Get ready to rumble! From square one they'll be coming at you thick and fast in this mission. The bad guys now have launchers to deal with, so you'll have to learn to recharge your weapons while dodging in and out of buildings.
To make things even more difficult than they already are you're working against the clock in this scenario, as some wicked church zealots will turn up as the time runs out. When you've done this, finish by taking the IML to Reykjavik.
There are three zealots guarding the compound - one of whom is carrying loads of explosives. Time it right and you can kill him in such as way that he can take his two companions with him when he explodes. Inside the compound you'll encounter heavily-armed zealots, so hang back and use sniper tactics wherever possible. There is one zealot who must be brought down before he reaches the research silos - he's on a suicide mission, and if he makes it, your mission will fail.
Keep an eye out for a flying vehicle full of zealots which will land soon. There is a zealot guarding the scientists and he will be difficult to deal with inside a building, so scare the scientists outside by running at them. The zealot will follow and you can then dispose of him more easily. This is another hard mission and you'll need your wits about you as you have to continually snipe and run.
Use your knockout gas and mini-guns to dispose of those who get too close. There are some flying vehicles you can capture and then use to drop knockout gas. When you land, use mini-guns to dispose of the remaining zealots, then prepare to take on the advancing spider droids with the long-range weapons. Have one agent prepare an IFF on the car park side of Drennan. Have two agents set up theirs to the north of the executives, and lastly set one up in the car park.
With the police to assist you, control the area around your headquarters until Drennan arrives. Protect Drennan with some of your men while the others go to the data vault. Get Drennan to the podium and things will be okay. Make sure you keep hiding in buildings to recharge your energy once the bad guys arrive in the flying vehicles. Ignore the mass of unguided individuals who will appear in the main street as they have no value.
Destroy the flying vehicles near to where Drennan is, then take out the nearby patrols. Beware of the gun turrets at the entrance, and instead use explosives to blow your way in near to Drennan. Go north and handle the advancing zealots, then get back to Drennan as quickly as you can; if you don't return soon enough he panics and runs off on his own.
Take Drennan and head north again. You must get your skates on as there are five zealots in front of you who will call up more reinforcements if they're not dispatched with extreme prejudice! Do keep an eye on Drennan as the bad guys will concentrate all their firepower on him, and even more zealots will come swarming from the west.
Move north-west and kill another bunch who are located in a group of buildings. Go west to a clearing where there is a large vehicle packed with zealots.
These zealots can be cleared using long-range rifles. Okay, we've done our bit - now it's up to you. If all of this serious training doesn't turn you into the Department's meanest sonofabitch that ever walked the dark streets of Cybertown, we give up. Syndicate Wars features plus missions, a Multiplayer Mode and a fully rotational 3-D map. The game uses realtime light sourcing and shadow effects allowing the realistic use of search lights while in mission. Weaponry was a big consideration in the original Syndicate.
The console release keeps up this trend by adding more than 15 new weapons that include nuclear grenades, razor wire, insanity gas and time-travel weapons. Players can expect the thrill of blowing up everything in the missions including the buildings them-selves in more than 30 cities worldwide. So whether you want to play the role of a Eurocorp Syndicate or the opposing Church of the New Epoch, Syndicate Wars has the destruction you desire.
Being a big fan of Syndicate , I couldn't wait to get my claws on this sequel-especially since I knew it was going to look better than the PC version. Well, turns out it was a long wait SW was one of the first titles announced for the PlayStation , and I'm a little disappointed with the finished product. My gripes aren't with the basic gameplay. With its way-cool weapons, sprawling cities and teams of ultraviolent agents, SW follows the original's winning formula.
It's just that the awkward control scheme keeps the game from living up to its potential. You have to memorize layers of joypad commands to choose your agents, pick their weapons, etc. And aiming is so difficult you'll probably ventilate a dozen civilians before you nail the bad guys. The mouse-which works in conjunction with the control pad-helps a little, but your best bet is to play with up to three friends and let 'em worry about their own agents.
