Share on Facebook Share on Twitter Email
Answers.com

Syndicate Wars

 
AMG AllGame Guide:

Syndicate Wars

  • Platform: IBM PC Compatible
  • Release Date: 1996
  • Genre: Strategy
  • Style: Action Strategy
  • Similar Games: Abomination (IBM PC Compatible), Mob Rule (IBM PC Compatible), Syndicate (IBM PC Compatible), Hundred Swords (IBM PC Compatible)

Game Description

This sequel to Syndicate expands the original game's world and offers a variety of new features and strategies. Multiplayer action, up to eight players, is supported over LAN. In Syndicate Wars, you can play as either side of the conflict: the EuroCorp Syndicate or the Church of the New Epoch. If you choose EuroCorp, you become head of Agent Team MU with many resources at your command such as eight cybernetically enhanced agents, four Uzi sub-machine guns, 50,000 EuroCorp credits, one LIMBO-class cryogenics facility, one HELICON-level research facility and one Croesus-class executive airship. And should you fail in your mission, you'll be expected to auto euthanize yourself immediately.

Syndicate Wars comes with new weapons such as Nuclear Grenades, Psycho Gas and Razor Wire as well as time travel utilizing futuristic modes like monorail, tubes and anti-gravity machines. The interface supports keyboard, joystick and mouse controls as well as adjustable options such as music selections, visual depth and perspectives and four-player multi-play (same machine) through a multi-joystick configuration.
~ Michael L. House, All Game Guide

Roots & Influences

Peter Molyneux, known for his "God Games" Populous and PowerMonger, contributed depth and ideas to Syndicate's sequel. While there are certain aspects incorporated from the aforementioned titles, Syndicate Wars brings revamped visuals to the table, expanding on the original's environments, world, and plot.
~ Matthew House, All Game Guide

Review: Overall

Syndicate Wars, Bullfrog's follow-up to their prior bestseller Syndicate, allows you to take control of a four-man squad of EuroCorp Syndicate enforcers, or disciples of the Church of the New Epoch, in a real-time, mission-based excuse for all-out death and destruction.

Featuring a 3D engine, a fully-destructible and rotatable environment and an array of weapons powerful enough to take advantage of said environment's destructibility, Syndicate Wars offers fans of the original a pleasant, if not wholly new experience. One of the exciting aspects of the game overall is the ambiguity of your role. As a EuroCorp Syndicate executive, your primary interest is maintaining your control over the fully-destructible citizens of the world. And as a disciple of the Church of the New Epoch, your primary interest is to sabotage the EuroCorp Syndicate and brainwash those destructible citizens into following your cause, even sacrificing themselves for it. Not exactly a flattering portrayal of what you might call corporation penetration, or of organized religion. But alas, we have nothing to fear, for the events depicted in this game don't take place until the distant future, in a dark, Blade Runner-like world hardly recognizable as our own, where the sun never shines and the cityscape blots the horizon in every direction.

There are over twenty mission for each side, but these missions begin to lack originality after the first few. Stealing cars, rescuing scientists and making meat pies out of blue-haired punks is fun the first few times you do these things, but after that the missions became repetitive and you'll find yourself itching to get through them and move on to the next.

Aside from the violence, the quality of this game's graphics is what gets your attention. The cut-scenes and secondary interface/menu screens maintain the game's futuristic, claustrophobic atmosphere, with a good deal of sharp color and motion. For instance, when you equip one of your cyborg agents with a new titanium skeleton, it appears on the agent's paper doll and starts heaving up and down to illustrate the agent's breathing. This adds a nice sense of realism to the research and development element of the game. The in-game screen is immense; each city is splendidly rendered in 3D and your agents, while somewhat dwarfed and occasionally easily to lose track of because of the size of the cities, are unique in appearance, with customizable trench coats. The map screens -- understanding the different blips and shapes, as well as navigating your agents through them -- can be daunting at first, but everything in this game becomes more manageable with practice.

