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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 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:

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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 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.

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* 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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** 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 drugs take time to replenish, so you need to judge when best to activate them.

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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 drugs adjustment levels can be changed at any time, but take time a while to replenish, actually reach the level you want, so you need to judge carefully consider when best to activate them.make changes.

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* SuperPrototype: Kilo's DART 6 implant is specifically stated to be a new and ''potentially' powerful version of the DART implant used by agents (every other agent uses a DART 5). It's explicitly stated that the DART 6 isn't as powerful as the previous DART implants, but has the ability to automatically upgrade itself over time, which forms the basis of the game's character progression. It's also mentioned that the DART 6 is experimental enough that it could've easily killed whoever it was implanted in, which is why Kilo was chosen to test it (since he is considered only an above-average agent and not as valuable as someone like Merit). [[spoiler: The experimental nature also lets Lily subvert Syndicate control of Kilo without anyone being any the wiser, which ultimately gives him the freedom to fight back against Eurocorp.]]



* UnusuallyUninterestingSight: Civilians will not react to open display of weapons, including miniguns and flamethrowers. Moreover, when the fighting ceases, they will gleefully stroll in the middle of the battlefield, not even bothering about burning cars and dozens of corpses lying around.

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* UnusuallyUninterestingSight: Civilians will not react to open display of weapons, including miniguns and flamethrowers. Moreover, when the fighting ceases, they will gleefully stroll in the middle of the battlefield, not even bothering about burning cars and dozens of corpses lying around. [[JustifiedTrope Justified]] by the fact that their neural implants block out things that the Syndicates don't want them to see.
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* MindControlDevice: The neural chips are as common as cellular phones -- anyone with the right chips and programs can "breach" another person's chip and jam its connection to their weapons, make them attack their allies, or even ''shoot themselves in the head.'' The PlayerCharacter and co-op characters are among the few people with this capability.

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* MindControlDevice: The neural chips are as common as cellular phones -- anyone with the right chips and programs can "breach" another person's chip and jam its connection to their weapons, make them attack their allies, or even ''shoot themselves in the head.'' The PlayerCharacter and co-op characters are among the few people with this capability.capability, though Kilo's ability to do so was not explicitly designed as part of his experimental DART, but ends up being an unintended benefit.
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* FishingForMooks/HitAndRunTactics: A very effective way of eliminating groups of enemies is to shoot one or two with Long Range Rifles, then run away until they're reloaded, shoot again, and repeat as necessary.

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* FishingForMooks/HitAndRunTactics: FishingForMooks and HitAndRunTactics: A very effective way of eliminating groups of enemies is to shoot one or two with Long Range Rifles, then run away until they're reloaded, shoot again, and repeat as necessary.
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* FishingForMooks/HitAndRunTactics: A very effective way of eliminating groups of enemies is to shoot one or two with Long Range Rifles, then run away until they're reloaded, shoot again, and repeat as necessary.

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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 are red, Zealots are white, scientists are gold, [[{{Mooks}} Operatives]] are pink, police are blue, the Unguided are green and civilians are 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]] are pink, police are blue, the Unguided are green and green, civilians are grey, and the super-rare old cyborgs (e.g. Agent Wu) are light grey.


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* CosmeticallyDifferentSides: In ''Wars'', syndicate agents have identical capabilities to Church zealots (for example, the zealots' ability to hover is just for show); the only difference is that the latter are immune to standard Persuadertrons. Furthermore, the signature weapons of each side (Pulse Laser and Electron Mace) are almost identical in effectiveness even though their beams look different.


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** The anarchistic Unguided could qualify as ALighterShadeOfBlack - and they're unplayable!


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* FromNobodyToNightmare: The Church of the New Epoch's rise to a global power is spectacularly quick and catches Eurocorp completely by surprise. In addition, the Unguided will, during the course of the game, evolve from scattered street gangs who present little more than a nuisance to a disciplined and well-armed global insurgent force under Ko-Paull Vissick's leadership.


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** The Nine themselves, while capable of putting up a fight, are weaker than their bodyguards (whether living or robotic).
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*** [[MurderInc The Independent Intelligence Agency]] - The {{CIA}} gone private. Being [[{{Eagleland}} American]], they [[UsefulNotes/PeaceThroughSuperiorFirepower like big guns]] and their agents are chosen for being MightyGlacier[=s=].

