the bad guys fodder, nothing else. The stealth features
are half-implemented at best. In short, the game feels clunky and
unfinished. But, if you absolutely must have your fill of ridiculously
violent deaths then this game can provide sweet, sweet murderous
release. It is fun to shoot guys to little bits, but a certain amount
of tolerance with the other issues is required. If nothing else,
playing through the single player mission will provide some good,
not-so-wholesome rental fun.
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