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*** [[TheRevolutionWillNotBeCivilized Executive Jihad]]

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*** [[TheRevolutionWillNotBeCivilized Executive Jihad]]Jihad]] - A syndicate fighting to remain relevant, caught between the territories of the Tao and Sphinx Inc.
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* OutOfTheInferno: Being quite literally MadeOfIron, it's not really surprising that agents can pull this one off. [[RealityEnsues Don't try to walk through a fire with a group of Persuaded civilians in tow, though]].

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* OutOfTheInferno: Being quite literally MadeOfIron, it's not really surprising that agents can pull this one off. [[RealityEnsues [[ManOnFire Don't try to walk through a fire with a group of Persuaded civilians in tow, though]].

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Dummied Out is now trivia. Moving examples accordingly.


* DummiedOut: ''Syndicate Wars'' contained ten levels for the Unguided, but their campaign was not implemented due to time constraints. The missions included with the game can still be accessed via command line parameters.



* HufflepuffHouse: The Unguided, led by Ko-Paull Vissick, are citizens who have fallen off the UTOPIA network and become a gang of punks. Vissick was actually the leader of the scientists working on the C3 Project and split away from the rest of the team, who would go on to become The Nine who lead the Church Of The New Epoch. He essentially offered [[TakeAThirdOption an alternative choice]] to those who had fallen off the network, but didn't want to join the Church or go back to Eurocorp. [[WhatCouldHaveBeen Apparently, there plans to implement their campaign in the game]], but the missions were DummiedOut.

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* HufflepuffHouse: The Unguided, led by Ko-Paull Vissick, are citizens who have fallen off the UTOPIA network and become a gang of punks. Vissick was actually the leader of the scientists working on the C3 Project and split away from the rest of the team, who would go on to become The Nine who lead the Church Of The New Epoch. He essentially offered [[TakeAThirdOption an alternative choice]] to those who had fallen off the network, but didn't want to join the Church or go back to Eurocorp. [[WhatCouldHaveBeen Apparently, there plans to implement their campaign in the game]], but the missions were DummiedOut.cut.
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** The Persuadertron can be considered this somewhat, as it's the only "weapon" with infinite ammo and it's range is practically melee range in other games.


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* GameBreaker: The Persuadertron once you're able to control enemy agents with it if you're in an area with walls, since it acutally works through walls, it's possibly to clear buildings by having an Agent walk along the outside of the building and control everyone inside or duck behind a wall so the enemy has to run up to them to fire, only to get mind-controlled before they can.

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More accurate.


* {{Cyborg}}: You can upgrade your agents by replacing their body parts with cybernetic replacements such as ArtificialLimbs, making them stronger, faster, smarter and more durable.



* GlowingEyesOfDoom: Agents, if the cover art is anything to go by. Probably [[HollywoodCyborg implants]].

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* GlowingEyesOfDoom: Agents, if the cover art is anything to go by. Probably [[HollywoodCyborg [[{{Cyborg}} implants]].



* HollywoodCyborg: You can upgrade your agents by [[ArtificialLimbs replacing their body parts with cybernetic replacments]] making them stronger, faster, smarter and more durable.
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** The Gauss Gun isn't some sort of coilgun, it's a rocket launcher.

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** The Gauss Gun isn't some sort of coilgun, [[MagneticWeapons coilgun]], it's a rocket launcher.
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* DiskOneNuke: In one of the early missions, you can attack a police car, kill its driver and take his [[GatlingGood mini-gun]].
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* RedShirtArmy: In a handful of missions, you will get additional Agents, Zealots, or even police to assist you. Don't expect them to last long, as they will almost invariably be vastly outnumbered and outgunned.

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* ButtMonkey: The police almost always get defeated by whatever threat they're supposed to stop.



* ColorCodedForYourConvenience: In ''Syndicate Wars'', each type of person tracked on the radar appears as a different coloured dot; Eurocorp and ex-Eurocorp Agents as well as vehicles and spider-bots are red, Zealots are white, scientists are gold, [[{{Mooks}} Operatives]] are pink, police are blue, the Unguided are green, civilians are grey, and the super-rare old cyborgs (e.g. Agent Wu) are light grey.

