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* BadassGrandpa:
** Mullins doesn't quite look like one, but his description in the first game list him as being 51 years old, which allegedly places his birth date somewhere between the end of 1948 and the start of 1950 (as SoF1 is set between September 2000 and January 2001). Considering the sheer amount of gun-fighting he gets into over the course of both the first and second games, he's certainly aged extraordinarily well to be able to accomplish what he does.

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* HaveANiceDeath - If you jeopardize the mission or accidentally hit one of your allies, they yell "execute him" and you die instantly (they don't even actually shoot you).

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* HaveANiceDeath - HaveANiceDeath: If you jeopardize the mission or accidentally hit one of your allies, they yell "execute him" and you die instantly (they don't even actually shoot you).



* MadeOfIron - Whereas the first two ''Soldier of Fortune'' games featured semi-realistic enemies that could only survive a couple assault rifle bullets (with the exception of the first game's armor-plated final boss), ''Payback'' features several boss fights against enemy mercs who can take a few clips of assault rifle fire before dying. Most of these bosses aren't even wearing body armor.

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* MadeOfIron - MadeOfIron: Whereas the first two ''Soldier of Fortune'' games featured semi-realistic enemies that could only survive a couple assault rifle bullets (with the exception of the first game's armor-plated final boss), ''Payback'' features several boss fights against enemy mercs who can take a few clips of assault rifle fire before dying. Most of these bosses aren't even wearing body armor.



** EliteMooks - The Order soldiers in the first game who appeared in the last few levels and were equipped with body armor and automatic slugthrowers. The second game has elite Prometheus soldiers wearing a blue suit of full body armor (making them look exactly like [[VideoGame/RainbowSix Team Rainbow]] operatives), which allowed them to withstand multiple assault rifle shots (in a game where 1 or 2 shots is usually sufficient to kill) and even allowed them to survival a few headshots from lower-caliber firearms.
** GasMaskMooks - Various enemies in the first game, although somewhat justified in that they work in a WMD plant. The Prometheus soldiers in the second game also wear gas masks.
*** {{NINJA}}: Japan in the first game (see RuleOfCool again).
* TheMole - In ''Soldier of Fortune 2'', Taylor is suspected to be one. Turns out it's [[spoiler:Assistant Director Wilson, who established Prometheus with Nachrade as means to get rich by blackmailing the world governments to pay them for Romulus' antidote.]]
* MurderSimulators - Oddly averted, considering its nature. While the games have gotten a bit of notoriety, they'll haven't been able to muster the same level of controversy as other violent games.
* NeutronBomb - [[spoiler:Jessica Six. Dekker plans to destroy the UN and therefore The Shop by firing it on New York.]]
* NGOSuperpower - Arguably, The Order and Prometheus. The Shop, not so much.
* NintendoHard - ''Soldier of Fortune 2''. Full stop. Especially on the hardest difficulty.

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** EliteMooks - EliteMooks: The Order soldiers in the first game who appeared in the last few levels and were equipped with body armor and automatic slugthrowers. The second game has elite Prometheus soldiers wearing a blue suit of full body armor (making them look exactly like [[VideoGame/RainbowSix Team Rainbow]] operatives), which allowed them to withstand multiple assault rifle shots (in a game where 1 or 2 shots is usually sufficient to kill) and even allowed them to survival survive a few headshots from lower-caliber firearms.
** GasMaskMooks - GasMaskMooks: Various enemies in the first game, although somewhat justified in that they work in a WMD plant. The Prometheus soldiers in the second game also wear gas masks.
*** {{NINJA}}: {{Ninja}}: Japan in the first game (see RuleOfCool again).
* TheMole - TheMole: In ''Soldier of Fortune 2'', Taylor is suspected to be one. Turns out it's [[spoiler:Assistant Director Wilson, who established Prometheus with Nachrade as means to get rich by blackmailing the world governments to pay them for Romulus' antidote.]]
* MurderSimulators - MurderSimulators: Oddly averted, considering its nature. While the games have gotten a bit of notoriety, they'll haven't been they weren't able to muster the same level of controversy as other violent games.
* NeutronBomb - NeutronBomb: [[spoiler:Jessica Six. Dekker plans to destroy the UN and therefore The Shop by firing it on New York.]]
* NGOSuperpower - NGOSuperpower: Arguably, The Order and Prometheus. The Shop, not so much.
* NintendoHard - NintendoHard: ''Soldier of Fortune 2''. Full stop. Especially on the hardest difficulty.



