Discord-logo.jpg Join our Discord!
If you have been locked out of your account you can request a password reset here.

Soldier of Fortune (VG)

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Jump to navigation Jump to search
Annihlator 2000.jpg

Nice, but where's the trigger?

This article or section is incomplete. You can help IMFDB by expanding it.


Soldier of Fortune
136.jpg
PC Boxart
Release Date: 2000
Developer: Raven Software
Publisher: Activision
Series: Soldier of Fortune
Platforms: Microsoft Windows, PlayStation 2, Linux, Sega Dreamcast
Genre: First-person shooter



Soldier of Fortune is a first-person shooter game developed by Raven Software and published by Activision originally for Microsoft Windows. It was later ported to Linux, the Sega Dreamcast and PlayStation 2. The game follows U.S. mercenary John Mullins who is tasked with taking down a terrorist threat. Soldier of Fortune was highly regarded for its "GHOUL" engine damage modelling, allowing for an in-depth level of body dismemberment when killing enemies, which is rarely matched even nowadays.


The following weapons appear in the video game Soldier of Fortune (VG):


Handguns

Glock Hybrid

A longslide Glock resembling pistol serves as one of two starting weapons in the singleplayer campaign (before players can equip their own loadout) and the starting weapon in multiplayer. In-game it is referred to as the "Black Panther 9mm" and its description attributes its origin to England (unlike the real Glock which was designed in Austria). The weapon is very similar to a Glock 17L. The weapon, despite being loaded with what appears to be a 33-round magazine, can only fire 18 shots before it has to be reloaded. The Glock appears to be John Mullin's weapon of choice, as he carries it in all of the game's cutscenes.

Additionally, the Glock is the first of several weapons that Mullins actually has entirely different animation sets for as leaning or pressing one of the "weapon special" keys will cause him to change his animations though this is purely cosmetic. (Most weapons just have Mullins perform an animation, such as twirling the Spas-12 or cleaning his knife.)


Early footage and screenshots shows that originally the Glock held more rounds (at least 28 as seen in one screenshot) and fired in fully automatic before this was changed in the final game (though one cutscene still features John firing his Glock full-auto for more than 18 shots.) and some promotional renders appear to show Mullins with a suppressed Glock that was seemingly removed from the final game.

Description: Originally created in 1983 by an English company searching to create a lightweight, highly durable handgun, the Black Panther has quickly dominated the handgun market. Its remarkable success can be attributed to its simplicity, hardiness, and compact size.

Glock 17L - 9x19mm
Render of the "9mm Black Panther" from the game's manual which is lacking the extended magazine, presumably it was intended to replace the in-game model with this before release.
John holding the Glock in his first position, which is with one hand.
Reloading in the first position.
John holding his Glock in the second position after either leaning to the left or pressing the "Weapon Special" key.
Reloading in the second position. The breech of the Glock is merely a texture that depicts it as shut, even when the slide reciprocates.
The third-person view model (In the hands of John Mullins) is a very simply modeled pistol with very little detailed texturing. Also of note is that it the third-person model seemingly lacks the extended magazine.
Seeing the Glock on the ground reveals that the extended magazine is there, it's just both it and the grip are oddly small meaning that the combined size of grip and magazine is equal to a normal pistol grip.

Desert Eagle Mark VII

A Desert Eagle Mark VII appears in the game as the "Silver Talon .44". Interestingly, despite the .44 in its name (implying it is the .44 Magnum version), it holds 9 rounds like .357 Magnum version. It is the strongest handgun in the game, if not one of the more powerful hitscan weapons, easily killing most human enemies with a single well placed shot. It is also very accurate, making it perfect for scoring headshots. In some early levels, the few enemies who hold handguns will have their weapon determined by the handgun the player uses. For example, if the player chooses the Talon, enemies will carry the Talon and not the 9mm. John Mullins is revealed to be ambidextrous when carrying this weapon, as leaning to the left or the weapon special key will make him switch to firing it left-handed.

Desert Eagle MK VII with nickel finish - .44 Magnum
Holding the 'Talon .44'. Its firing animations incorrectly depict it as firing in double-action only.
John reloads the 'Talon .44' by grabbing it by the slide with his left hand and removing then replacing the magazine with his right hand.
Then racking the slide.
John starts showing off by shooting the Desert Eagle with his left hand.
Inserting a new magazine left handed.
Racking the slide.
The world model of the Desert Eagle.

