Saturday, 16 February 2013

Soldier of Fortune 2: Double Helix Full Version PC Game


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: Cold War Crisis 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.

Gameplay

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.


In contrast with the first game, Soldier of Fortune II has a more diverse number of real-life weapons. Several of the weapons can have special attachments such as a laser sight. In the single player campaign, it is also possible to have mixed akimbo weapons.

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.
Multi-Player

In multiplayer mode, there are five gametypes: Capture the Flag, Infiltration, Team Deathmatch, Deathmatch and Elimination.
In Capture the Flag, all players are divided into two teams: a red team and a blue team. The objective is for one team to get the flag of the other team, located in the enemies base, and bring it back to their own base. Once a team hits the number of flags captured the team win the game or once the time limit is reached the team with the biggest number of flags captured win the game. Killed players will respawn after a few seconds.
In Infiltration, all players are divided into two teams: a red team and a blue team. A suitcase is placed in a neutral location on the map. Both teams have different objectives: the blue team has to carry the suitcase to a rendezvous point, while the red team is to protect the suitcase at all costs, and to prevent the blue team from taking the suitcase to the rendezvous point. The round ends when either the blue team successfully brings the suitcase to the rendezvous point, the blue team eliminates every member of the red team, or if the red teams eliminates every member of the blue team. Unlike Team Deathmatch and Deathmatch, killed players do not respawn, staying dead until the end of the round.
In Team Deathmatch, all players are divided into two teams: a red team and a blue team. The objective of Team Deathmatch is to be the first team to hit the frag limit, which can be achieved by killing opposing players, and by avoiding death from opposing players. Once a team hits the frag limit, they win the game and the round finishes. Depending on the admin/creator's choice, friendly fire may or may not be allowed. Killed players will respawn after a few seconds.
In Deathmatch, players play with the same rules as Team Deathmatch, except that the players will now be playing by themselves. The objective of Team Deathmatch is to be the first player to hit the frag limit, which can be achieved by killing other players, while avoiding death from other players. Once a player hits the frag limit, the player wins the game and the round finishes. Killed players will respawn after a few seconds.
In Elimination, the players fight each other to be the last one standing. Unlike Team Deathmatch and Deathmatch, killed players do not respawn, staying dead until the end of the round.


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