Syndicate (PC, 1993)
Graphics-7 Sound-7 Control-6 Challenge-7 Story-6
Level Design-7 Frustration-8.5 Fun-6.5 Originality-8
Overall Score-6.5
+
Unique concept
Many config options for its time
Well realized cyber punk theme
Innovative combat drug system (manipulate speed, accuracy and stamina; manage resistance)
Research weapons and implants
Choose your own path (non-linear structure)
Nice cutscenes (poor framerate though)
Detailed ranking after each mission (performance doesn't affect gameplay in any meaningful way though)
Territory management (taxes only - affects happiness)
Buy tips during mission briefings
NPC police react to you carrying weapons or not
Cannon Fodder style mission gameplay
Loot dead NPCs for equipment
Can persuade NPCs to help you using a special gun
Radar system (unfortunately focuses on your agents instead of your view and can't be used for in-doors targeting)
Good sfx
Save in-between missions
Some interesting equipment (time bomb, mini-gun, flamethrower, time bomb, bullet shield)
A message tells you the next objective during a mission
Destructible vehicles and vegetation
Enemies sometimes fight amongst each other
Good length (~48 missions)
Can shoot from within a car
+/-
Selling bug (full/empty weapons sell for purchase price)
Agents don't come back after death
Time runs extremely fast
Can't shoot while moving
Auto-aiming (via one of the drugs so you'll need to manage it)
Flamers/lasers/gauss guns demolish NPC equipment
No consequences for killing civilians
Enemy syndicates never attack your territory
Money becomes a non-issue pretty fast
Gain money simply by waiting in-between missions
Other sfx are cut off when a bomb explodes
-
Hit detection problems (flamethrower sometimes shoots through walls, enemy agents can sometimes shoot through a corner but not possible to hit, inconsistent hit detection when shooting from a different height than your target, sometimes your agents keep missing a target standing right in front of them)
Severe pathfinding issues
Can't see your agents inside or behind buildings
Lack of hotkeys for most actions (group select, centering the view on your group, equipment select, resetting API levels)
Can't select only 2 or 3 agents at a time
Movement in-doors has to be done on the mini-map
Can't hotkey select individual agents when in group mode (this severely limits your tactical options when in combat)
Cheap hits (enemy shots from off screen)
Trial & error (somewhat unintuitive interface (no in-game tutorial), some mechanics (NPC behaviour, auto-persuasion, time bombs, energy shields, cars controlled by the player will run over friendly agents (NPC controlled cars won't, but trains will), area of effect blast from cars and car HP (Alaska mission)), South Africa mission (need to buy info on how to get out), final mission)
Gets repetitive after a while (you'll have everything upgraded long before finishing every mission and there are only three different objectives, most locations also look very similar)
No historical tie-ins/real world references to whatever territory your mission takes place in
Somewhat ineffective interface (need to manually reload weapons after each mission, can't put away bought equipment for later use, need to keep checking every territory for happiness levels, need to go back to main menu to save/load)
Clunky and limited car controls
Lacks various options (controls, game speed, mouse speed, resolution, difficulty)
Uneven difficulty (depending on equipment and the order you choose to tackle missions)
Can't review briefings during a mission
Simple enemy AI (enemies walk into your flamethrower fire if you stand around a corner, enemy agents never set up traps or try to create choke points when engaging you, they will never retreat either)
Some tedious parts (prison break mission (buggy NPC AI; same with Doc rescue mission in South America), Iraqi subway system, escort missions (the NPC follows a set path and disregards danger; the Kenya mission is also unbalanced with no threat after the beginning wave of enemies, Paraguay - Need to persuade a bunch of civilians first)
Your agents can't move through opened road gates (park a car in front of it) on foot
Crap ending
Annoying text font
Only five music tracks in total
Bugs:
-South Africa - the armoured car is sometimes bugged and explodes even though you handle the guarding agent correctly
-Bug during final mission locks your agents in place during combat with the last agent
Notes:
-MCD version has different music and many more tracks
-Added hotkeys for equipment in GOG version?
Comment:
Pretty awesome in its day, but it feels quite dated now due to the rough interface (the RTS mold was in its infancy here so it's understandable how some aspects were overlooked, limiting the player's tactical options), irrational enemy AI and lack of a sense of progression beyond the first few missions. It's still good for a few hours of micromanagement intensive enjoyment in a well made dystopian setting, but don't expect your jaw to drop if you've played the C&C or Warcraft series.