Control complaints aside, SW is still a solid sequel. The Blade Runner -esque cities are extremely detailed, with realtime lighting effects, heavy traffic and hovering billboards. Plus, you can rotate your view when structures get in the way. The plus missions will keep you busy, but it's the nasty weapons you get later on that'll hold your interest.
I remember being all stoked when the PC version of this came out, and finally it has come to the PlayStation. I can't say I'm all that impressed. A lot of the little character animations lack, well, animation.
It's just not as fun as the first one-definitely not as easy to get into. Graphically, it's decent, but nothing revolutionary. A rental first for me. I searched and searched, but I could find only one reason to play this game: the atmosphere. I like the futuristic Blade Runner-type setting, but other factors weighed this game down, like the so-so animation, the pain in the butt controls and the boring gameplay you pretty much do the same thing each stage.
If you don't play Syndicate Wars, you won't miss much. The main problem with this game is the con-trolls-it sorely needs a keyboard. There are so many different button combinations to do the most essential things that it seems like you're playing Street Fighter. If you're willing to take a lot of extra time to learn the game, you might find Syndicate Wars satisfying. Otherwise, be prepared to get very frustrated. Syndicate Wars was one of the first titles announced for the PlayStation, yet we've seen nothing but screen shots of it for the past two years.
Now that the game's nearly finished, it looks worth the wait-at least if you like Syndicate, because this sequel doles out more of the same. Like the original, Syndicate Wars puts you in control of four cybernetic, nearly indestructible super agents, whom you unleash to perform the dirtiest kinds of dirty work: murder, terrorism, industrial espionage, mass destruction.
Except now you can pick from two organizations at the game's outset If you choose EuroCorp, then things go a bit easier. For the past 50 years-ever since it emerged victorious from the first Syndicate conflict-EuroCorp has maintained an iron grip on humanity, mainly due to the mind-control chips implanted in nearly every citizen's noggin. Challenging EuroCorp is the Church of the New Epoch, a mysterious organization of high-tech adepts whose gangs of zealots are just as powerful as EuroCorp's agents.
Both sides have their own missions and a few unique weapons. Most missions busy you with several objectives, including assassination of troublesome enemies; persuading scientists or other valuable folks to join your side; protecting key officials, vehicles or buildings; and stealing items from heavily guarded areas.
Successful missions fill your bank account with credits, letting you buy new weapons or body-part upgrades for your agent team. You start the game with a little cash and wimpy Uzis. So what's new? Syndicate Wars' graphics have been supercharged and are even better than the PC version's visuals. The Blade Runner-esque cities are fully polygonal now, and can be rotated around the team, with buildings becoming transparent when they block your view.
And the PlayStation's panache with lighting effects means explosions look particularly good. The control interface is a bit bulky, forcing you to go through several button combinations to pick individual agents or ready their weapons.
The mouse makes things a bit easier, but you'll have the best luck if you play Syndicate Wars with a few friends. With one human player controlling each of the four agents, your team will be unstoppable.
Syndicate Wars shoots up the PlayStation, offering some heavy strategy, complex action, and extreme violence. Leaving off where the original Syndicate ended, this intense sequel gives you complete control of four heavily armed cyborg agents. You follow orders on behalf of the ruling government, which wants you to prevent uprisings from external and internal threats. A variety of objectives and control options, plus a four-player option, makes Syndicate Wars strategically sound, while the action element remains intact as you eliminate enemies with an arsenal of weapons.
Graphically, this dark and gloomy game yields some great detail, such as the buildings like the car dealerships , that makes up for the lack of variety in the characters. Slowdown, however, is apparent when there's too much firing and destruction onscreen.
On the sound side, screaming burn victims and the exclamations of scared citizens balances out the slow-paced music. As for the controls, a heavy dose of manual reading is required to play the game, which makes Syndicate Wars difficult to get into at first. After a while, though, you'll be rewarded with an addicting, complex game.
