I could tell by the sound of the footsteps just outside my office that Billy, the friendly neighborhood FedEx kid was laden with his typical load of overnight NDA's and transcripts of stolen industry secrets. But something was different. I couldn't quite put my finger on it right at the moment, but I did know that he was carrying one extra package, weighing approximately 15 ounces, as told by the sound of the bounce in his step. Rudimentary deduction, and immense love for my job quickly revealed the contents of Billy's extra package [no pun intended – ED] I knew that the combined weight of 1 FedEx overnight envelope, 3 - three page press release printouts, 2 CD's enclosed within the protection of a small glossy cardboard box, jewel case included, and a Publisher stamped Pee-Chee style folder, amounted to said 15 ounces. Now the only question was: What game did we request a review copy of for this week? Could it be… could it just be…
Soldier of Fortune II!!
It was! Oh the joy. A seeming eternity had passed since the first longings of this game. But truly, it had been almost a year now, since we received our first glimpse at SoFII, and my longings grew weary. Had it not been for the multiplayer hands-on just weeks prior, courtesy of Activision, hope may have all been lost. But alas, here it is. At long last…
We received preview code prior to the final release of SoFII and were able to get a rough idea of what to expect when the game did finally ship. Activision stated that the AI was not yet polished in the preview version, and there were still some balancing issues that needed to be worked out. With that in mind, I held off final judgment of the game, until I was able to see the final product, and run it through its full course.
Soldier of Sequels
If any game released within the last two years deserved a sequel, certainly Soldier of Fortune was one of them. Fond memories do I have, of dismembering terrors that stood between progress and 12 gauges. Soldier of Fortune - to little surprise – has been the whipping boy for anti-violence advocates and whining parents who refuse to take responsibility for properly raising and guiding their children. The game benchmarked a new level of gore not yet fully realized on the gaming front, and thusly generated much publicity and hype. Morals and media aside, Soldier of Fortune was and still is an excellent game. Raven Software set out to make the sequel even better, sporting an even more realistic tone, and of course, improved visuals.
Once again joining forces with real-life mercenary John Mullins, Raven has been working to bring a bit more strategy and a chunk more realism to the sequel than its predecessor possessed. While the first SoF included weapons this side of Star Wars, Soldier of Fortune II: Double Helix will contain only real world weapons, as well as real world locales, some of which are lifted right from John Mullins' own diary of deeds! John has not only been used for his likeness in the game, but has also been the resource of weapon accuracy and battle characteristics.
Soldier of Fortune II uses the tried and true Quake III engine, with major advancements. Just as the first title used the Quake II engine, and Raven's own GHOUL technology - which accounted for much of SoF's cutting edge graphics as well as location model damage - Raven has implemented their new GHOUL II technology, which brings yet more realism to the picture. The game looks more amazing than the first title, with much larger maps and higher detailed landscapes and models. Enemies have an increased amount of damage points compared to the first game, and can be taken down a myriad more ways than any other game offers. However, besides the realistic weapons, and its dismembering abilities, the "realism" of SOFII just about ends there. Enemies can still withstand multiple gunshots - required you don't blown a limb or the ever important noggin off – and Mullins himself will sustain great physical harm, but yet still survive. But then again, any more realistic, i.e. one shot and you're dead, would not be much fun in this type of game. That level of realism is better reserved for games such as Rogue Spear.
So how does the game look and feel? Glad you asked. You did ask didn't you?
No matter. I am happy to report that the game represents the Quake III engine at its finest. However, there are a few glaring issues I currently have with the game, and in it's current state, so will 70% of potential purchasers.
First and foremost, while the game looks every bit as spectacular as the screenshots we all have been drooling over for the past year or so, the game is a hog! This is the first game that has brought my current test machine consisting of a 1Ghz PIII, 512MB RAM, and a Geforce 2 GTS to its proverbial knees. Granted, this machine is far from state-of-the-art, but it does represent a large portion of current gaming rigs. Frame-rates dropped to well below playable on many of the larger levels, and even as low as 10 FPS in one instance. After lowering just about every possible visual additive, the game still chugged on some maps. Interestingly enough, Raven had recently released Jedi Knight II: Jedi Outcast which utilizes much of the same technology, including their GHOUL II features, and I had no problem whatsoever running that title at max visual settings. I utterly hope that the game can/will be optimized through future patches or driver updates. By lowering many of the visual settings, you lose a lot of what aims to make SoFII so great, and as a result bringing the visual quality very near its elder.
However, with all settings at their max, models represented a quality unparalleled and some of the best special effects and explosions seen in a game. I found some of the more remarkable levels to be the outdoor jungle maps. Of course these tended to be the levels that wreaked havoc on my system, but the environments are astounding. The trees and weeds have a high level of detail and realism to them, making every step a cautious one, as enemies could literally hide just about anywhere, since the environment lent itself to camouflage rather well.
