'It was the Soldier Of Fortune magazine team who recommended John as a consultant,' Soldier Of Fortune project coordinator Eric Biessman says on how Mullins became involved. We wanted to make something we were proud of.' We were keenly aware of that, but Raven has a lot of pride in the work it does and so we were not about to just, I'll say 'shit in a box', because that was the expression we used, and then send that out to the stores. 'You make a crappy game and then slap a licence on it and hope it sells, was how they were viewed. 'Licensed games had a bad reputation,' Dan recalls.
Nevertheless, the team was determined to make it work. A print magazine? We're like 'How does that even translate into games?' It was a surprise.' If any of us had even heard of it, all we had heard was it was a magazine. Quite honestly, I don't think any of us really knew what to do at first. One day, Brian Raffel came in and told us that Activision had acquired the Soldier Of Fortune licence and that we were going to make a game. 'If I recall, Raven were wrapping up Heretic II and were looking at what they were going to do next. Dan Kramer, who worked on Soldier Of Fortune as assistant programming director, reveals that he and many of his colleagues were bemused when they found out they would be making a game based on a mercenary magazine.