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* ColorCodedForYourConvenience: In ''Syndicate Wars'', each type of person tracked on the radar appears as a different coloured dot; Eurocorp and ex-Eurocorp Agents as well as vehicles and spider-bots are red, Zealots are white, scientists are gold, [[{{Mooks}} Operatives]] Operatives/Militia]] are pink, police are blue, the Unguided are green, civilians are grey, and the super-rare old cyborgs (e.g. Agent Wu) are light grey.



* CorporateWarfare: The basic plotline of the original game has several powerful crime syndicates fighting 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.

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* CorporateWarfare: The basic plotline of the original game has several powerful crime syndicates fighting for world domination. Also features in Syndicate Wars, ''Syndicate Wars'', where the Harbinger virus loosens Eurocorp's hold over the world, allowing splinter syndicates to emerge and challenge its rule.



* EvilVersusEvil: The first game is a battle between corrupt MegaCorp[=s=] trying to take over the world. In the sequel the two main factions are the totalitarian government and a group of religious fanatics determined to brainwash enough people and then kill everyone else.
** The anarchistic Unguided could qualify as ALighterShadeOfBlack - and they're unplayable!

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* EvilVersusEvil: EvilVersusEvil:
**
The first game is a battle between corrupt MegaCorp[=s=] trying to take over the world. In the sequel the two main factions are the totalitarian government and a group of religious fanatics determined to brainwash enough people and then kill everyone else.
** The anarchistic Unguided could qualify as ALighterShadeOfBlack - as they're the only ones whose goals do not include world domination or genocide -- and they're unplayable!



* HardLevelsEasyBosses: Enemy leaders are usually no stronger than an average mook - getting to them is much harder than killing/persuading them. A few are even savvy enough about this trope that, in missions where you're supposed to take them alive, they'll kill themselves if you don't get to them quickly enough.

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* HardLevelsEasyBosses: HardLevelsEasyBosses:
**
Enemy leaders are usually no stronger than an average mook - -- the main challenge is getting to them is much harder rather than than killing/persuading them. A few are even savvy enough about this trope that, in missions where you're supposed to take them alive, they'll kill themselves if you don't get to them quickly enough.



* NonIndicativeName: The Gauss Gun isn't some sort of coilgun, it's a rocket launcher.

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* NonIndicativeName: NonIndicativeName:
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The Gauss Gun isn't some sort of coilgun, it's a rocket launcher.



* TheOmniscientCouncilOfVagueness: The Nine.

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* TheOmniscientCouncilOfVagueness: The Nine.Nine are a group of top Eurocorp scientists gone rogue. They set the events of ''Syndicate Wars'' into motion by unleashing a computer virus into Eurocorp's UTOPIA network, but then mostly fade into the background, leaving the dirty work to their Zealot followers. Their precise motivations remain hidden, wrapped up in a bunch of vague, pseudo-religious mumbo-jumbo; it's only towards the very end of both campaigns that we learn their ultimate goal.



* RebelLeader: Ko-Paull Vissick, the elusive leader of the Unguided.

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* RebelLeader: The scientist Ko-Paull Vissick, Vissick becomes the elusive leader of the Unguided.Unguided, and organizes their roving bands into an effective paramilitary force as the game progresses.
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the guy in Bangkok is actually killed by the lone Eurocorp agent in the fortress


* FakeDifficulty: In ''Wars'' The Church mission in Beijing has [[TrialAndErrorGameplay an invisible explosive that may or may not oneshot fully-modded acolytes]] in the most obvious route to the target, and it can't be disarmed, detonated from a distance, tripped by enemies or civilians or set off in any way short of the player's party blundering into it point blank. The Church mission in Bangkok is ''riddled'' with the things, and the EuroCorp employee you're supposed to capture will sometimes die, despite being in the middle of an insanely heavily armed fortress with no threats trying to get to him - though not until the player's invested time and effort to get past the worst of the fighting.

