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SoF2 Hands-On

by Steve Gibson, Apr 27, 2002 10:21am PDT

IGN is offering up a pretty lengthy in depth hands-on preview of Soldier of Fortune2 for the weekend. If you havent checked out the multiplayer test yet I highly recommend it. It's easily the best new multiplayer experience this year.

The random mission generator rounds out the single player package and provides an objective-based play that can be tailored to suit individual tastes. Think of each round as a standalone mission. None will look nearly as good as any of the ones incorporated into the storyline, but nor should they, as so much more time and polish goes into each of those. But, the random mission generator is a nice inclusion. I can see it mainly as a way to kill time or challenge a buddy. Ask him if he can beat a jungle prison escape called DeezNuts on the hardest difficulty, and so forth.
I've been trying to really imagine how this whole random map / mission generation thing is gonna work out. Still freaks me out.




Comments

37 Threads* | 170 Comments*

  • IMO, this would be the perfect game (in no particular order):

    1. Indoor and outdoor maps that look good and don't limit movement too much (like DLFW outdoor - or Op flashpoint but with some detail).
    2. I'll sacrifice detailed player models for better terrain.. You can never see all those player details in-game anyways with everybody moving around.
    3. good weather effects & sounds that add atmosphere.
    4. I want co-op mode because it's fun.
    5. 1 shot to the head should kill every time.
    6. Grenades that you can cook off before throwing.
    7. I want to be able to lay prone and crawl/shoot.
    8. Enemies can't see you if they have their back toward you and you are moving silent The MGS2 field of view thing for enemies would be cool.
    9. Skins that have decent camoflage appropriate to the terrain.
    10. A leg shot makes you limp until you get health or bleed to death.
    11. Boobytraps like claymores or proximity-type (trip-wire) thingamagiggys - or remotely detonated bombs/mines. Something so you can tell when there's "zips in the wire" or watch your six when your sniping.
    12. Enemies that patrol instead of just standing around until you come by.
    13. Indoor map detail that looks realistic and random. I though kingpin did OK with this indoor and out but can't we do better nowadays?
    14. Wouldn't also be cool if you ran out of ammo and instead of defaulting to the knife, you would switch to hand-mode and could put a roundhouse kick on someone's ass?
    15. I think the number of shots to kill is OK now.. You cant get too realistic and still have fun.. most of the weaps in the game realistically would take you out in one shot no matter where you were hit. Would you rather limp, lay there and try to shoot or just wait till you completely die and re-spawn?

    That is all. Sorry for the length.










  • But what we didn't perhaps realize was that all of the animations, and even corpse clipping, have been greatly improved. Hit a leg and a leg moves. Hit a shoulder and a body spins. There is an enormous amount of animation routines that the game goes through. Once more, when a victim has been dealt with he will, if in the appropriate place, slump on walls, bend on stairs, and curl up in corners, thus dramatically decreasing those instances when half a body would clip straight through a wall. It still kind of happens, just not nearly as much or as bad as it did before.


    Hear that? So don't bitch when one body in a thousand clips through a wall - it's still a thousand times better than other games where legs routinely stick out of walls after death.