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Syndicate (DOS)By: The J Man
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The future is a dire place for the civilians of the world. First came great wars and conquests for new territories, changing the political landscape of the globe as nations bickered, swallowed each other up, and redrew boundary lines. Then came the corporations, which grew in power and wealth until they eventually could buy out the very nations that hosted them. Then came the Syndicates, using brutal force and insatiable greed to infiltrate and control the corporations and their territories, taxing the populous into oblivion while mind control and propaganda keep them in line and productive. Quiet, pensive Joe Civilian ponders these issues as best he can as he toddles off to work in his nice business suit and classy shoes. As he crosses the street, three men with trench coats appear from behind a distant corner and run toward him. To his right, four similarly-dressed men in helmets recieve new orders from their controller floating high above the city. On command, they each produce belt-fed miniguns from under the folds of their jackets. Joe doesn't even have time for a final thought before the helmeted agents fire 400 rounds through his body and into their charging foes. Despite all the oppression, the worst threat to the civilians of the future will actually be you.
Gameplay is broken out pretty distinctly into management and mission sections. On the management side of things, you start with the global view screen, showing your territories and those in control of your rivals. You can invade any territory bordering your own. This allows you some freedom of choice in picking missions and your path to global domination, but also allows the designers to corral your progress into levels of increasing difficulty. European missions will be easy, while the difficulty scales significantly as you sweep across Asia or down into Africa. By the time you hit Argentina, or the mysterious Atlantic Accelerator, you'd better have your shit totally together. You tax the citizens of your territories from this screen, at percentages from 0 to 99. Doing it right is a constant balancing act. I tried for some time to find the magic number I could apply to everyone, and thus bypass this responsibility while still raking in the maximum amounts of dough, but this never worked in practice. The Urals would be delighted to pay a 51% rate one day, while Kazakhstan grumbled about 15%. You could set low rates for all and forget this part of the game, but you'll have a hard time making quick and significant progress. Instead, the idea is to squeeze the populous to the breaking point, then back off before a rebellion breaks out. Rebellions require you to replay that nation's mission to regain control. This won't matter for earlier missions where your now highly-developed veteran operatives can simply saunter in and waste four guys packing nothing but shotguns, but for the tougher missions, it's well worth avoiding.
The briefing screen also allows you purchase a wider view of the mission area or additional information, some of which is helpful, most of which isn't. Learning that your target's guards are lightly armed won't change your loadout because this assessment doesn't include the heavily-armed enemy syndicate agents present in every mission. I once took a briefing saying opposition was to be "light" and armed with pistols as meaning just that - but they were only talking about the human guards, not the cybernetic death squad with laser guns. And it's not just a case of intentionally surprising you as part of the story. You will fight syndicate agents every time, no matter what. Once you're satisfied with your intel, the final screen lets you select your four agents and their equipment. A list on the right shows all your available gear, with eight inventory slots for each agent. You also have the power to fit your agents with cybernetic limbs, noticeably raising their abilities and resistance to damage. Research is covered from this screen as well. You select from general topics like "assault" or "heavy" weapons, allocate funds, and wait for your new toy to arrive. Nothing takes longer than ten days to research, but shortening that time takes a surprising amount of cash. If you're lucky enough to pick up an unresearched weapon off an enemy agent, you can cut its research time and cost in half, often while skipping ahead in the research tree.