* ReedRichardsIsUseless: In the first game, Mullins confronts Saddam Hussein face-to-face but is unable to simply shoot him because this was back in the 1990s when the real life Saddam was the guy considred to be in charge of Iraq, for better or worse. May also be considered a FunnyAneurysmMoment.

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* ReedRichardsIsUseless: In the first game, Mullins confronts Saddam Hussein face-to-face but is unable to simply shoot him because this was back in the 1990s when the real life Saddam was the guy considred considered to be in charge of Iraq, for better or worse. May also be considered a FunnyAneurysmMoment.


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* UniversalAmmunition: ''Double Helix'' was an early game to identify ammo types by caliber and try to make an effort to have them only be shared by weapons that make sense - the 9mm [=SMGs=] all share ammo, the .45 ACP Grease Gun pulls from the M1911 and Mk 23's ammo pool instead, and the AK-74 is even noted to have been converted to 5.56mm to justify it sharing ammo with the M4 and OICW. Even ignoring the OneBulletClips issues, however, this still has some oddities, such as the Desert Eagle sharing ammo with the other handguns despite not coming in .45 in real life, or the grenade launchers all using separate ammo pools when the M203 and Hawk do, in fact, take the same grenades.
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** Villainous example: the nameless scientists working in the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scientist}}s, they are not. The scientists will sometimes attack the terrorists.

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** Villainous example: the nameless scientists working in the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scientist}}s, they are not. The [[note]]The single exception to that is the scientists in red NBC suits, who will sometimes attack the terrorists. Prometheus mercs if they can get to a gun.[[/note]]
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** Villainous example: the nameless scientists working on the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scientist}}s, they are not.

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** Villainous example: the nameless scientists working on in the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scientist}}s, they are not. The scientists will sometimes attack the terrorists.



** In the beta, when going to the windows at the beginning of the last mission, allied Marines could be seen fighting Prometheus soldiers outside the Shop HQ building. They are not present in the retail version, probably because of being out-of-place there.

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** In the beta, when going to the windows at the beginning of the last mission, allied Marines could be seen fighting Prometheus soldiers outside the Shop HQ building. They are not present in the retail version, probably because of being out-of-place there. However, there is at least ONE Marine who can be seen fighting alongside a Shop security guard.
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** The OICW is an experimental futuristic assault rifle with a computerized scope that allows you to zoom in at long range, see in nightvision, and even highlights enemies with red targeting boxes. It also comes with a semi-automatic grenade cannon with a laser-targeting system and computer-assisted range-finder that can be used to set grenades to airburst at whatever range you like. It's also [[SomeDexterityRequired incredibly clunky, with an awkward menu-driven interface that requires]] ''[[SomeDexterityRequired five separate buttons]]'' [[SomeDexterityRequired to use. The grenade launcher is impossible to fire without using this system]]. In an interview Mullins discussed the door stop of a manual that comes with the thing, and summed it up as a lot of useless bells and whistles the developers would love the government to spend millions on.

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** The OICW is an experimental futuristic assault rifle with a computerized scope that allows you to zoom in at long range, see in nightvision, and even highlights enemies with red targeting boxes. It also comes with a semi-automatic grenade cannon with a laser-targeting system and computer-assisted range-finder that can be used to set grenades to airburst at whatever range you like. It's also [[SomeDexterityRequired incredibly clunky, with an awkward menu-driven interface that requires]] ''[[SomeDexterityRequired five separate buttons]]'' [[SomeDexterityRequired to use. The grenade launcher is impossible to fire without using this system]]. In an interview Mullins discussed the door stop of a manual that comes with the thing, and summed it up as a lot of useless bells and whistles the developers would love the government to spend millions on.[[note]]Ultimately the U.S. military decided to later take a pass on the thing in real life for precisely those reasons.[[/note]]
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Added a Dummied Out entry to the list of tropes, based on this troper's experiences with a pre-release beta version of SOF 2.