Unknown Pistol

An unknown pistol (although it partially resembles a compact type of a Glock pistol) appears next to an issue of Soldier of Fortune Magazine in the game's ending screen.

The Pistol on the game's end screen.

Submahine Guns

FAMAE Mini-SAF

The FAMAE Mini-SAF appears as the Raptor SMG and is wrongly chambered in 5.56mm (but still ejects pistol-caliber casings). It is one of the more common weapons in the game, being carried by a large number of enemies. John reloads the weapon by holding onto the grip with one hand and pulling out the magazine with the other. Like the handguns, John occasionally shifts the weapon's position, affecting the fire and reload animations.

FAMAE Mini-SAF - 9x19mm
John holding the FAMAE. Its rear sight lacks a peephole notch and the receiver is missing its selector.
Reloading the FAMAE. It is strangely modelled without the ejection port nor slot for the charging knob, leaving it sticking out of a texture mirrored from the receiver's left side.
John brings back the bolt partially off-screen.
The alternative position for the FAMAE after leaning left.
John checks out the not-so-9mm rounds in the magazine's window during an idle animation when moving.
Surprisingly for a 2000 video game, the magazine actually does visually deplete.
The world model of the FAMAE.

MAC-11

A MAC-11 with some visual differences and a suppressor appears as the "Suppressed SMG". It incorrrectly fires from a closed bolt and also has a slower RPM than the real M-11's 1,200. In-game, this weapon is commonly found in the hands of smarter AI generally. The MAC-11 is also Hawk's weapon of choice, carrying it in all of the game's cutscenes. Although the third-person model is rather low-res, it is not as low quality as the Glock's world model.

RPB Industries M11A1 - .380 ACP
John draws the MAC-11 by tossing it in the air with his left hand and catching it with his right.
John holds the suppressed MAC-11. The in-game model featuers a much thicker lower receiver, no front sight (but its protector is still present), and its charging knob is incorrectly shown as a completely solid piece.
Reloading the MAC-11. The suppressor seems to shift slightly when doing this. Also note that John's hand seems to move right through the suppressor as if it's not even there.
A guard holds the MAC-11 while saluting.

Shotguns

SPAS-12

A SPAS-12 with a green jungle camouflage appears as the only shotgun in the game as the "B-42 (Berserker) 12-gauge shotgun". Despite the in-game SPAS-12 being modelled with a shorter barrel and magazine tube, it still holds 8 rounds like the full-sized version. It also strictly fires in semi-automatic only. This weapon is common early in the game, though the player can later acquire it by equipping it in the loadout screen before a mission. The game's description of the weapon mentions the SPAS-12's folding stock and its hook, although such accessories are absent from the in-game gun.

Description: Developed specifically for police and military use, the B-42 is a highly lethal close-combat assault weapon. Although the addition of the elbow hook on the skeleton stock allows the B-42 to be fired one-handed, it generally decreases the accuracy of the weapon.

Franchi SPAS-12 with short barrel - 12 gauge
Manual render of the "B-42 12-gauge shotgun". It appears to have a longer heatshield and safety housing.
John holding the SPAS-12.
Reloading the SPAS-12, John repeats Gordon Freeman's mistake of inserting shells through the shotgun's heatshield. For some reason in this animation, the entire gun seems to simply extend and stretch.
As with several video game depictions of semi-auto mode SPAS-12s, John ends the reload process by erroneously working the pump.

Rifles

Beretta Sniper

The Beretta Sniper with a high-tech scope appears as the "Eagle Eye Sniper Rifle". Its model lacks a bolt and somehow fires (rather quickly) in semi-automatically; more bizarrely, Mullins does rack the Beretta's bolt action but only during the rifle's equip animation and at the end of a reload. It holds 6 rounds which is only possible if both the chamber was loaded and the magazine was full, though this isn't possible with the in-game method of reloading the Beretta, as Mullins will always insert rounds into the magazine through the ejection port (as if the rifle has a fixed magazine) but before illogically racking the previously shut bolt. The in-game model is too generic and low poly to accurately make out as a Beretta Sniper, though the game's strategy guide has a detailed render depicting it as such. Whether this is simply a technical limitation, the game model being a low-detail placeholder that never got changed, or was remodelled to look more generic to avoid licensing issues is unknown. Presumably to avoid introducing a new ammo type into the game, the Beretta Sniper here is incorrectly chambered for 5.56x45mm. Despite this, it does far more damage-per-shot than both the FAMAE and FN Minimi which all draw from the same round in-game, with a single sniper round on Challenging mode taking out the entirety of Mullin's armor or health bars.