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*** [[MurderInc The Independent Intelligence Agency]] - The {{CIA}} UsefulNotes/{{CIA}} gone private. Being [[{{Eagleland}} American]], they [[UsefulNotes/PeaceThroughSuperiorFirepower like big guns]] and their agents are chosen for being MightyGlacier[=s=].
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* DreadZeppelin: Your character controls their agents from an airship flying over the mission area.
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* BadassNormal: Kris manages to put up a decent fight against Kilo, despite being an unaugmented human whose only advantage is a cloaking suit.
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* ShortRangeShotgun: To a ludicrous degree. The pump-action shotgun kills in 1 to 2 shots at point-blank range, but requires ''several'' shots to kill even a basic Mook at anything past about ''8 to 10 feet''. The explosive rounds do more damage and thus have a little better range, but still have significant spread and can't be used past medium range.
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* RevolversAreJustBetter: Two of the available sidearms are revolvers. They both do pretty good damage and have a fairly high ammo capacity. (Especially if the player buys the ammo upgrade.) One has ten rounds and is pretty decent... the other is a HandCannon, and when fully upgraded is a one-hit kill machine that can [[{{Gorn}} cut people]] [[LudicrousGibs in half at the waist]].

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* RevolversAreJustBetter: Two of the available sidearms are revolvers. They both do pretty good damage and have a fairly high ammo capacity. (Especially if the player buys the ammo upgrade.) One has ten rounds and is pretty decent... the other is a HandCannon, HandCannon; in the campaign it kills Mooks in one shot and can even kill bosses with just a handful of headshots, and in co-op when fully upgraded is a one-hit kill machine that can [[{{Gorn}} cut people]] [[LudicrousGibs in half at the waist]].
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* WindowPain: Stray bullets and explosion overpressure will shatter building windows, which has no in-game effect but looks cool.
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* PhallicWeapon: [[MacrossMissileMassacre The Gauss Gun]] in the first game is this. Imagine a [[Series/StarTrekTheNextGeneration phaser]] with a very phallic shape.

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* ThereIsNoKillLikeOverkill: You can use an anti-tank laser to vaporize people, or if you don't want to shoot anything you can run people over with an APC.

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* ThereIsNoKillLikeOverkill: ThereIsNoKillLikeOverkill:
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You can use an anti-tank laser to vaporize people, or if you don't want to shoot anything you can run people over with an APC.APC.
** ''Syndicate Wars'' offers a hilariously overpowered arsenal of weapons that allow for this. [[StuffBlowingUp Explosives]], [[OrbitalBombardment Satellite Rain]], [[NukeEm Nuclear Grenades]] and [[{{KillItWithFire}} Flamethrowers]] are all available. The [[{{BFG}} Graviton Gun]] takes the cake, though, as simply firing one off will eliminate multiple bystanders indiscriminately due to its excess energy bleedoff.
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* RequiredSecondaryPowers: Fitting your Agents with ArtificialLimbs requires them to first be fitted with an artificial torso.
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** Ditto for the Plasma Lance. It's more of a [[{{BFG}} Plasma Cannon]].

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* {{Cyberpunk}}: The classic video game example. The world is run by a {{Mega Corp}}, hacking and {{Cyborgs}} in {{Badass Longcoat}}s are commonplace, the police are heavily militarised (though not to the same extent as the MegaCorp) and the soundtrack [[CyberpunkIsTechno is very much electronic]].

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* {{Cyberpunk}}: The classic video game example. The world is run by a {{Mega Corp}}, hacking and {{Cyborgs}} {{Cyborg}}s in {{Badass Longcoat}}s are commonplace, the police are heavily militarised (though not to the same extent as the MegaCorp) and the soundtrack [[CyberpunkIsTechno is very much electronic]].