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* DummiedOut: Prior to the release of Soldier of Fortune 2 back in 2002, a [[https://www.youtube.com/watch?v=DK1hPaCLXAU beta version]] of the game has been leaked, which not only saw widespread circulation in Eastern-European territories, but also contained elements in the campaign that have been DummiedOut in the retail version, mostly for pacing and balancing reasons. These included the following:
** Some enemies in the Prague prologue carried AK-74s. Also, the train station level was not a stealth map, but featured open gunfights. Finally, when activating the train departure signal, players actually had to reach the train by jumping on top of it through the fence, and then reaching the carriage doors. This was replaced with a simple cutscene, probably due to the shortcomings of the physics system: the player character was not moving with the train carriages when standing on top of them.
** Originally, the Marine Team was supposed to be present during the entirety of the Colombian jungle missions, instead of linking up with them halfway through the mission at the bridge. Remains of this design are apparent in the retail version as well: both the mission description and the Marine briefing us on the helicopter state that the fireteam will be waiting for us in the camp (while in reality, they depart without us). This was probably changed for pacing reasons, and due to the [[ObviousBeta very restrictive nature]] of these levels to player movement: the maps with the rescue squad are known to be rather drawn out, and players [[CriticalExistenceFailure simply die]] should they get too far away from the fireteam for a longer period of time (explained with the allies killing us for jeopardizing the mission).
** The Hospital levels with the reception and Sam's room were originally two separate levels, merged in the retail version. Also, in the beta, the security officer guarding Sam's room was already injured by the time we get there, probably to add some drama (and make [[spoiler:Taylor]] look like the mole, who's assigned to the room as protection). He's changed to an active [[NonPlayerCharacter NPC]] in the retail version, probably because it looked off that the guard was shot, while [[spoiler:Taylor]] was not ([[spoiler:until we get to the room, that is]]).
** During the second visit to the Shop HQ (following [[spoiler:Taylor's death]]), players had to run through the ground floor again to the elevator to reach the third floor, with Mullins telling people all the time to get out of the way, as he's in a hurry. This level was cut entirely from the retail release, probably due to being redundant and a time-waster. In the retail version, we start this chapter on the third floor already.
** The exterior maps of the Kamchatka mission were originally stealth maps. In the retail version, there is (thankfully) no alarm system in place, as Raven probably realized it would be next to impossible to stealth through huge segments of the mission with its [[ObviousBeta broken stealth system]] in place. The immediate gunfight is explained away with the insertion airplane generating enough noise to put the base on alert from the start.
** In the Kamchatka mission, each Romulus lab was a separate level originally. Raven merged them into two maps, probably to avoid drawing out the already long mission even more.
** The radio chatter with Hansen, our Shop radio operator during the airplane mission went a bit differently in the beta: he told us that we could safely parachute from the plane, as it would crash in an uninhabitated area, so the virus aboard would cause no harm to anyone. This piece of the dialogue was changed to Hansen remotely auto-landing the plane, probably because of 9/11 (the game was released in 2002, so having an airliner left behind to crash may have been considered a bit insensitive back then).
** Both the beta and the retail version contains hostile Shop security officer [[NonPlayerCharacter NPCs]], spawnable only via the console. They were probably intended to be enemies during the final mission (being terrorists who infiltrated the Shop posing as guards), but do not appear during normal gameplay.
** In the beta, when going to the windows at the beginning of the last mission, allied Marines could be seen fighting Prometheus soldiers outside the Shop HQ building. They are not present in the retail version, probably because of being out-of-place there.
** The beta contained a SequelHook post-credits scene which has been cut entirely from the retail version. In that scene, a couple of Shop security officers are guarding the Romulus vial crates salvaged from Prometheus. The guards are however gunned down by unknown shooters, who then proceed looting the virus crates. They turn out to be Order soldiers - the baddies of the first episode.
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** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. GenreSavvy players will think "[[{{Redshirt}} he's toast!]]", but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.

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** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. GenreSavvy players Players will think "[[{{Redshirt}} he's toast!]]", but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.

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* FauxActionGirl - The female Prometheus soldiers in [=SOF2=] are noticeably weaker and poorer equipped than their male counterparts, the game code makes it obvious this was a very deliberate choice. Also, the female boss in ''Payback'' is probably the easiest to kill of all the game's bosses.
** And Deviant 1, who isn't much of a threat, despite being part of a DualBoss battle, the other opponent in which is the Interrogator, ThatOneBoss.
** Alas, poor Taylor.

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* FauxActionGirl - FauxActionGirl:
**
The female Prometheus soldiers in [=SOF2=] ''Double Helix'' are noticeably weaker and poorer equipped in gear than their male counterparts, the counterparts. The game code makes it obvious this was a very deliberate choice. Also, the choice.
** The
female boss in ''Payback'' is probably the easiest to kill of all the game's bosses.
** And Deviant 1, who [=Deviant1=] isn't much of a threat, despite having a SniperRifle and many grenades available and being part of a DualBoss battle, the other opponent in which is the Interrogator, ThatOneBoss.
[[ThatOneBoss Interrogator]].
** Alas, poor Taylor.[[DroppedABridgeOnHim Taylor]].
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* ArtificialStupidity: Even if [[TheComputerIsACheatingBastard the NPCs are complete cheaters]], it doesn't compensate for this. They are all-too-happy to LeeroyJenkins in a conga line around the corner to be slaughtered by volleys of fire from your shotgun, willing to run from cover to play GrenadeHotPotato with any grenade you threw (so cooking them off works wonders), and worst of all, if you're leaning, they'll fire ''at the thin air below the exposed part of your body'', allowing you to shoot them down with impunity[[note]]in a curious case of cheat backfire, it's even worse for them in Consultant difficulty or up, as there's no firing spread so there's no chance of their cone of fire growing to the point where it includes Mullins' body[[/note]].

