History VideoGame / Syndicate

24th Aug '16 1:38:53 AM Morgenthaler
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*** [[AussiesWithArtillery The TLC]] - Expanding from their initial goal of liberation for Tasmania, they [[LaResistance kicked the Tao out of Australia]] despite being known for their poor aim, because the execs controlling their agents are always [[TheAlcoholic drunk]].

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*** [[AussiesWithArtillery [[UsefulNotes/AussiesWithArtillery The TLC]] - Expanding from their initial goal of liberation for Tasmania, they [[LaResistance kicked the Tao out of Australia]] despite being known for their poor aim, because the execs controlling their agents are always [[TheAlcoholic drunk]].
1st Jul '16 9:36:52 AM GentlemensDame883
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* CorporateWarfare: The basic plotline of the original game has several powerful crime syndicates fighting of global domination. Also features in Syndicate Wars, where the Harbinger virus loosens Eurocorp's hold over the world, allowing splinter syndicates to emerge and challenge its rule.

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* CorporateWarfare: The basic plotline of the original game has several powerful crime syndicates fighting of global for world domination. Also features in Syndicate Wars, where the Harbinger virus loosens Eurocorp's hold over the world, allowing splinter syndicates to emerge and challenge its rule.
30th Jun '16 7:20:14 PM WillKeaton
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23rd Jun '16 9:47:40 AM CynicalBastardo
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* CorporateWarfare: The basic plotline of the original game has several powerful crime syndicates fighting of global domination. Also features in Syndicate Wars, where the Harbinger virus loosen's Eurocorp's hold over the world, allowing splinter syndicates to emerge and challenge its rule.

to:

* CorporateWarfare: The basic plotline of the original game has several powerful crime syndicates fighting of global domination. Also features in Syndicate Wars, where the Harbinger virus loosen's loosens Eurocorp's hold over the world, allowing splinter syndicates to emerge and challenge its rule.
23rd Jun '16 9:25:56 AM CynicalBastardo
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* InertialDampening: [[AllThereInTheManual According to the manual]] for ''Syndicate Wars'', inertial dampening equipment is issued to agents to allow them to carry [[GatlingGood miniguns]] as personal weapons.
27th May '16 3:38:37 AM MacronNotes
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** Also, the agents you see in the game are either this, [[BlondesAreEvil blonde]] or ''[[YouGottaHaveBlueHair blue]]''. Given that [[ColourCodedForYourConvenience all agents have their hair color fixed to their parent]] MegaCorp, this can be assumed to be a uniform dye job.

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** Also, the agents you see in the game are either this, [[BlondesAreEvil blonde]] blonde or ''[[YouGottaHaveBlueHair blue]]''. Given that [[ColourCodedForYourConvenience all agents have their hair color fixed to their parent]] MegaCorp, this can be assumed to be a uniform dye job.
25th May '16 5:24:28 PM nombretomado
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A four-player co-op mode is also included, where you play as one of four Agents under upstart rival syndicate Wulf Western going against other syndicates, including [=EuroCorp=]. A demo for co-op was released 1 February 2012 for Xbox 360 and PS3, showcasing the Western Europe level.

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A four-player co-op mode is also included, where you play as one of four Agents under upstart rival syndicate Wulf Western going against other syndicates, including [=EuroCorp=]. A demo for co-op was released 1 February 2012 for Xbox 360 and PS3, [=PS3=], showcasing the Western Europe level.
1st May '16 10:58:15 AM erforce
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** In ''Syndicate Wars'', upgrading an agent with a complete set of cybernetics (particularly level 1) will have them resemble ''Franchise/TheTerminator''.

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** In ''Syndicate Wars'', upgrading an agent with a complete set of cybernetics (particularly level 1) will have them resemble ''Franchise/TheTerminator''.a ''Franchise/{{Terminator}}''.
9th Apr '16 5:29:30 PM Jake18
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* HandCannon: All the handguns, but especially the Bullhammer Mk II, a [[RevolversAreJustBetter revolver]] firing .600. One upgrade option for that is the [[MagneticWeapons Magnetic Acceleration Rail]], which gives it an impact profile, to directly quote the fluff: "such that it's often mistaken for cannon or explosive blasts in police investigations."

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* HandCannon: All the handguns, but especially the The Bullhammer Mk II, a [[RevolversAreJustBetter revolver]] firing .600. One upgrade option for that is the [[MagneticWeapons Magnetic Acceleration Rail]], which gives it an impact profile, to directly quote the fluff: "such that it's often mistaken for cannon or explosive blasts in police investigations.""
** There's also the Razorback, a .44 Magnum revolver that somehow holds ten rounds even though its cylinder appears to be the same size as an ordinary six-shot revolver.



* HyperspaceArsenal: Averted where the game makes you conform to the now-standard two gun setup.


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* HollywoodSilencer: The UMK submachine used by the Downzone Subverters gun has a detachable suppressor. Given how there are no opportunities to play stealthily, one has to wonder why it's even included.


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* HyperspaceArsenal: Averted: the game makes you conform to the now-standard two gun setup.
20th Dec '15 4:11:26 AM CynicalBastardo
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Added DiffLines:

* EverythingBreaks: In ''Syndicate Wars'', most buildings can be destroyed with explosives or larger guns. They all collapse spectacularly.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Syndicate