Syndicate Wars, the sequel to the pedantic strategy game, Syndicate, will be a little more edgy and a lot more explosive than its bit predecessor. You equip your corporate spy with nuclear grenades, razor wire, insanity gas, and more as you search out a sinister group called The Nine in an attempt to right the new world order in your favor--by any means necessary. With interactive environments that can be completely destroyed and over 60 missions in 30 cities.
Syndicate Wars will appeal to war-sim strategists with designs on future conflicts. In the year , Mind Chips - small microchips that control people - are the latest breakthrough. In Syndicate Wars, you control a group of mind-altered agents armed with an array of cybernetic enhancements and futuristic weaponry. You'll explore some 50 cities, gather weapons and special items, and race for control of the New World.
Years from now, the world will be ruled by one monolithic company called The Corporation. Syndicate and Syndicate Wars are anything but your normal, run-of-the-mill strategy games. Your aim in the original Syndicate was to do anything in your power to take over the world and put your Corporation in the Number One spot. In its innovative 3-D isometric interface, you guided your team of operatives around various cities, undertaking missions for your parent company.
In Syndicate Wars, you can either be the representative of The Corporation, the operative of a religious cult or the leader of a biker gang.
New features include a degree rotating landscape with full light-sourcing, totally immersive city environments everything in a city is destructible , video streaming play the CD footage of your choice on the sides of buildings and new weapons, including Napalm mines and razor wires. I have always been fascinated with the future; what will the world be like? Will there be space ships and laser guns and interplanetary travel? I hope so!! One of my favorite movies is Blade Runner ; remember the city with all the electronic billboards and steam coming from everywhere?
Sound: Sound effects and music were adjustable and provided a superbly dramatic and moody ambience. The occasional "Get them! Games that have separate adjustments for Music and Tension are going to get better scores from me. Enjoyment: The level of detailed information that's provided and the number of missions make this game seem immense and well-planned.
Unfortunately, the missions offer little variety from one another. The interface is completely smooth and adds to the enjoyment. Replay Value: After you've had your fill of "Go kill, go rescue," you'll want to put the game away for a while.
Syndicate Wars offers you a new chapter for the original tactics squad based action game Syndicate. Syndicate itself had revolutionizes top down strategy and tactics at a low level, having been one of the most sprawling titles of the early 90s, a great piece of engineering and game designed. However, while it had a meaty game, with a great lot of advancements for the genre, it also could be finished rather. Once you capture a territory by completing tasks like clearing enemy cyborgs, and putting a hit on a politician's wife, you increase taxes to pay for future missions and more powerful weapons.
The Genesis game's controls are obviously different than the disc versions what used to be a mouse click or key press is now a button combination. Some of these control changes negatively affect game play: Your guns don't target as precisely because you can't pinpoint your target with a mouse, and it's sometimes difficult to maneuver a group of characters between buildings and the screen edge.
The graphics don't do much to help you track the many small details, such as your radar. The Genesis system's graphical capabilities aren't clear enough for a game that's this intricate. The doom-impending music is crisp and helpful -- it changes with an enemy's appearance, for example. You can persuade only a limited number of people, so don't waste time with regular citizens. Get police robots on your side, because they're already armed. Many gamers, however, won't stick around.
Syndicate becomes entertaining only after a fairly steep learning curve. It takes a while to understand who you're fighting and then figure out how to get to them without getting drilled by a police drone. It's not really fair to do a side- by-side comparison of Syndicate with its computer predecessor. Yet the translation could have been a bit more comfy, given the game-play potential of the Genesis system. Sadly, Syndicate didn't push all the right buttons.
You didn't have to play Syndicate for long before you realised it was no ordinary game. Here was a game with a dangerous edge at a time when the industry was going through one of its 'console' stages. Syndicate's blend of ultraviolent action mixed with cunning team-based strategy in a living, isometric 3D future was a billion worlds away from the proliferation of cutesy 2D platform games that plagued the Super Nintendo and the Sega Megadrive.