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* ArtificialStupidity: Even if [[TheComputerIsACheatingBastard the NPCs are complete cheaters]], it doesn't compensate for this. They are all-too-happy to LeeroyJenkins in a conga line around the corner to be slaughtered by volleys of fire from your shotgun, willing to run from cover to play GrenadeHotPotato with any grenade you threw (so cooking them off works wonders), and worst of all, if you're leaning, they'll fire ''at the thin air below the exposed part of your body'', allowing you to shoot them down with impunity[[note]]in a curious case of cheat backfire, it's even worse for them in Consultant difficulty or up, as there's no firing spread so there's no chance of their cone of fire growing to the point where it includes Mullins' body[[/note]].your hitbox[[/note]].
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A series of {{First Person Shooter}}s from Creator/{{Activision}}, most of which were developed by Creator/RavenSoftware. What happens when you take VideoGameCrueltyPotential and LudicrousGibs to their [[RefugeInAudacity extreme]]. The main selling point of the series is the extremely detailed damage system that simulates many areas of bodily damage (and gruesome deaths to go along with it). You are given many tools to play with said damage system, from Shotguns for full limb chopping action to Pistols and other such weapons for those precision groin shots, along with extras like Flamethrowers and Microwave guns (pretty much as insane as it sounds). The game apparently had the real-life mercenary John Mullins (who also starred in the game) make sure the game was as realistic as possible. The storyline and weapons like the microwave gun puts the extent of his guidance under serious dispute, but [[RuleOfFun nobody cared]]. It also stood out for being a surprisingly decent FPS even without the gore system, as well as having some interesting ideas like the possibility to customise your difficulty setting ("stock" options were provided that scaled up, but you could also have stuff like very limited inventory space but easy enemies, or vice versa, along with other options like the save system).

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A series of {{First Person Shooter}}s from Creator/{{Activision}}, most of which were developed by Creator/RavenSoftware.Raven Software. What happens when you take VideoGameCrueltyPotential and LudicrousGibs to their [[RefugeInAudacity extreme]]. The main selling point of the series is the extremely detailed damage system that simulates many areas of bodily damage (and gruesome deaths to go along with it). You are given many tools to play with said damage system, from Shotguns for full limb chopping action to Pistols and other such weapons for those precision groin shots, along with extras like Flamethrowers and Microwave guns (pretty much as insane as it sounds). The game apparently had the real-life mercenary John Mullins (who also starred in the game) make sure the game was as realistic as possible. The storyline and weapons like the microwave gun puts the extent of his guidance under serious dispute, but [[RuleOfFun nobody cared]]. It also stood out for being a surprisingly decent FPS even without the gore system, as well as having some interesting ideas like the possibility to customise your difficulty setting ("stock" options were provided that scaled up, but you could also have stuff like very limited inventory space but easy enemies, or vice versa, along with other options like the save system).
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** The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate limbs with it.
** In the sequel, the AK-74. It's the most no-nonsense of the three available assault rifles, with no attachments at all if you don't pick one with a useless bayonet at the mission start, but it takes up the least real estate on the screen, lacks the M4's ridiculous muzzle climb, and is cnsiderably accurate when fired in short bursts of 3 rounds or less. It's also already available from the second mission.

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** The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate sever limbs with it.
** In the sequel, the AK-74. It's the most no-nonsense of the three available assault rifles, with no attachments at all if you don't pick one with a useless bayonet at the mission start, but it takes up the least real estate on the screen, lacks the M4's ridiculous muzzle climb, and is cnsiderably considerably accurate when fired in short bursts of 3 rounds or less. It's also already readily available from the start of the second mission.

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* BoringButPractical: The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate limbs with it.