Beretta 501 Sniper - 7.62x51mm
The "Eagle Eye" in the strategy guide. Its 1-kilogram heavier mass can probably be attributed to the new scope it has.
Holding the "Eagle Eye".
Reloading the "Eagle Eye" is done by inserting rounds individually like a traditional fixed-magazine rifle despite the Beretta Sniper feeding from detachable magazines. Additionally Mullins only inserts 2 cartridges (which somehow loads all 6) regardless of remaining rounds, even though the SPAS-12 correctly has Mullins insert an appropriate number of shells until the weapon is fully loaded.
The scope of the "Eagle Eye", which also includes a HUD for the ammo count.

Machine Guns

FN Minimi

The FN Minimi appears as the "M-75 Guardian heavy machinegun" and the only "5.56" weapon to actually be chambered in 5.56mm in reality. It posses a fictional grenade launcher built into the handguard that can be used to fire White Phosphorous grenades. (That count as 10 5.56mm bullets when fired.)

Explosives

C4

C4 charges can be used as a "Heavy Grenade" having a longer timer than normal grenades and not being thrown as far but with a larger blast radius. Description: C4 has been portrayed as the plastic explosive of terrorists for many years in the mass media market. As it stands, plastique is a highly stable, highly explosive charge that can be used nearly anywhere. With the addition of the 5-second timer, plastique is a great way of circumventing locked doors and curious guards.

Manual render of the C4.

M67 Hand Grenade

What appears to be a low-detail M67 hand grenade appears as the "HE-36 Fragmentation Grenade". Description:A staple of infantry units across the globe, the HE-36 is a standard issue fragmentation hand grenade. the grenade has a throwing range of about 30 meters and the explosion and fragment delivery carry a casualty radius of about 15 meters. The HE-36 explodes 3-5 seconds after removal of the pin and safety clip.

M67 'Baseball' Fragmentation Grenade
A crate of M67 grenades, the M67 model lacks a pin and the lever isn't removed when the grenades are thrown.

"Slugthrower"

The "Slugthrower", or its full in-game designation as the "Heavy Hitter H-24 Slugthrower" is a fictional cylinder-fed gun apparently chambered for Gyrojet rocket rounds which themselves are named as "Gyrojet Minirockets". Visually, this weapon is a grey/black longarm with a skeletal stock and bears features from the Pancor Jackhammer such as the grip/trigger assembly, 90-degree bracket behind said grip, and (albeit shrunken) carry handle. It is however, not bullpup and the non-grooved cylinder is depicted as being easily detachable. This gun's mechanics are odd as its cylinder is replaceable about as easily as a box magazine, and its barrel reciprocates backwards when fired instead of cycling forwards and backwards like on the actual Jackhammer. In handling animations, Mullins has a frequent habit of slap-spinning the cylinder and appears to only hold the weapon with one hand.

Functionally, there are two "fire modes" for the Slugthrower; primary attack fires (in full-auto) low-explosive projectiles for anti personnel purposes, while secondary fire launches a slower-moving arcing projectile (which suspiciously behaves like a ballistic grenade) with a higher explosion radius and the ability to stun targets caught in the blast. Using the secondary attack will inexplicably consume two rounds of the Gyrojet ammo, and emits a muzzle flash at the front end of the handguard (!) as if the weapon was fitted with an underbarrel grenade launcher. The Slugthrower's primary fire mode is very deadly against armored targets and becomes as much of a threat against the player as enemies in the final level are equipped with them.

Pancor Jackhammer toolroom prototype with MP5SD handguard - 12 gauge
Render of the "Slugthrower". For some odd reason, the barrel tapers right before its compensator.
Mullins stares at the remains of a victim to his Gyrohammer. Contradictingly, the weapon in first-person has a tan finish to its body unlike the render above,

Armory

The Armory present in the New York front for the Shop has two textures of unusable weapons applied to the various shelves and sometimes mirrored. This includes what appears to be a Heckler & Koch P7, Heckler & Koch CAWS, AK-47-type rifle, FAMAS, early MP5, Remington 870 with pistol grip, Heckler & Koch HK69A1, suppressed MAC-10, oversized Walther MPL and Uzi, Carl Gustaf M2 and 2 generic swing-out revolvers.

The weaponry in the armory.

See Also

Soldier of Fortune II: Double Helix Soldier of Fortune: Payback


Do Not Sell My Personal Information