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** [[NukeEm Nuclear Grenades]] are a much more expensive ranged alternative to High Explosive bombs. The Launcher is a more viable alternative to bring down buildings with its BottomlessMagazines and is cheaper to boot.

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** [[NukeEm Nuclear Grenades]] are a much more expensive ranged alternative to High Explosive bombs. The Launcher is a more viable alternative to bring down buildings with its BottomlessMagazines and is cheaper to boot. That said, the Nuclear Grenade can be situationally useful as it can be thrown over fences and some walls.



** The Disruptor is basically the anti-Persuadertron; it un-persuades anyone persuaded by a Persuadertron user. You'll rarely, if ever, come across anyone persuaded by a computer-controlled Agent, so it's likely the Disruptor will see very little use, if at all.

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** The Disruptor is basically the anti-Persuadertron; it un-persuades anyone persuaded by a Persuadertron user. You'll rarely, if ever, come across anyone persuaded by a computer-controlled Agent, so it's likely the Disruptor will see very little use, if at all. However, enemies will sometimes use it against ''you'', which can be very annoying if it happens in the late stages of an EscortMission.



* ChurchMilitant: The Church of The New Epoch in ''Wars''. They call their agents "acolytes" and you "disciple."

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* ChurchMilitant: The Church of The New Epoch in ''Wars''. They call their (usually heavily armed, cyborg) agents "acolytes" and you "disciple.""disciple".



* EscortMission: A few in Syndicate Wars. Most notably [=EuroCorp=] have a mission to rescue and evacuate top scientist Drennan, then another mission to escort him through a hostile neighbourhood.

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* EscortMission: A few in Syndicate Wars. ''Syndicate Wars''. Most notably [=EuroCorp=] have trio of missions involving top scientist Drennan. First they must protect him as he gives a mission to lecture, then rescue and evacuate top scientist Drennan, then another mission to him after he gets captured, and finally escort him through a hostile neighbourhood.neighbourhood. Missions where you're required to ''persuade'' someone work in a similar way, as you're always required to escort your target after they've been persuaded, usually back to your deployment zone.



* LightningBruiser: Agents in both the original and remake.

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* LightningBruiser: Agents in both the original are powerful cyborgs capable of wielding a minigun as if it were a normal rifle ''and'' can move very fast. Cybernetic limbs make them even stronger, faster, and remake.more accurate.



* ManOnFire: Screaming and running, before expiring in a patch of dust. Charming.

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* ManOnFire: Screaming and running, before expiring in a patch of dust.dust is the standard death animation for anyone killed by fire. Charming.



* ThrowAwayGuns: In the original game, you can't reload weapons in-mission. If you run out of ammo, you'll switch to a different weapon. Averted in Wars, where all weapons are powered by your agents' energy packs, and you can only carry one weapon of each type.

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* ThrowAwayGuns: In the original game, you can't reload weapons in-mission. If you run out of ammo, you'll switch to a different weapon. Averted in Wars, ''Wars'', where all weapons are powered by your agents' energy packs, and you can only carry one weapon of each type.


* LuckBasedMission: There are a few missions where events outside your control may cause you to fail. One such is the Churh mission in ''Wars'' where you are supposed to kidnap Prof. Drennan. There is a small chance the attacking Unguided will kill him before you can get to him.

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* LuckBasedMission: There are a few missions where events outside your control may cause you to fail. One such is the Churh Church mission in ''Wars'' where you are supposed to kidnap Prof. Drennan. There is a small chance the attacking Unguided will kill him before you can get to him.


* ManInWhite: The Cayman Global officers have white armour, unlike the black and dark grey of Sergeants or normal grunts. Several boss Agents wear white. [[spoiler:Merit also wears a white armour in the final battle]].


** To elaborate, Intelligence governs whether your agent will make a TacticalWithdrawal or fight with SuicidalOverconfidence; Perception determines whether they have HyperAwareness or [[FailedASpotCheck fail a spot check]]; and Adrenaline skews them towards either CaffeineBulletTime or [[HealingFactor faster regeneration]]. The adjustment levels can be changed at any time, but take a while to actually reach the level you want, so you need to carefully consider when to make changes.

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** To elaborate, Intelligence governs whether your agent will make a TacticalWithdrawal or fight with SuicidalOverconfidence; Perception determines whether they have HyperAwareness or [[FailedASpotCheck fail a spot check]]; and Adrenaline skews them towards either CaffeineBulletTime or [[HealingFactor faster regeneration]]. The adjustment levels can be changed at any time, but take a while to actually reach the level you want, ''and'' become less effective as the agent builds a tolerance, so you need to carefully consider when to make changes.


* FallenHero: Aiden Fall, one of 4 co-op characters, used to be a heroic police detective who was framed for murder, rape, child molestation, and blackmail after he tried to arrest Eurocorp executives who were breaking the law. After losing his job as a result he eventually became a corporate hitman and eventually an Agent.