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* TheQuincyPunk: The Unguided are a textbook example. They all sport [[YouGottaHaveBlueHair bright coloured]] mohawks and dress [[HellBentForLeather in leather]]. They're also a force to be reckoned with later in the game, since Ko-Paull Vissick organises them and arms them to the teeth with late game {{BFG}}s.
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* {{Cyberpunk}}: The classic video game example. The world is run by a {{Mega Corp}}, hacking and {{Cyborgs}} in {{Badass Longcoat}}s are commonplace, the police are heavily militarised (though not to the same extent as the MegaCorp) and the soundtrack [[CyberpunkIsTechno is very much electronic]].
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* RetiredBadass: Agent Wu appears in ''Syndicate Wars'', having apparently served long and well enough as an Agent to be allowed to retire once his cybernetics became obsolete. He's brought back for OneLastJob because his [[BreakOutTheMuseumPiece antiquated cybernetics were unaffected by the UTOPIA network crash]].
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* ArtificialLimbs: Legs and arms made from metal, plastisteel, or cybermesh.

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* ArtificialLimbs: Legs and arms made from metal, plastisteel, or cybermesh. Unlike a lot of examples, these require an artificial torso in order to install.

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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.



* ImmuneToMindControl: Downplayed. Some people are more difficult to persuade, particularly Agents and Zealots. In order to do so, the player must first persuade a large number of civilians and/or police/Operatives/Unguided (and it takes a number of persuaded civilians in order to persuade them).

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* ImmuneToMindControl: Downplayed. Some people are more difficult to persuade, particularly Agents and Zealots. In order to do so, the player must first persuade a large number of civilians and/or police/Operatives/Unguided (and it takes a number of persuaded civilians in order to persuade them). Zealots are actually immune to the standard Persuadertron, but an upgraded Persuadertron II allows this.
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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.
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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. 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. 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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* AwesomeButImpractical: Some of the late game gear in ''Syndicate Wars'' is quite flashy, but of limited practical use.
** The Displacertron is basically a TimeTravel gun, which sends its target into the future, friend or foe. In gameplay terms, it makes them vanish for a bit. This is a lot less efficient and more expensive than just using a rocket launcher.
** Satellite Rain is basically a remote control for a KillSat to lay down an OrbitalBombardment in the general vicinity and pretty much level a large section of the city. Each agent can only carry one remote and the remotes are priced at 105,000 credits.
** [[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.
** 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. 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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* MenAreTheExpendableGender: Averted in Syndicate Wars. [=EuroCorp=] agents and guards, as well as the Police, are universally male, barring one or two renegade female Eurocorp agents, but the Unguided and the Church of the New Epoch include plenty of female troops (Church Zealots all look the same, but when playing as the Church, some are revealed to have female names).

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* MenAreTheExpendableGender: MenAreTheExpendableGender:
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Averted in Syndicate Wars. [=EuroCorp=] agents and guards, as well as the Police, are universally male, barring one or two renegade female Eurocorp agents, but the Unguided and the Church of the New Epoch include plenty of female troops (Church Zealots all look the same, but when playing as the Church, some are revealed to have female names).names).
** A look at the cryo vat in the original game shows that many of the Agents are female.

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* FriendlyFireproof: Applies only to agents from the same company. Agents from two different companies (identified by a different colored beret) can still injure each other even if they're technically allied. Averted in the case of explosions, though - these will damage everyone.

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* FriendlyFireproof: FriendlyFireproof:
**
Applies only to agents from the same company. Agents from two different companies (identified by a different colored beret) can still injure each other even if they're technically allied. Averted in the case of explosions, though - these will damage everyone.everyone.
** The excess tendrils from the [[{{BFG}} Graviton Gun]] won't affect your own agents or anyone you've persuaded. Just as well, [[AntiFrustrationFeatures as the Graviton Gun is otherwise capable of wiping out the entire map in a short period of time]].
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* ImmuneToMindControl: Downplayed. Some people are more difficult to persuade, particularly Agents and Zealots. In order to do so, the player must first persuade a large number of civilians and/or police/Operatives/Unguided (and it takes a number of persuaded civilians in order to persuade them).
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* GatlingGood: Miniguns are practically the signature weapon for the series. In ''Wars'', it's an ''early game'' gun whose usage is {{Hand Wave}}d by being wielded by {{Cyborg}} {{Super Soldier}}s with InertialDampening and that the miniguns themselves are made of a lightweight foam-alloy.

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