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* BoringButPractical: BoringButPractical:
**
The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate limbs with it.it.
** In the sequel, the AK-74. It's the most no-nonsense of the three available assault rifles, with no attachments at all if you don't pick one with a useless bayonet at the mission start, but it takes up the least real estate on the screen, lacks the M4's ridiculous muzzle climb, and is cnsiderably accurate when fired in short bursts of 3 rounds or less. It's also already available from the second mission.
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Typo.


** Villainous example: the nameless scientists working on the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scintist}}s, they are not.

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** Villainous example: the nameless scientists working on the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scintist}}s, Scientist}}s, they are not.


** The whole contingent of Soviet Biopreparat soldiers in the Prague levels have [=M3A1=] Grease Guns as primary weapons and Colt 1911A1's as sidearms. Why they have that loadout instead of Kalashnikovs of any variety and Makarov pistols as secondaries, [[TheyJustDidntCare the game never ever touches up on]].

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** The whole contingent of Soviet Biopreparat soldiers in the Prague levels have [=M3A1=] Grease Guns as primary weapons and Colt 1911A1's as sidearms. Why they have that loadout instead of Kalashnikovs of any variety and Makarov pistols as secondaries, [[TheyJustDidntCare the game never ever touches up on]].on.
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** The OICW is an experimental futuristic assault rifle with a computerized scope that allows you to zoom in at long range, see in nightvision, and even highlights enemies with red targeting boxes. It also comes with a semi-automatic grenade cannon with a laser-targeting system and computer-assisted range-finder that can be used to set grenades to airburst at whatever range you like. It's also incredibly clunky, with an awkward menu-driven interface that requires ''5 separate buttons'' to use. The grenade launcher is impossible to fire without using this system. In an interview Mullins discussed the door stop of a manual that comes with the thing, and summed it up as a lot of useless bells and whistles the developers would love the government to spend millions on.

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** The OICW is an experimental futuristic assault rifle with a computerized scope that allows you to zoom in at long range, see in nightvision, and even highlights enemies with red targeting boxes. It also comes with a semi-automatic grenade cannon with a laser-targeting system and computer-assisted range-finder that can be used to set grenades to airburst at whatever range you like. It's also [[SomeDexterityRequired incredibly clunky, with an awkward menu-driven interface that requires ''5 requires]] ''[[SomeDexterityRequired five separate buttons'' buttons]]'' [[SomeDexterityRequired to use. The grenade launcher is impossible to fire without using this system.system]]. In an interview Mullins discussed the door stop of a manual that comes with the thing, and summed it up as a lot of useless bells and whistles the developers would love the government to spend millions on.



** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. GenreSavvy players will think ''"[[{{Redshirt}} he's toast!]]"'', but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.

to:

** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. GenreSavvy players will think ''"[[{{Redshirt}} "[[{{Redshirt}} he's toast!]]"'', toast!]]", but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.

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* BayonetYa: You can pimp up an AK-74 with one if you pick it from the loadout screen. It's next to useless, however, because a stab with it is nowhere near a OneHitKill, and getting within melee range means entering [[InstantDeathRadius a range where enemies don't miss]].



* BlackoutBasement: ''Double Helix'' has two or three levels in the Kamchatka mission after John knocks out the generator, and the final mission [[spoiler:in [[AllYourBaseAreBelongToUs the invaded Shop HQ at Lockhart]]]].

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* BlackoutBasement: ''Double Helix'' has two or three levels in the Kamchatka mission after John knocks out the generator, and the final mission [[spoiler:in [[AllYourBaseAreBelongToUs the invaded Shop HQ at Lockhart]]]].Lockhart]]]], where the game is as close to pitch darkness as it gets.
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Blond Guys Are Evil and Blondes Are Evil are no longer tropes.


* BlondGuysAreEvil: Alexei Nachrade.
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''Soldier of Fortune: Payback'' (2007), unlike the previous two games, it has nothing to with John Mullins' story, and was developed not by Raven Software but by budget-price developer Cauldron. The results are pretty much [[{{Sequelitis}} what you'd expect]].

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''Soldier of Fortune: Payback'' (2007), unlike the previous two games, it has nothing to with John Mullins' story, and was developed not by Raven Software but by budget-price developer Cauldron.Cauldron using what appear suspiciously like Game Maker Studio assets. The results are pretty much [[{{Sequelitis}} what you'd expect]].
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** Also, in the second game, Vergara and the Colombian rebels does this to the village of Pureza, attacking it with the Romulus virus. [[NightmareFuel The results]] [[BodyHorror are not pretty]].

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** Also, in the second game, Vergara and the Colombian rebels does do this to the village of Pureza, attacking it with the Romulus virus. [[NightmareFuel The results]] results of the virus attack]] [[BodyHorror are not pretty]].pretty]]... and neither are their corpses after Mullins storms through their section of the jungle.

