Soldier
of Fortune review
Posted by Thomas
McGuire on April 26, 2000 - Page 5/6
AI
As you can see from above a
sentry has spotted me in one the first Siberia levels. The
enemy AI is a bit of a mixed affair. Most of them time they
are quite smart and won't simply run after you when you
disappear around a corner. More than likely they will instead
keep firing at that area, just in case you have any smart
ideas about popping back around the same corner. Although they
don't throw much grenades at you like in Half-Life.
Then again, other times they
have the same basic flaws seen in other such games, sometimes
its possible to shoot one enemy and his comrade will just
stand there and not notice the rather large hole in the others
head after you've just sniped him. In one of the levels I was
sure 2 soldier had spotted me, but no reaction happened until
I fired.
The enemy soldiers do in later
levels tend to start rolling out of the way at times, much
like Skarrj warriors used to Unreal. A strange occurrence
happened in the final Siberia level where after an enemy had
been disarmed (and hence they usually look for mercy from you)
he proceeded to repeatedly roll back and forth a few times for
no apparent reason.
If anything I found the
"dumbest" enemy to be Dekker himself who seemingly
found it hard to navigate around the room (albeit it a very
large one) and after getting "stuck" he couldn't
make a corner and was fairly easy to pick off from that spot.
Perhaps some of these minor glitches can be resolved in later
patches.
Overall the AI is quite
satisfactory, there are some moments of great intelligence and
at others they are quite dumb. Half-Life's marines it seems
are still the benchmark for AI in games, Soldier of Fortune
does nothing to change this situation.
Levels
As I've stated earlier on
Soldier of Fortune is based firmly within reality. You won't
find any alien worlds here. Again, like I said earlier, this
game plays out like a Bond film. Many of the locations are
high-tech army military locations, like in Siberia. Others are
quite low tech like the African locations. Either way they all
look very nice and everything looks
right and feels
right design wise. The levels are generally well thought
out and despite the linearity
of the levels you don't ever really feel that you are being
lead through them. There seems to be a nice logic as to what
needs to be done and how you can proceed further.
Loading
between levels isn't too long and there's usually a constant
flow between each level, much like in Half-life where levels
weren't broken up between each load just simply a continuation
of the previous one. Obviously this changes with the end of
each "mission".

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