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* FallenHero: Aiden Fall, one of 4 co-op characters, used to be a heroic police detective who was framed for murder, rape, child molestation, and blackmail after he tried to arrest Eurocorp executives who were breaking the law. After losing his job as a result he eventually became a bounty hunter, gradually becoming a corporate hitman hitman, and eventually an Agent.


* AuthorityEqualsAsskicking: Sergeants are EliteMooks, the Lieutenants may be minibosses and the Colonel in co-op demo is a boss. The "end boss" for co-op, found in New England, is a General; he's basically an Agent armed with a minigun and backed up by 3 other Agents.

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* AuthorityEqualsAsskicking: In co-op mode, Sergeants are EliteMooks, the EliteMooks with better weapons and nearly 3 times as much health as regular Mooks, Lieutenants may be minibosses are HeavilyArmoredMook mini-bosses and the Colonel in co-op demo the demo[=/=]first level is a boss.full boss (basically a HeavilyArmoredMook with much more health). The "end boss" for co-op, found in New England, is a General; he's basically an Agent armed with a minigun and backed up by 3 other Agents.



* FallenHero: Aiden Fall, one of 4 co-op characters, used to be a heroic police detective who was framed for murder, rape, child molestation, and blackmail after he tried to arrest Eurocorp executives who were breaking the law. After losing his job as a result he eventually became a corporate hitman and eventually an Agent.



** Enemy Agents in the co-op mode generally have RegeneratingHealth and enhanced jumping as their special powers. Unlike Agent Crane, their version is infinite, generally requiring sustained concentrated fire from two or more player Agents to bring one down.

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** Enemy Agents in the co-op mode generally have RegeneratingHealth and as a default ability, along with either enhanced jumping as their special powers.or cloaking. Unlike Agent Crane, their version is infinite, generally requiring sustained concentrated fire from two or more player Agents to bring one down.


* EarlyGameHell: In the co-op mode, at level 1 you're incredibly weak and can be mowed down startlingly quickly. It's only after leveling up your damage resistance (having a few friends to carry you through your first few games is almost mandatory) that combat becomes genuinely manageable.

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* EarlyGameHell: In the co-op mode, at level 1 you're incredibly weak and can be mowed down startlingly quickly. It's only after leveling up your damage resistance (having a few friends to carry you through your first few games is almost mandatory) that combat becomes genuinely manageable. Once you manage to max out your damage resistance and level up a few weapons, you can actually (with some effort) solo many of the co-op levels, at least on Normal difficulty.


* EasyLevelsHardBosses: The levels are noticeably more challenging than most other FPS games, but ''are'' manageable once you get the hang of the gameplay mechanics. However, most of the bosses are completely insane, even on the "Normal" difficulty setting. The final boss in particular is on par with the likes of [[VideoGame/GearsOfWar General RAAM]] in terms of player frustration.

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* EarlyGameHell: In the co-op mode, at level 1 you're incredibly weak and can be mowed down startlingly quickly. It's only after leveling up your damage resistance (having a few friends to carry you through your first few games is almost mandatory) that combat becomes genuinely manageable.
* EasyLevelsHardBosses: The levels are noticeably more challenging than most other FPS games, but ''are'' manageable once you get the hang of the gameplay mechanics. However, most of the bosses are completely insane, even on the "Normal" difficulty setting. The final boss in particular is on par with the likes of [[VideoGame/GearsOfWar General RAAM]] in terms of player frustration. Though dumping all your upgrade points into damage resistance really helps even the odds quite a bit.


* HealingFactor: This is Agent Crane's power. If you don't drain a "block" of his health fast enough, it'll regenerate. There are three blocks to empty.

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* HealingFactor: HealingFactor:
**
This is Agent Crane's power. If you don't drain a "block" of his health fast enough, it'll regenerate. There are three blocks to empty.empty.
** Enemy Agents in the co-op mode generally have RegeneratingHealth and enhanced jumping as their special powers. Unlike Agent Crane, their version is infinite, generally requiring sustained concentrated fire from two or more player Agents to bring one down.

Added DiffLines:

* DifficultySpike: Happens in the last few levels in ''Syndicate Wars'', when your enemies start carrying Plasma Lances as their standard gun. These powerful energy weapons fire rapidly, have a good range, and can kill your agents ''very'' quickly. While there are plenty of other dangerous weapons such as (rocket) Launchers, High Explosives, Long Range Rifles or Nuclear Grenades, all of these other weapons either have long reload times or give you some time to react (rockets and grenades take time to hit you, explosives must be planted); Plasma Lances give you almost none.


A reboot of the series was released in February 2012 but unlike its predecessors, the new Syndicate game is an {{FPS}} written by Creator/RichardKMorgan. You play as Miles Kilo (who has been converted to Foot Pound), a new Agent under [=EuroCorp=] implanted with a prototype DART chip which grants him cutting-edge hacking abilities. The game is linear with Kilo a [[HeroicMime silent protagonist]] and most of the story coming through cinematics or the environment.