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* ArtificialStupidity: Even if [[TheComputerIsACheatingBastard the NPCs are complete cheaters]], it doesn't compensate for this. They are all-too-happy to LeeroyJenkins in a conga line around the corner to be slaughtered by volleys of fire from your shotgun, willing to run from cover to play GrenadeHotPotato with any grenade you threw (so cooking them off works wonders), and worst of all, if you're leaning, they'll fire ''at the thin air below the exposed part of your body'', allowing you to shoot them down with impunity[[note]]in a curious case of cheat backfire, it's even worse for them in Consultant difficulty or up, as there's no firing spread so there's no chance of their cone of fire growing to the point where it includes Mullins' body[[/note]].



* TheComputerIsACheatingBastard: Ridiculously overdone in ''Soldier of Fortune 2''.

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* TheComputerIsACheatingBastard: Ridiculously overdone in ''Soldier of Fortune 2''. Enemies have perfect unwavering accuracy with gun and throwing arm alike, which means ''lots'' of GrenadeSpam especially in open maps like Colombia's jungles, and [[TheAllSeeingAI all of them in a map know exactly where you are in exactly the same computer tic that one of their numbers sees you]]. There's no need whatsoever for them to communicate, or in the case of stealth missions, get to an alarm station to make the sirens blare.
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* BlackoutBasement: ''Double Helix'' has two or three levels in the Kamchatka mission after John knocks out the generator, and the final mission [[spoiler:in [[AllYourBaseAreBelongToUs the invaded Shop HQ at Lockhart]]]].

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* AdjustableCensorship
* AKA47: In the first game. Subsequent entries use real-life gun names.

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* AdjustableCensorship
AdjustableCensorship: By means of both a parental lock, and adjustable gore. Curiously, they're entirely independent options.
* AKA47: In the first game. Subsequent entries use real-life gun names.names[[note]]though sometimes it flubs them, such as calling the fulll-auto [=M4A1=] simply "[=M4=]"[[/note]].



* AdrenalineMakeover: Inverted with Taylor, who has a butch haircut and is seen wearing a SpyCatsuit in the ending of the first game, while having a softer ponytail and wearing standard office clothes in the sequel.

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* AdrenalineMakeover: Inverted with Taylor, who has a butch haircut and is seen wearing a SpyCatsuit in the ending of the first game, while having game. She has a softer ponytail and wearing standard office clothes in the sequel.



* BaldOfEvil: Wilhelm "Sabre" [[spoiler:Dekker]]. Also, the Interrogator. Both count as [[WalkingShirtlessScene Walking Shirtless Scenes]].

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** Villainous example: the nameless scientists working on the Prometheus complex in Kamchatka will pick up fallen weapons and attack Mullins with them, proving they're terrorists just like the armed grunts. {{Reluctant Mad Scintist}}s, they are not.
* BaldOfEvil: BaldOfEvil:
**
Wilhelm "Sabre" [[spoiler:Dekker]]. Also, the Interrogator. Both count as [[WalkingShirtlessScene Walking Shirtless Scenes]].Scenes]].
** [[spoiler:Subverted with]] Dr. Dimitri Sestrogor. [[spoiler: He's only working with Prometheus because he's being forced to.]]



* BoringButPractical: Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate limbs with it.

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* BoringButPractical: The Raptor SMG in the original. It has a magazine size of 40, can easily dispatch enemies both in short and long range, very reliable for headshots, and is perhaps the easiest weapon to find ammo for. The boring part is that it's also the "cleanest" gun in the game - you can't explode heads or amputate limbs with it.



* ConcussionFrags: In ''Double Helix''. Unless you're throwing an M84 flashbang, expect your grenade to work like a concussion model, [[GameplayAndStorySegregation grenade's description be damned]].

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* ConcussionFrags: In ''Double Helix''. Unless you're throwing an M84 flashbang, expect your grenade to work like a concussion model, [[GameplayAndStorySegregation grenade's description be damned]]. Even the incendiary ones will [[InterfaceScrew shake the screen]] if you're close to them, and there is no shrapnel of any kind.
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** The whole contingent of Soviet Biopreparat soldiers in the Prague levels have M3A1 Grease Guns as primary weapons and Colt 1911A1's as sidearms. Why they have that loadout instead of Kalashnikovs of any variety and Makarov pistols as secondaries, [[TheyJustDidntCare the game never ever touches up on]].