Graphics or not, the game is almost as enjoyable as the first title. The levels are very well thought out, and detailed to the extreme, but offer nothing new or exciting, aside from the larger outdoor levels. I actually found many of them to be boring, and derived. Also, it seems that Raven may have been reaching on a few levels, such as the one where you must find your way to the meeting room in "The Shop". No gunfire. No knife-fights. No hiding. The level consisted of simply finding the meeting room, traversing the halls, and locating the elevator. Yippee. Did I mention that you could talk to people who would give you utterly useless information? You can!
A few maps presented some rather annoying issues, such as invisible walls that blocked your path and objects with bounding boxes much larger than the object itself. I found myself cursing at the screen numerous times as I zoomed in to an enemy 40 yards away, reticule right between the eyes, only to hit an invisible barrier that extended from the tree the bastard was standing next to! ARRGHHHH!!!! Random anomalies, such as impact marks floating in mid-air around doorways and such raised a few eyebrows.
The sound offers nothing really new, but it does present the high quality standard one has come to expect from Raven developed games. The musical score is hardly memorable, as the default volume is rather low, and you may just finish the game wondering if there was in fact any music at all! Each weapon contained a full tone to them, and each accurately sounded like their real-world counterparts – or so the entertainment industry would have us believe anyway. Personally, my favorite sound effect had to be the mini-Uzis. Not really sure why. They just sounded "neat".
About halfway through the game, I found myself longing for the end to arrive. I grew rather bored and didn't get the sense that my trials would be rewarding, nor the fun factor improved as I further made my way. I was right. The game never really took off, or created the sense of pure enjoyment. I was overwhelmed by the feeling of "Been there, done that", which is understandable, but not always acceptable.
Honestly, I had a tad more fun with the first SoF title. Which brings up SoFII's real saving grace…
Multiplayer
If the multiplayer demo was any indication, SoFII's multiplayer component will be the next mega-popular online game. Thankfully, the MP system requires much less hardware gusto than the SP portion. Raven purposely did this, as to make the MP more accessible to a larger audience. At the moment, there aren't very many retail version servers running, but the game is still new. I suspect the audience will grow respectably once people fully tire of the free demo.
There are several different MP modes. Standard Deathmatch, Team Deathmatch, Capture the Flag, Elimination (team-based last man standing), and finally, Infiltration – which is probably the most popular at the moment. Infiltration pits one team against the other, in a match of "defend" or "acquire" a set objective (such as a briefcase). The offending team must make it back to their base with the objective in order to score, which is easier said than done. Once a player is killed, they are out for the remainder of the round, much like Counter-Strike. Arguably, this is the most entertaining multiplayer mode, although I prefer Deathmatch and Capture the Flag.

Servers are capable of running randomly generated maps, which is sure to keep the battlefield populated for some time. The way that Raven has coded the random map generator allows client machines to generate - on their own - the same map that the server generated, without having to download an entire BSP file. Capture the Flag seems to lend itself best to the random maps. You'll know if the map is a random map, as you will have access to a much needed radar and overhead map. One might wander aimlessly for an entire round without it! Random maps can be large or small, green or barren, and at day or night, all at the whim of the server op.
In addition to the multiplayer, Raven has included a random map generator for single player missions. Players can select size, terrain type, difficulty, and objective type, and the engine will generate a map that you are guaranteed to not have played before. While this sounds great, thus far I have not found much enjoyment in the generated levels. The AI seems to take a major step down for some reason, and as a result, the gameplay suffers severely.
Speaking of AI, SoFII did represent a notable level of detail. Enemies reacted properly to given situations, such as being outgunned or wounded. Running from grenades, or jumping crates (yes, crates) to get a cleaner shot at you were the norm. Even non-enemies, such as wandering civilians capitalized on the AI model a decent amount. I recall one scene in which I gunned down a threat, and a civilian made a run for the deceased's weapon. Not sure what he was expecting to do with it. He knew better than to shoot at me though! Additionally, the enemy presented some excellent model animations overall, thanks in part to the GHOUL system.
Conclusion
Soldier of Fortune II: Double Helix has its good side and not so good side. The not-so-good side is the single-player experience, and what every PC gamer has longed for since the first screenshots were released well over a year ago. The single-player, while offering a decent amount of play time (around 15-20 hours), nearly falls flat on its face due to both minor technical issues and rather uninspiring missions. Believe me when I say that I really wanted to like this game, but it ultimately fell short of my (lofty) expectations in the single-player missions. Don't get me wrong, there is plenty of enjoyment to be had in the single-player missions, but 1) Make sure your system is up to snuff and 2) Don't expect much in the way of new.
The feature that will keep this title moving off store shelves is the multiplayer experience. The amount of online players (demo and retail combined) already beats out Raven's own Jedi Knight II, which has been out for quite some time now. It is inching ever closer to the online audience of Unreal Tournament, and may actually surpass Return to Castle Wolfenstein over the next few months. As I mentioned before, thankfully it requires far less hardware power to drive the MP portion of the game. If anything, SoFII is definitely worth the price of admission just for the multiplayer mayhem.
Related Links
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Soldier of Fortune II: Double Helix