If you're a fan of the genre, or of controllable violence in general, then Syndicate Wars might be the perfect title for you. It certainly represents an early high-point for innovative, real-time-strategy games, incorporating a nice blend of some of the elements that made Diablo and Command and Conquer so popular.
~ Gil Shif, All Game Guide

Review: Enjoyment

The level of detailed information that's provided and the number of missions make this game seem immense and well-planned. Unfortunately, the missions offer little variety from one another. The interface is completely smooth and adds to the enjoyment.
~ Gil Shif, All Game Guide

Review: Graphics

The high-point of this game. Excellent visual detail and color, as well as a number of customizable features. The actual agents and citizens on the screen were a bit simple in appearance, but their colorization made them appear unique, in a future-punk sort of way.
~ Gil Shif, All Game Guide

Review: Sound

Sound effects and music were adjustable and provided a superbly dramatic and moody ambience. The occasional "Get them!" and "Aaaagh!" voice plants didn't do much for me, but I did like the weapon and weapon-contact sound affects. Games that have separate adjustments for Music and Tension are going to get better scores from me.
~ Gil Shif, All Game Guide

Review: Replay Value

After you've had your fill of "Go kill, go rescue," you'll want to put the game away for a while.
~ Gil Shif, All Game Guide

Review: Documentation

The documentation was adequate, but I had to search the web to find additional hot key information. Also, there's not much of an online help system.
~ Gil Shif, All Game Guide

Production Credits

Management: Les Edgar, Peter Molyneux, David Byrne ; Producer: Mike Diskett ; Lead Programmer: Mike Diskett ; Programmer: Benjamin Deane, Mark Adami, Martin Bell, Glenn Corpes, Mark Lamport, Ian Shippen, Barry Clarke ; Lead Artist: Mike Man ; Artist: Chris Hill, Martin Carroll, Matt Wee ; Lead Scriptwriter: Sean Masterson ; Scriptwriter: James Leach, Neil Cook ; Mission Design: Ken Malcolm, Peter Blow, Shintaro Kanaoya, Alex Cullum ; City Design: Vince Farquharson, Mike Man, Steve Jarrett, Barry Meade, Natalie White ; Music and Sound: Russell Shaw, Adrian Moore ; Voice Talent: Martin Glyn Murray, Rachel Preece, Aaron Schwartz ; Lead Tester: Andy Robson ; Tester: Jeffrey Brutus, Paul Bolden, Tristan Paramor, Nathan Smethurst, John Rennie, Wayne Imlach, Philip Warren, Nicky Tegg, Matt Attwell, Idwal Jones, James Davis, Paul Barker, Ben Eatwell, Guilherme Xavier, Jonathan Feldman, Nathan Haigh, Andy Hayton, Andy Wardle, Steven Dunk, Dan Riley, Anshuman Richhari, Paul Jarrett ; Documentation: Matthew Miles Griffiths ; Documentation Layout: Susan Bednar, Catherine Cantieri, Roger Kriegel ; Marketing: Brian Allen, Peter Murphy, Sean Ratcliffe ; Public Relations: Cathy Campos ; Translation: Carol Aggett, Petrina Wallace, Dominique Goy ; Quality Assurance: Chuck Lupher, John Moreland ; Production: Heather Clarke ; Package Design: Susan Bednar, Caroline Arthur, James Nolan
~ Matthew House, All Game Guide
Search unanswered questions...
Enter a question here...
Search: All sources Community Q&A Reference topics
Wikipedia on Answers.com:

Syndicate Wars

Top
Syndicate Wars
Syndicate Wars Coverart.png
European DOS cover art
Developer(s) Bullfrog Productions
Publisher(s) Electronic Arts
Composer(s) Russell Shaw
Engine Modified Magic Carpet engine
Platform(s) MS-DOS, PlayStation, PlayStation Network
Release date(s) DOS[1]
  • NA October 31, 1996
PlayStation[2]
  • NA July, 1997
  • EU July 31, 1997
PlayStation Network[3]
  • PAL November 27, 2008
Genre(s) Real-time tactics
Mode(s) Single-player, Multiplayer (Cooperative)
Rating(s)
Media/distribution 1 CD-ROM

Syndicate Wars is the third video game title in the Syndicate series created by Bullfrog Productions in 1996. Unlike the first game, Sean Cooper was not involved in development. It was released for MS-DOS and the PlayStation, with a Sega Saturn version also fully developed, but never published.