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* FakeDifficulty: In ''Wars'' The Church mission in Beijing has [[TrialAndErrorGameplay an invisible explosive that may or may not oneshot fully-modded acolytes]] in the most obvious route to the target, and it can't be disarmed, detonated from a distance, tripped by enemies or civilians or set off in any way short of the player's party blundering into it point blank. The Church mission in Bangkok is ''riddled'' with the things, and the EuroCorp employee you're supposed to capture will sometimes die, be killed by a Eurocorp Agent, despite being in the middle of an insanely heavily armed fortress with no threats trying to get to him - -- though not until the player's invested time and effort to get past the worst of the fighting. fighting (presumably, the Agent kills the employee to prevent him from falling into the player's hands). It is very difficult to stop the Agent in time, as the fortress has only one entrance, and you will be rushed by many Eurocorp guards as soon as you go through it. In other words, whether your target survives or not mostly depends on how long the Agent decides to wait before killing him.
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** The [[{{BFG}} Graviton Gun]] costs ''[[CrackIsCheaper 6.5 million credits]]'' and is useless for [[EscortMission missions where persuading a target is the objective]] due to its tendrils of excessive energy taking out every person in the general vicinity. Forget about using it on the Columbo Orbit Station, as everyone on board carries a High Explosive that [[TakingYouWithMe will destroy the station]] if not quickly disarmed upon their death. If you can afford this monster of a gun, though, it makes elimination missions a cakewalk, since you only have to get to within the general area of the target to hit them with it.

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** The [[{{BFG}} Graviton Gun]] costs ''[[CrackIsCheaper 6.5 million credits]]'' and is useless for [[EscortMission missions where persuading a target is the objective]] due to its tendrils of excessive energy taking out every person in the general vicinity. Forget about using it on the Columbo Orbit Station, as everyone on board carries a High Explosive that [[TakingYouWithMe will destroy the station]] if not quickly disarmed upon their death. Unlike the Plasma Lance, it can't bring down buildings, despite having a higher power rating. If you can afford this monster of a gun, though, it makes elimination missions a cakewalk, since you only have to get to within the general area of the target to hit them with it.
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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* {{BFG}}: Let's start with the [[GatlingGood Minigun]], and go from there. ''Syndicate'' also gives you a "Gauss Gun" rocket launcher and a [[FrickinLaserBeams laser]], but it goes nuts in ''Syndicate Wars''. [[InfinityPlusOneSword Graviton Gun]], anyone?

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* {{BFG}}: Let's start with the [[GatlingGood Minigun]], and go from there. ''Syndicate'' also gives you a "Gauss Gun" rocket launcher and a [[FrickinLaserBeams [[EnergyWeapon laser]], but it goes nuts in ''Syndicate Wars''. [[InfinityPlusOneSword Graviton Gun]], anyone?



* EliteMooks: Cayman Global's liquid soldiers and the active camouflage-wearing Subverter Specters would both count. Cayman Global's reactive soldiers and [=EuroCorp=]'s electro-armor soldiers, with their multiple layers of shielding to be Breached and [[GatlingGood heavy]] [[FrickinLaserBeams firepower]], are outright BossInMookClothing or mini-bosses.

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* EliteMooks: Cayman Global's liquid soldiers and the active camouflage-wearing Subverter Specters would both count. Cayman Global's reactive soldiers and [=EuroCorp=]'s electro-armor soldiers, with their multiple layers of shielding to be Breached and [[GatlingGood heavy]] [[FrickinLaserBeams [[EnergyWeapon firepower]], are outright BossInMookClothing or mini-bosses.
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* ActionGirl: Lily Drawl.

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* ActionGirl: Lily Drawl.Drawl's a scientist with no physical combat augmentations, but can still handle herself well in a fight.

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* FakeDifficulty: In ''Wars'' The Church mission in Beijing has [[TrialAndErrorGameplay an invisible explosive that may or may not oneshot fully-modded acolytes]] in the most obvious route to the target, and it can't be disarmed, detonated from a distance, tripped by enemies or civilians or set off in any way short of the player's party blundering into it point blank. The Church mission in Bangkok is ''riddled'' with the things, and the EuroCorp employee you're supposed to capture will sometimes die, despite being in the middle of an insanely heavily armed fortress with no threats trying to get to him - though not until the player's invested time and effort to get past the worst of the fighting.



* LuckBasedMission: In ''Wars'' agents will get stuck on or in bridges at crucial moments, or bug out and refuse to pick up and disarm time bombs right next to mission-critical targets or themselves. The Church mission in Beijing has [[TrialAndErrorGameplay an invisible explosive that may or may not oneshot fully-modded acolytes]] in the most obvious route to the target, and it can't be disarmed, detonated from a distance, or set off in any way short of the player's party blundering into it point blank. The Church mission in Bangkok is ''riddled'' with the things, and the EuroCorp employee you're supposed to capture will sometimes die, despite being in the middle of an insanely heavily armed fortress with no threats trying to get to him - though not until the player's invested time and effort to get past the worst of the fighting. The Church mission to kidnap Prof. Drennan has a small chance the attacking Unguided will kill him before you can get to him.