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** The whole contingent of Soviet Biopreparat soldiers in the Prague levels have M3A1 [=M3A1=] Grease Guns as primary weapons and Colt 1911A1's as sidearms. Why they have that loadout instead of Kalashnikovs of any variety and Makarov pistols as secondaries, [[TheyJustDidntCare the game never ever touches up on]].
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* ImproperlyPlacedFirearms: Several examples.
** The whole contingent of Soviet Biopreparat soldiers in the Prague levels have M3A1 Grease Guns as primary weapons and Colt 1911A1's as sidearms. Why they have that loadout instead of Kalashnikovs of any variety and Makarov pistols as secondaries, [[TheyJustDidntCare the game never ever touches up on]].
** The only variety of Kalash rifles in the game is the AK-74 converted to five-five-six NATO. Which is downright absurd, considering how the original [=5.45mm and 7.62mm=] were (and still are) much easier to lay hands, and terrorists, to put it lightly, aren't known for gun modding.

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* AwesomeButImpractical: The OICW in the 2nd game is an experimental futuristic assault rifle with a computerized scope that allows you to zoom in at long range, see in nightvision, and even highlights enemies with red targeting boxes. It also comes with a semi-automatic grenade cannon with a laser-targeting system and computer-assisted range-finder that can be used to set grenades to airburst at whatever range you like. It's also incredibly clunky, with an awkward menu-driven interface that requires ''5 separate buttons'' to use. The grenade launcher is impossible to fire without using this system. In an interview Mullins discussed the door stop of a manual that comes with the thing, and summed it up as a lot of useless bells and whistles the developers would love the government to spend millions on.

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* AwesomeButImpractical: AllYourBaseAreBelongToUs: In ''Double Helix'', Prometheus takes over [[spoiler:the Shop's HQ at Lockhart, the very place you always go to for briefings]]. After [[spoiler:killing Nachrade and disposing of the Romulus cargo headed to the WTO meeting]], Mullines immediately storms the place.
* AwesomeButImpractical:
**
The OICW in the 2nd game is an experimental futuristic assault rifle with a computerized scope that allows you to zoom in at long range, see in nightvision, and even highlights enemies with red targeting boxes. It also comes with a semi-automatic grenade cannon with a laser-targeting system and computer-assisted range-finder that can be used to set grenades to airburst at whatever range you like. It's also incredibly clunky, with an awkward menu-driven interface that requires ''5 separate buttons'' to use. The grenade launcher is impossible to fire without using this system. In an interview Mullins discussed the door stop of a manual that comes with the thing, and summed it up as a lot of useless bells and whistles the developers would love the government to spend millions on.



** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. Genre savvy players will think ''"[[{{Redshirt}} he's toast!]]"'', but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular handgun. He may still die, but it's not unlikely that he'll survive either.
** The civilians in Hong Kong will sometimes randomly picked up a dropped weapon and open fire on the gangsters attacking you. They're not exactly great combatants, but do get a honorable mention for effort.

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** The security guard standing outside Sam Gladstone's room in the Hospital mission of the 2nd game. Genre savvy GenreSavvy players will think ''"[[{{Redshirt}} he's toast!]]"'', but he is actually quite capable of defending himself against the attacking mooks despite only being armed with a regular 1911 handgun. He may still die, but it's not unlikely that he'll survive either.
** The civilians in Hong Kong will sometimes randomly picked pick up a dropped weapon and open fire on the gangsters attacking you. They're not exactly great combatants, but do get a honorable mention for effort.
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Minor edit.


* HaveANiceDeath - If you jeopardize the mission or accidentally hit one of your allies, they yell "execute him" and you die instantly(they don't even actually shoot you).

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* HaveANiceDeath - If you jeopardize the mission or accidentally hit one of your allies, they yell "execute him" and you die instantly(they instantly (they don't even actually shoot you).
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* SightedGunsAreLowTech: Inverted. The only sighted weapon that isn't the SniperRifle is the ridiculously hi-tech [[CoolGuns/AssaultRifles OICW]]; the rest are all hip-fired and aimed via a targeting reticle.

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* SightedGunsAreLowTech: Inverted. The only sighted weapon that isn't the SniperRifle is the ridiculously hi-tech [[CoolGuns/AssaultRifles [[RareGuns OICW]]; the rest are all hip-fired and aimed via a targeting reticle.
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* SightedGunsAreLowTech: Inverted. The only sighted weapon that isn't the SniperRifle is the ridiculously hi-tech [[CoolGuns/AssaultRifles OICW]]; the rest are all hip-fired and aimed via a targeting reticle.