Contents

Plot

Syndicate Wars presents a followup to the events in Syndicate. At the game's opening, the player-controlled syndicate (called the Eurocorp Syndicate) is at the peak of its power (achieved in the previous game), an alliance of corporations controlling the world through a combination of military and economic power, and technological mind control. Corporate decisions are facilitated through a number of AI entities connected through a global communications network.

As the game opens, this totalitarian status quo is threatened by the emergence of a virus named "Harbinger" in the global communications system, damaging mind-control implants and leaving citizens vulnerable to co-option. Some of the newly liberated persons, dubbed "unguided citizens," choose to engage in an armed insurrection. The Unguided appear in early missions as random antagonistic elements, but over time form a well-organized militia.[4]

Syndicate wars-screenshot intro 01.png

Syndicate wars-screenshot intro 02.png
Scene viewed through a citizen's mind-control implant The same scene, viewed after malfunction of the implant

Viral damage to the global network causes disruption to Syndicate coordinations, with individual stations isolating themselves to avoid receiving rogue communication. The London station, as the headquarters of the Eurocorp Syndicate, attempts to regain authority via direct intervention by the game's signature quartets of heavily armed agents.

The bulk of the game concerns the development of armed conflict between Eurocorp and the Church of the New Epoch, a church (led by a group called "The Nine") seeking to undermine the world rule by corporations in favor of subjecting its parishioners to its own variety of mind control. "Harbinger" was their first step in demolishing the existing world order. As insurrections take hold, the player is also obliged to conduct missions to control rogue elements within the syndicate itself, as various sub-corporations change allegiances or make bids for independence.

The ironic parallels between the objectives of Church of the New Epoch and the original Eurocorp syndicate itself are abundantly clear throughout the game, and indeed the game can be played from the point of view of the Church itself to similar ends (indeed, it is revealed very early in the game, when played on the Church's side, that the "disciple" in control of Church agents is a former Eurocorp agent who has been converted).

Gameplay

Interface

Screenshot from in-game combat

Syndicate Wars preserves the isometric view of Syndicate, while adding rotation and pitch controls over the view. Control over one's agents (or acolytes, when playing as the Church) is largely the same as the previous syndicate games, being based on a combination of keyboard and mouse actions.[5] Agents may be commanded singly or in groups, with simple instructions to assume positions, pursue or attack NPCs, collect items, etc. Agents may be set to behave passively, acting only when commanded, or to react to threats through control of brain and adrenal functions (the effectiveness of this autonomous operation may be improved over the course of the game through cybernetic brain upgrades, amongst others).

Notably, the player has access to view the entire area of the game map for a level on first entering it; an area of the map need not be "seen" by the physical characters for its terrain and events to be known. This often allows the player to formulate a strategy and plan routes through the map. Consequently, the player generally has a good idea of the forces opposing him or her before starting the level, aside from cases where opposing elements were previously concealed in vehicles, buildings, etc. The armament of those forces, however, is generally known only by comparison to other recently-encountered forces.

Tactics

The relatively simplistic combat mechanics of Syndicate Wars do not provide much scope for sophistication in infantry tactics. Combat tactics in the game are usually centered around maneuvering to attack small portions (ideally one or two agents) of the opposing force at a time, with intervals in between for regeneration of health, body shield strength and ammunition energy by one's own agents. With only four controllable agents, the player's own forces are almost always outnumbered, and hence most combat strategy is simply a matter of possessing superior weaponry while avoiding encirclement or confrontation with large numbers of enemies simultaneously.

In some instances, use of terrain can be significant, such as when attempting to approach a target while remaining immune to long-range small arms fire, or when attempting to ensure an open field of engagement in which to use area of effect weapons.