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A reboot of the series was released in February 2012 but unlike its predecessors, the new Syndicate game is an {{FPS}} written by Creator/RichardKMorgan. You play as Miles Kilo (who has been converted to Foot Pound), a new Agent under [=EuroCorp=] implanted with a prototype DART chip which grants him cutting-edge hacking abilities. Initially assigned to assassinate a key figure of rival syndicate Aspari while being mentored by more experienced Agent Jules Merit, Kilo soon discovers there is more to things that meets the eye. The game is linear with Kilo a [[HeroicMime silent protagonist]] and most of the story coming through cinematics or the environment.


* GangstaStyle: The Kusanagi assault rifle (as well as the sniper rifle based on it) has 45 degrees offset Red Dot sight on it, with an attachment. This meant you can fire in automatic, then tilt the gun back to vertical and start firing in a more powerful scoped semi-auto mode.

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* GangstaStyle: The Kusanagi assault rifle (as well as the sniper rifle based on it) has 45 degrees offset Red Dot sight on it, with an attachment. This meant you can fire in automatic, then tilt the gun back to vertical and start firing in a more powerful scoped semi-auto mode. Merit will fire his pistol at the Aspari citizens on the train as you attempt to escape the facility.

Added DiffLines:

* MeaningfulName: Miles means "soldier," and Kilo is the code word for K in the NATO phonetic alphabet. The player character is designated a moderately dressed-up version of the otherwise utterly dehumanizing "Soldier K."


In a CyberPunk {{dystopia}}n future, the world is controlled by powerful [[TheSyndicate syndicates]] ruling it through the [[BadCopIncompetentCop police]] and [[CannonFodder military]]. The vast majority of the population just takes it because they spend much of their time on the cybernetic equivalent of [[MayContainEvil happy pills]]. You take the role of the evil overlord of one of these syndicates and control a team of cyborg killing machines, or as you call them agents, that follow your every command in a quest to achieve complete world dominance.

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In a CyberPunk {{dystopia}}n future, the world is controlled by powerful [[TheSyndicate syndicates]] ruling it through the [[BadCopIncompetentCop police]] and [[CannonFodder military]]. The vast majority of the population just takes it because they spend much of their time on the cybernetic equivalent of [[MayContainEvil happy pills]]. You take the role of the evil overlord of one of these syndicates and control a team of cyborg killing machines, or or, as you call them them, agents, that follow your every command in a quest to achieve complete world dominance.



The second part is the tactical view where you actually do the mission by controlling your team of up to 4 agents. The tactical view sports an isometric view and some pretty impressive (for the time) environments: Cities, army bases, secret research facilities etc. that are convincingly "alive," busy streets have people and cars going about their business, trains that can be ridden, cars that can be driven, army bases have drilling soldiers and so on. These environments also react convincingly to your actions with civilians running away from your agents when they draw their weapons, police trying to stop them, and StuffBlowingUp when they shoot it.

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The second part is the tactical view where you actually do the mission by controlling your team of up to 4 agents. The tactical view sports an isometric view and some pretty impressive (for the time) environments: Cities, army bases, secret research facilities etc. that are convincingly "alive," busy streets have people and cars going about their business, trains that can be ridden, cars that can be driven, army bases have drilling soldiers and so on. These environments also react convincingly to your actions actions, with civilians running away from your agents when they draw their weapons, police trying to stop them, and StuffBlowingUp when they shoot it.



But if you think you can go around just persuading people you are wrong. [[PunctuatedForEmphasis This! Is! Syndicate!]] And it is impossible to finish the game without killing, mayhem, and ruthless disregard for property!

Still the game lets you have quite a lot of freedom in how you actually accomplish your missions, for example if your mission is to assassinate someone you can:

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But if you think you can go around just persuading people ''persuading'' people, you are wrong. [[PunctuatedForEmphasis This! Is! Syndicate!]] And it is impossible to finish the game without killing, mayhem, and ruthless disregard for property!

Still Still, the game lets you have quite a lot of freedom in how you actually accomplish your missions, for example example, if your mission is to assassinate someone someone, you can:


* LuckBasedMission: There are a few missions where events outside your control may cause you to fail. One such is the Churh mission in ''Wars'' where you are supposed to kidnap Prof. Drennan. There is a small chance the attacking Unguided will kill him before you can get to him.



* ThrowAwayGuns: You can't reload weapons in-mission. If you run out of ammo, you'll switch to a different weapon.

to:

* ThrowAwayGuns: You In the original game, you can't reload weapons in-mission. If you run out of ammo, you'll switch to a different weapon. Averted in Wars, where all weapons are powered by your agents' energy packs, and you can only carry one weapon of each type.
* TrialAndErrorGameplay: In quite a few missions it is impossible to predict certain events that will cause you to fail unless you are extremely lucky. For example, a building might be booby-trapped, and you have no way of knowing this before you blunder into it and get your agents killed.

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