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Soldier of Fortune (VG)

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Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Soldier of Fortune (VG) for current discussions. Content is subject to change.


Soldier of Fortune
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PC Boxart
Release Date: 2000
Developer: Raven Software
Publisher: Activision
Series: Soldier of Fortune
Platforms: PC, PS2
Genre: First-person shooter


The following weapons are used in the video game Soldier of Fortune:

Handguns

Glock Hybrid

A 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. Ingame it is referred to as the Black Panther 9mm. The weapon is very similar too a Glock 24. The weapon, despite being loaded with what appears to be a 33-round magazine, only fires 18 shots before it has to be reloaded. The weapon appears to be John Mullin's weapon of choice, carrying it in all cutscenes. Additionally, he seems to have two different ways of holding it and firing it, switching between holding it with one hand and holding it with both of his hands. Along with two different idle positions with the weapon, there are also two different reload animations, one for each idle position.

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Glock 24 - .40 S&W
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John holding the Glock in his first position, which is with one hand.
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Reloading in the first position.
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John holding his Glock in the second position.
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Reloading in the second position.
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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 lacks the extended magazine.

Desert Eagle Mark VII

A Desert Eagle Mark VII appears in the game as the Silver Talon .44. Interestingly, it holds 9 rounds like the Mark I, despite the weapon visually bearing more resemblance to the Mark VII. 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 he will occasionally switch hands with it.

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Desert Eagle MK VII with nickel finish - .44 Magnum
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Holding the 'Talon .44'.
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John reloads the weapon by picking it up in one hand, and using his normal firing hand to insert a new magazine.

SMGs

FAMAE Mini-SAF

The FAMAE Mini-SAF appears as the Raptor SMG. 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
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John holding the FAMAE.
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Reloading the FAMAE.
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John brings back the bolt partially off-screen.

MAC-11

A MAC-11 with several visual differences and a suppressor appears as the Suppressed SMG. The weapon is commonly found in the hands of smarter AI generally. The weapon is also Hawk's weapon of choice, carrying it in all cutscenes, though the third person model is low res, although not as abd the world model for the Glock.

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RPB Industries M11A1 - .380 ACP
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John holds the suppressed MAC-11.
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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.
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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. The weapon appears to fire semi-automatically. It is common early in the game, though later the player may can acquire it by equipping it in the loadout screen before a mission.

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Franchi SPAS-12 combat shotgun with stock removed – 12 Gauge
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John holding the SPAS-12.
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Reloading the SPAS.
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John pumps the shotgun after reloading it. The entire gun seems to simply extend and stretch when pulled up like this.