IPA stands for Intelligence, Perception, and Adrenaline. They're three drugs whose levels basically determine the AI behavior and abilities of your agents. The concept is basic enough - jack up their Perception and they'll aim better, take up their Adrenaline and they'll react faster. The default baselines for these drugs are frequently good enough for any situation, as long as you are directly controlling the agents and their aim at all times. But if you need to leave them alone for a bit while you scout ahead with the camera, or need to send them into a building where they will be out of your direct sight and control, jack up Intelligence and Adrenaline and shoo them inside to blast whatever moves. A panic mode is available by smashing both mouse buttons down, which sends the levels for all three drugs skyrocketing. The agents will then target enemies on their own, shoot quickly and accurately, and generally become a hell of a lot more effective at standing their ground. The tradeoff with any of the drugs is that these chemicals, whatever they are, have near-instant dependencies (shown by a darker bar filling the lighter one that marks the current dose). When the two line up, a white line indicating tolerance moves further from the center of the bar, shortening the length of any future drug shots and their effects. You can shift your dosage back to the left (I suppose by administering some kind of anti-drug) which takes the same amount of time to have a positive effect while leaving your agent at a lowered state of efficiency. Drug dependency doesn't carry over into future missions, which is why its effects are so exaggerated. But you certainly won't be able to panic mode multiple times in a mission without taking the time to treat the addiction. You also don't have to use this feature at all, but drug juggling is a useful option that can tip a failing mission back into your favor. You can only acquire new agents by using the Persuadertron on enemy operatives. If an enemy corporation has already spent the cash to upgrade their cybernetics, captured agents keep those implants when they switch sides. Enemy weapons can be collected as well, which is useful since ammo costs half the price of the gun itself. Early in the game, recycling enemy weapons is cheaper than buying your own. Money saved dictates the on-ground power you're able to project into each mission, and thus how easy or hard each will be for you. You can't reload guns in the field, and dropped weapons have very limited ammo, so you'll want to bring along as many fully-loaded weapons as you can. Time moves at an accelerated rate, about one day a minute, even while you're in missions. Luckily, countries won't suddenly go tits-up while you're out in the field. You'll almost always have enough time to see a country is "unhappy" and rectify the situation before they break into anarchy. The speedy days also mean you can leave the game running and build up great reserves of cash, which allows you to head in to the first missions with the money to afford the highest-level equipment. Missions take place in well-developed cities that really sell the idea of the dim, urban future. Hovercars speed by on tracks, advertisements play from giant billboards, neon and fluorescent lights blaze against deteriorating concrete and dirty alleyways. The mood and art direction are definite high points, and create perfect cyberpunk environments for your shadowy agents and shadowy deeds.
Every level starts with a set number of enemy agents. Reinforcements don't "appear" or get loaded in for plot points or ambushes, so don't worry about surprises. They're usually set to some kind of "patrol" or "gangbang" AI and will, without even seeing you first, run at your starting position in a swarm like the Baseball Furies from The Warriors. You can elect to avoid them and rush straight toward your goal, but even if you speed by in a vehicle, agent weapons are strong enough to destroy it in just a second and kill any objective-related civilian you may have along for the ride. So basically, you'll need to hunt down all opposing agents in every mission before you can safely attend to your business. AI isn't very smart, and pretty bad at navigating, so you can watch your agents and enemies run right into walls and then snake along them until they find the corner. Or get stuck on a corner trying to decide which way is shorter. Or enter a building with only one door, and keep pressing against the wall in an attempt to pass through it. If you simply click somewhere without babysitting waypoints, your elite team will frequently split up, lag behind, or have one member get stuck - not good when you're scrambling to get everyone into position before the bad guys arrive.
These issues start to add up over time, and the more you play, the more frustrated you'll start to get. It may come sooner for some people than others, but even with the ability to recall a saved game and lose no real progress, the loss of time starts to become too much. It's tough to keep playing when you can spend 10 minutes on a mission and have everyone blown apart by a chest bomb on the way to evac. It's hard to justify carefully setting up and kitting out your agents, when you're watching them get killed by a swarm of 30 enemy agents as they step off the train. Finally, the interface limits your options for true tactics. Better technology makes for more durable agents, but it still means that on your best day you'll defeat enemy syndicates because you spent a hell of a lot of money on cybernetics and were able to kill them all by hitting panic mode at the right time. Syndicate is a very addictive and very enjoyable game, but I think eventually, everyone's going to hit a point of diminishing return. If you're not doing well, you'll reach a mission too consistently frustrating to continue. If you've got vaults of cash and are mopping up left and right, you'll grow complacent and bored. Rivals never encroach upon your territory, never pull any real tricks or deception, resulting in a game where you simply match raw firepower with greater raw firepower, or mash the panic buttons and watch your guys do all the work. Beautiful initial effort, a lot of fun to play, but there's obvious, grating room for improvement. -reviewed 7/11/07 - game copyright 1993 Electronic Arts
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