Level Design-7 Frustration-8.5 Fun-6.5 Originality-8
Overall Score-6.5
+
Unique concept
Many config options for its time
Well realized cyber punk theme
Innovative combat drug system (manipulate speed, accuracy and stamina; manage resistance)
Research weapons and implants
Choose your own path (non-linear structure)
Nice cutscenes (poor framerate though)
Detailed ranking after each mission (performance doesn't affect gameplay in any meaningful way though)
Territory management (taxes only - affects happiness)
Buy tips during mission briefings
NPC police react to you carrying weapons or not
Cannon Fodder style mission gameplay
Loot dead NPCs for equipment
Can persuade NPCs to help you using a special gun
Radar system (unfortunately focuses on your agents instead of your view and can't be used for in-doors targeting)
Good sfx
Save in-between missions
Some interesting equipment (time bomb, mini-gun, flamethrower, time bomb, bullet shield)
A message tells you the next objective during a mission
Destructible vehicles and vegetation
Enemies sometimes fight amongst each other
Good length (~48 missions)
Can shoot from within a car
+/-
Selling bug (full/empty weapons sell for purchase price)
Agents don't come back after death
Time runs extremely fast
Can't shoot while moving
Auto-aiming (via one of the drugs so you'll need to manage it)
Flamers/lasers/gauss guns demolish NPC equipment
No consequences for killing civilians
Enemy syndicates never attack your territory
Money becomes a non-issue pretty fast
Gain money simply by waiting in-between missions
Other sfx are cut off when a bomb explodes
-
Hit detection problems (flamethrower sometimes shoots through walls, enemy agents can sometimes shoot through a corner but not possible to hit, inconsistent hit detection when shooting from a different height than your target, sometimes your agents keep missing a target standing right in front of them)
Severe pathfinding issues
Can't see your agents inside or behind buildings
Lack of hotkeys for most actions (group select, centering the view on your group, equipment select, resetting API levels)
Can't select only 2 or 3 agents at a time
Movement in-doors has to be done on the mini-map
Can't hotkey select individual agents when in group mode (this severely limits your tactical options when in combat)
Cheap hits (enemy shots from off screen)
Trial & error (somewhat unintuitive interface (no in-game tutorial), some mechanics (NPC behaviour, auto-persuasion, time bombs, energy shields, cars controlled by the player will run over friendly agents (NPC controlled cars won't, but trains will), area of effect blast from cars and car HP (Alaska mission)), South Africa mission (need to buy info on how to get out), final mission)
Gets repetitive after a while (you'll have everything upgraded long before finishing every mission and there are only three different objectives, most locations also look very similar)
No historical tie-ins/real world references to whatever territory your mission takes place in
Somewhat ineffective interface (need to manually reload weapons after each mission, can't put away bought equipment for later use, need to keep checking every territory for happiness levels, need to go back to main menu to save/load)
Clunky and limited car controls
Lacks various options (controls, game speed, mouse speed, resolution, difficulty)
Uneven difficulty (depending on equipment and the order you choose to tackle missions)
Can't review briefings during a mission
Simple enemy AI (enemies walk into your flamethrower fire if you stand around a corner, enemy agents never set up traps or try to create choke points when engaging you, they will never retreat either)
Some tedious parts (prison break mission (buggy NPC AI; same with Doc rescue mission in South America), Iraqi subway system, escort missions (the NPC follows a set path and disregards danger; the Kenya mission is also unbalanced with no threat after the beginning wave of enemies, Paraguay - Need to persuade a bunch of civilians first)
Your agents can't move through opened road gates (park a car in front of it) on foot
Crap ending
Annoying text font
Only five music tracks in total
Bugs:
-South Africa - the armoured car is sometimes bugged and explodes even though you handle the guarding agent correctly
-Bug during final mission locks your agents in place during combat with the last agent
Notes:
-MCD version has different music and many more tracks
-Added hotkeys for equipment in GOG version?
Comment:
Pretty awesome in its day, but it feels quite dated now due to the rough interface (the RTS mold was in its infancy here so it's understandable how some aspects were overlooked, limiting the player's tactical options), irrational enemy AI and lack of a sense of progression beyond the first few missions. It's still good for a few hours of micromanagement intensive enjoyment in a well made dystopian setting, but don't expect your jaw to drop if you've played the C&C or Warcraft series.