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* LuckBasedMission: In ''Wars'' agents will get stuck on or in bridges at crucial moments, or bug out and refuse to pick up and disarm time bombs right next to mission-critical targets or themselves. The Church mission in Beijing has [[TrialAndErrorGameplay an invisible explosive that may or may not oneshot fully-modded acolytes]] in the most obvious route to the target, and it can't be disarmed, detonated from a distance, or set off in any way short of the player's party blundering into it point blank. The Church mission in Bangkok is ''riddled'' with the things, and the EuroCorp employee you're supposed to capture will sometimes die, despite being in the middle of an insanely heavily armed fortress with no threats trying to get to him - though not until the player's invested time and effort to get past the worst of the fighting. The Church mission to kidnap Prof. Drennan has a small chance the attacking Unguided will kill him before you can get to him.
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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.

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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), Kilo, 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.
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* LuckBasedMission: In ''Wars'' agents will get stuck on or in bridges at crucial moments, or bug out and refuse to pick up and disarm time bombs right next to mission-critical targets or themselves. The Church mission in Beijing has [[Trial-and-Error Gameplay an invisible explosive that may or may not oneshot fully-modded acolytes]] in the most obvious route to the target, and it can't be disarmed, detonated from a distance, or set off in any way short of the player's party blundering into it point blank. The Church mission in Bangkok is ''riddled'' with the things, and the EuroCorp employee you're supposed to capture will sometimes die, despite being in the middle of an insanely heavily armed fortress with no threats anywhere in sight - though not until the player's invested time and effort to get past the worst of the fighting. The Church mission to kidnap Prof. Drennan has a small chance the attacking Unguided will kill him before you can get to him.

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* LuckBasedMission: In ''Wars'' agents will get stuck on or in bridges at crucial moments, or bug out and refuse to pick up and disarm time bombs right next to mission-critical targets or themselves. The Church mission in Beijing has [[Trial-and-Error Gameplay [[TrialAndErrorGameplay an invisible explosive that may or may not oneshot fully-modded acolytes]] in the most obvious route to the target, and it can't be disarmed, detonated from a distance, or set off in any way short of the player's party blundering into it point blank. The Church mission in Bangkok is ''riddled'' with the things, and the EuroCorp employee you're supposed to capture will sometimes die, despite being in the middle of an insanely heavily armed fortress with no threats anywhere in sight trying to get to him - though not until the player's invested time and effort to get past the worst of the fighting. The Church mission to kidnap Prof. Drennan has 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 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.

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* LuckBasedMission: There are a few missions where events outside your control may cause you to fail. One such is the Church mission in In ''Wars'' where you are agents will get stuck on or in bridges at crucial moments, or bug out and refuse to pick up and disarm time bombs right next to mission-critical targets or themselves. The Church mission in Beijing has [[Trial-and-Error Gameplay an invisible explosive that may or may not oneshot fully-modded acolytes]] in the most obvious route to the target, and it can't be disarmed, detonated from a distance, or set off in any way short of the player's party blundering into it point blank. The Church mission in Bangkok is ''riddled'' with the things, and the EuroCorp employee you're supposed to capture will sometimes die, despite being in the middle of an insanely heavily armed fortress with no threats anywhere in sight - though not until the player's invested time and effort to get past the worst of the fighting. The Church mission to kidnap Prof. Drennan. There is Drennan has a small chance the attacking Unguided will kill him before you can get to him.



* DeadlyEuphemism: "Unusual and innovative lobbying techniques" are used to describe a multiple murder and putting of people into comas.

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* DeadlyEuphemism: "Unusual and innovative lobbying techniques" are used to describe a multiple murder murders and putting of people into comas.
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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.
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typo


* 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.
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* 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]].
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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, 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.
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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 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.

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* 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.
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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.

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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.

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* 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.

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* 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.
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* 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.
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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. 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.
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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.

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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.
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* 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."

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