Weapons

Destruction of a bank building

The selection of weapons in Syndicate Wars are quite similar to those in the previous games, being principally an array of small arms weapons. The weapon of choice for the early game is the minigun, chosen for good range and damage properties. This is later supplemented by long-range rifles, medium-range Gauss guns, and a variety of directed-energy weapons, from a basic pulse laser to the highly destructive Graviton Gun. Other, more specialized weapons also appear.

There is no ammunition per se; instead, all reusable items draw power from a portable micro-fusion reactor carried by each agent. Sustained use depletes a shared stored energy pool, which is gradually replenished.[6] In general, the more effective the weapon, the more energy it requires, and hence the lower the rate of fire. At later stages of the game, management of this recharging time becomes a significant element of combat tactics.

As other weapons or other items are encountered in the game they may be passed to one's research and development teams for productization (any enemy weapon captured may be used immediately and carried into future missions, but must be productized before more copies can be purchased or to reduce the energy cost of using it.)

Most of the landscape in Syndicate Wars is destructible in the face of explosive weapons, most notably high explosive charges and even nuclear grenades which can be used to destroy buildings (for example, when robbing banks to secure capital), and kinetic bombardment from armed satellites.

The Persuadertron from the first game also re-appears, now with three models.[4] Persuadertrons (or for the Church of the New Epoch; 'The Indoctrinator') are hand-held mind control devices which enslave persons nearby. An upgraded version referred to as the Persuadertron 2 is available when playing as Eurocorp as the game progresses. "Persuaded" persons follow the agent holding the persuadertron until one or the other is killed. They will also collect dropped weapons and fight on behalf of the persuadertron's wielder, albeit with limited effectiveness. Many missions involve the use of this device to abduct scientists or executives friendly to opposing factions in the syndicate. In many cases, persons persuaded become available to the player as research scientists or agents. The range and effectiveness of the persuadertron varies with the brain-implant sophistication of the agent wielding it, and the number of persons already persuaded at the time.

Vehicles

Two Syndicate Wars ground vehicles

A number of ground vehicles appear in Syndicate Wars. Some are taken directly from another Bullfrog game, Hi-Octane, while others are stylistically similar to those found in Syndicate; these differ in durability, but all have essentially unlimited personnel capacity (for the player's agents and persuaded persons). The game adds a series of flying vehicles as well in some missions, which are used as antagonists and may be captured for use by the player.

Vehicles are self-navigating from an interface perspective—the player picks the point on or near a street, and the vehicle will drive or fly there without further intervention, assuming the point was reachable. The self-navigation is fairly robust, almost always choosing an ideal route and avoiding confusion from loops and overpasses.

Missions

Briefing screen for a "persuasion" mission

Most missions in Syndicate Wars adopt one or two basic motifs of action—assassination, persuasion, etc. These motifs are, as in the original Syndicate, often explicit in the player's mission orders.

Combined with the background story presented for each, most missions further the basic plot as the confrontation between Eurocorp and Church of the New Epoch develops. Missions differ from one another less in terms of their objectives as in their settings, complexity and combat elements. While the game maps are generally quite similar (depicting futuristic technological cities, with roads, buildings, parks, etc.), the map layout and architectural differences between each city are often significant, and many cities have unique buildings, parks or sculptures.

Future development

In a 2006 interview at the Leipzig Games Convention for GameSpot, Syndicate Wars producer Peter Molyneux said that he would like to revisit some of his old efforts, but adds that it is very unlikely that will happen. But Molyneux makes one possible exception: "Aside from the licensing complications, some sort of next-gen online version of Syndicate would certainly be popular with gamers."[7]

It has been confirmed that Starbreeze Studios is developing a new Syndicate game for EA.[8][9]

References

External links


 
 

 

Copyrights:

AMG AllGame Guide. Copyright © 2012 All Media Guide, LLC. Content provided by All Game Guide ®, a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia on Answers.com. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article Syndicate Wars Read more

Follow us
Facebook Twitter
YouTube