Syndicate
A modern masterpiece. The self-respecting gamer should ensure they have Syndicate nestling snugly on the games shelf as soon as possible.
Review by Dave Cusick for "Gamer", Amiga Computing, Issue 65, October 1993
Yes folks, time to indicate your intention to vindicate yourself with Syndicate. What a load of Bullfrog...
Yesssss! It has arrived!
Raise the flag, crack open the champers, stick
a plum under a viper and rejoice, for Syndicate has finally tumbled
gently through the letterbox. I had begun to think it might just never
appear, fading away into the mists of time as one of those games that
was supposed to happen but did not. But no. I need not have fretted,
because all along it was being nurtured and developed, and at last it
has crept onto the shelves of computer game emporiums from here to
sunny Slough.
But before we embark upon a fascinating excursion into the dark, dank
depths of Peter Molyneux's imagination, let me take you on a reflective
stroll down memory lane.
Aeons upon aeons ago, when
the world was young and Paul Daniels had hair, Bullfrog released
a product unto the masses with the cunning title of Populous.
It was a revolutionary concept because it filled a niche in the market
and gave birth to the "God game" genre. It was also a damn fine piece
of software to boot.
Consequently, Bullfrog established quite a reputation for themselves,
and deservedly so because since then every release has been heralded as
a classic. Syndicate looks to follow suit.
It is set in the future. But it is not a happy, flowery type of future.
You won't find communities, rallying together in a soap-opera type way
here, by Jove. I mean, let us face it, you could not make a very good
computer game out of someone going around being nice to people, cutting
their lawns, washing their cars and buying them nice presents, could
you? Of course not, and the blokes at Bullfrog know that. So instead,
they have opted for a slightly different picture of what awaits us in
the near future.
You know how some people
think the future will be really crap? Whoever wrote Blade Runner
obviously did, painting a picture of a society in which everyone is out
for themselves and people like Marcus Tandy are seen as ideal role
models (oh, how I miss those frequent forays into the events in Los
barcos).
Well, that is the image of the future that Bullfrog has, and that is
the future in which Syndicate is set. Apparently, the world is
controlled by vast multinational corporations. The other major
development is the invention of the CHIP by some boffin. Inserted in
the neck, the CHIP is the ultimate drug, cutting the users off from the
real world. I suppose today's equivalent is simply getting "out of your
tree" and listening to The Orb (or so Simon assures me). Anyway, this
development enabled the syndicates to move in and basically control the
people through suggestion via the CHIP.
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URBAN SPRAWLS
The syndicates are now warring with one another, using cyborgs to do
the dirty work. As a young chappie working for one such syndicate, you
control a group of cyborgs, and you have got to carry out a number of
missions set in the massive urban sprawls of the future.
However, before you dart into the bathroom to top yourself with a razor
blade, let me tell you that Syndicate is a very absorbing and
interesting game. In fact, I might go so far as to say it could become
a classic.
The brilliantly
atmospheric movie-like intro sequence does a marvellous job of setting
the scene. You really feel as though you have been catapulted into the
dreary streets of tomorrow, especially since at regular intervals
between the missions you are shown more groovy animations.
The
ultimate goal is to take over the world, but obviously you are not
going to achieve this all in one go. You must be systematic and take
things one step at a time. First things first, you can customise your
Syndicate by selecting a logo design and colour, and by naming it too.
Then you will be presented with a map screen, and starting from your
one lone sector you can move into adjacent sectors and conquer them by
completing a mission.
The gameplay consists of using the mouse to shift your lads around, and opening fire at regular intervals by way of pressing the right mouse button. The interface is simple enough to understand. In a few short minutes you will be cavorting around the cities of tomorrow opening fire on many an innocent passer-by.
You can select one of the
four agents you control simply by clicking on one of the four numbered
boxes in the top-left-hand corner of the screen. You can also choose to
move all the agents together by clicking on an icon depicting four
little stick men.
Each agent can carry eight items, be they guns,
scanners, or other special devices. When you have selected an agent you
can then select the item you want to use. If you select a gun and then
use up all the ammunition in the heat of battle, the computer will
cleverly switch to a weapon with ammo in it, allowing you to get on
with the task in hand, namely that of wasting people.
Some of the missions
involve you traipsing around searching out scientists and "persuading"
them to join your cause with the help of a Persuadertron gun. Others
involve you being accosted by copious numbers of enemy operatives, and
your task is simply to explain to them the folly of their ways, with
the aid of an Uzi sub-machine gun. If at all possible you should try
and avoid robbing helpless civilians of their lives.
If you spot
any cars, you can either pump them full of lead or leap into them. You
can have great fun cruising around the town, opening fire on anybody
and everybody who just happens to be nearby.
On some missions you can also hitch a ride on trains, whch are
fortunately far more punctual than BR ones and won't be cancelled due
to leaves (or dead bodies) on the line.
The graphics throughout
are varied and somewhat tasty, being of the variety that will make you
leap up and down in glee whenever you come across a new type of
building or feature. Sound also helps conjure up the image of a sad,
grey future, and the gun effects are certainly beefy enough.
The
way in which everyone else goes about their business until you do
something against them adds considerably to the gameplay, because you
feel you really are just a small part of a major city.
Between missions you can invest in research into new weapons. You can
also choose different cyborgs for the missions from your stocks.
Weapons and equipment can be bought and taxes on provinces you rule can
be adjusted to increase the amount of cash in your reserves.
There is bags of depth, with so many provinces to take over. Each
mission is subtly different to the previous one, so you won't get bored
quickly.
This is one of the best
games released for ages, and it deserves a lot of success. Another
classic from the boys at Bullfrog who, it seems, can do no wrong.
DAVE CUSICK
"Gamer", Amiga Computing, Issue 65, October 1993, p.p.116-117