Soldier of Fortune II: Double Helix is a video game created by Raven Software, a sequel to Soldier of Fortune. It was developed using the Quake III: Team Arena engine. Once again, Raven hired John Mullins to act as a consultant on the game. Based on comments and criticisms of the original game, Raven Software developed Soldier of Fortune II to be a more "realistic" game, with tactical shooters like Operation Flashpoint and Tom Clancy's Rainbow Six as inspirations rather than Quake. A sequel titled Soldier of Fortune: Payback, made by Cauldron HQ was released for Microsoft Windows, Playstation 3 and Xbox 360 in 2007.
An example for the several gore effects.
The series' focal point, graphic depiction of human bodily dismemberment, makes another appearance in Soldier of Fortune II. GHOUL 2.0, as the new engine was called, features 36 gore zones, allowing for increasingly detailed depictions of gore and carnage. A shot to the head could now blow away a chunk of scalp and expose the dripping brain beneath, and blown-off limbs revealed jutting bones and spurting blood. At the same time, the gore was fashioned more believably, stylistically, than in the original game. More firepower is required to dismember or inflict open wounds.
Designed as a tactical shooter, the player character is more vulnerable to enemy fire, and while he can still survive more than a dozen bullets thanks to his body armor, a single explosion can kill him instantly. Additionally, weapon recoil makes automatic firearms increasingly inaccurate as they are fired, so if the player runs around firing continuously he or she will have difficulty hitting enemies. Running into the middle of a firefight will usually get the player killed, and game play requires ducking behind cover and leaning around corners to take shots.
The enemy A.I. was significantly upgraded from the original title, and fires from cover and uses squad-based tactics rather than simply charging straight at the player.
Unlike the original game, there are no futuristic weapons or sci-fi elements. The most advanced weapon encountered is the OICW, which is based on a former weapon prototype of the United States military. Hit damage is more realistic; enemies do not absorb much fire before dying.
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