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** ShortRangeShotgun: Eight or nine meters is the max range for a shotgun's pellets. [[ArbitraryMaximumRange After that, they simply vanish]].

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* PornStache: Yeah...

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* PornStache: Yeah...Mullins packs one.



* PunchPackingPistol: Both the Mk. 23 and the 1911 are very accurate and powerful, killing with one or two headshots on the highest difficulty. It's surprising how easy it is to win firefights with them, even late in the game, as long as you [[BoomHeadshot aim for the head]]. In the levels where there's no power like Kamchatka after you mess up the grid and [[spoiler:the Shop]], a SOCOM with a tactical light is your best friend.



* RedShirt: Most allies that don't directly accompany you fill this role, usually having scripted deaths. The police in the Subway mission, The KLA soldiers in the Kosovo mission etc.
* RuleOfCool: In the first game, in case the LudicrousGibs and weapons like the MPG weren't a clue, the part where you fight your way through a ''nuclear base under a slaughterhouse'' is the point you realize the game doesn't actually aim for realism.
** Also the more outlandish weapons in the first game, and, at one point, busting into one of Saddam Hussein's fortresses and having in your sniper sight, unfortunately you can't shoot him.

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* RedShirt: Most allies that don't directly accompany you fill this role, usually having scripted deaths. The police in the Subway mission, The the KLA soldiers in the Kosovo mission mission, the [[spoiler:Shop's]] security personnel, etc.
* RuleOfCool: RuleOfCool:
**
In the first game, in case the LudicrousGibs and weapons like the MPG weren't a clue, the part where you fight your way through a ''nuclear base under a slaughterhouse'' is the point you realize the game doesn't actually aim for realism.
** Also the more outlandish weapons in the first game, and, at one point, busting into one of Saddam Hussein's fortresses and having in your sniper sight, though unfortunately you can't shoot him.



* SemperFi - Played straight in ''Soldier of Fortune 2''. Hawk is an ex-Marine himself.

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* SemperFi - SemperFi: Played straight in ''Soldier of Fortune 2''. Hawk is an ex-Marine himself.



* ShoutOut - During the Helicopter Extraction level in part 2, for a little "mood music", the pilot puts on "Ride Of The Valkyries", an ode to ''Film/ApocalypseNow''. The box gets destroyed by gunfire shortly after.

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* ShoutOut - ShoutOut: During the Helicopter Extraction level in part 2, for a little "mood music", the pilot puts on "Ride Of The Valkyries", an ode to ''Film/ApocalypseNow''. The box gets destroyed by gunfire shortly after.



* SociopathicHero - Mason in ''Payback'' definitely comes across as one of these. Notably, while both Mullins and Mason shoot an unarmed prisoner in the face, Mullins does it to TheDragon after he mocks the deaths of Mullins' friends (which he has just recently caused), whereas Mason does it to some random Arab accountant for calling him names.
** Well Mason WAS going to let him live, until the accountant stupidly bragged that if he was in Mason's position, he wouldn't have hesitated to kill him, then Mason probably realized that letting him live wouldn't be a very smart idea.

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* SociopathicHero - SociopathicHero: Mason in ''Payback'' definitely comes across as one of these. Notably, while both Mullins and Mason shoot an unarmed prisoner in the face, Mullins does it to TheDragon after he mocks the deaths of Mullins' friends (which he has just recently caused), whereas Mason does it to some random Arab accountant for calling him names.
** Well
names. Mason WAS going to let him live, until the accountant stupidly bragged that if he was in Mason's position, he wouldn't have hesitated to kill him, then Mason probably realized that letting him live wouldn't be a very smart idea.



* StockScream - The second game uses a number of stock screams for Mullins' death sounds.
* SunglassesAtNight: Again, Nachrade.

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* StockScream - The second game uses a number of stock screams for Mullins' death sounds.
StockScream: ''Double Helix'' has them as background ambience in the airport mission.
* SunglassesAtNight: Again, Nachrade.

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* CriticalExistenceFailure: Played straight. The most hilarious variant is that if you shoot a civilian in 2, Mullins is apparently so overcome with guilt he ''spontaneously dies''.

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* ConcussionFrags: In ''Double Helix''. Unless you're throwing an M84 flashbang, expect your grenade to work like a concussion model, [[GameplayAndStorySegregation grenade's description be damned]].
* CriticalExistenceFailure: Played straight. The most hilarious variant is that if you shoot a civilian in 2, ''Double Helix'', Mullins is apparently so overcome with guilt he ''spontaneously dies''.

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