Syndicate had balls of steel: a techno nightmare where all-powerful corporations ruled an angry urban populace and fought for chunks of the planet.
You controlled four faceless agents on an adrenalin-fuelled rampage through level after burning level of industrial cityscapes. Uzis and rocket launchers were your corporate tools, although occasionally you could persuade someone to join your company using your trusty 'persuadertron'. Generally though, you just went postal.
The cyberpunk influence was obvious. Games like Monkey Island 2, Dune 2 and ultimately Doom were the office games of choice, but they bore no real resemblance to what was being forged in downtown Guildford. As Russell Shaw. Syndicate's sound designer, recalls: "The whole William Gibson thing played its part along with films like Terminator, Predator etc.
I remember the team wanting the minigun to sound exactly like the minigun in Predator and there was a heavy bias towards making the music 'John Carpenteresque'.
In the end though, it was something far simpler that led to the final idea: good old-fashioned beer and pizza. Sean Cooper, designer and programmer of Syndicate fondly recalls those Stella and mozzarella-fuelled creative enzymes We had finished the Promised Lands expansion disk for Populous , and Powermonger was well on the way.
I was thinking about what I could be doing next, and had always wanted to do a real-time strategy game I'd always liked the squad-based tactics of Laser Squad.
So a team-based eight-men game in a city was mentioned. We debated and eventually decided that's exactly what we we're going to do. Fellow designer Alex Trowers recalls that it wasn't long before they cobbled together something resembling lunatics with guns.
Pretty soon the blue boxes were firing blue boxes at the other blue boxes causing them to turn into blue boxes and die. This was generally considered to be fun, especially when blue boxes hid in alleyways and ambushed the others. Another Bullfrog excited about the whole idea was a designer by the name of Peter Molyneux. The original concept was the idea of this person running around a living city an ambition we had always had.
We had lots of brainstorming sessions and came up with the idea that you could power up this bloke into a group of blokes with the use of three different drugs and play them as a team.
In keeping with this 'living, breathing world' philosophy of the other Bullfrog titles, the team decided to model cities with all the inhabitants going about their everyday business. Eventually, after months of testing BOB on the Bullfrog office network using multiplayer code from Populous, Syndicate's gameplay emerged. Ultimately, virtually every design feature that made it into the finished product came about by playing the multiplayer game, often until way into the wee small hours and somebody saying "Wouldn't it be cool if The drug' related aspect of the gameplay was of course one of these 'cool' thoughts.
By injecting your augmented agents who in fact were 'marketing directors' for the corporation you worked for with brightly coloured liquids, they would become more effective killers; yet, this was never a deliberate plan to cause controversy. We got stuck trying to devise how to explain High Adrenalin, High Perception and Higher Intelligence - and came down to technology or drugs? Technology was geeky and drugs were cool. Alex meanwhile, wonders whether they were even drugs at all: "Is adrenalin a drug?
I thought it was a hormone Besides, you could torch entire crowds of people and they would run around on fire, screaming. Now that was cool. All things considered, drugs were pretty tame. Russell agrees. I got a great kick from updating limbs and weaponry In fact, the stringency of certain sales territones meant that we were more worried about leaving blood patches on the ground where agents and civilians had been killed than we were about drug-related problems.
Often the turnaround between someone uttering a 'wouldn't it be cool if Sean remembers that because people would literally queue up to test the game on the multiplayer network, there were actually surprisingly few development problems. Every time they said 'That's shit', I'd change the game to get their response to 'That's great'. Every game has to have its little hitch at some point though, and Peter admits there were occasional differences.
I shrieked and screamed like a school girl until I got my way so that agents did not drop their guns. Meanwhile Mr Cooper was trashing the office.
Remarkably though, everyone knew to give Sean a wide berth if he was in that kind of mood. In an hour or so he would forget that anything had ever happened! Finally, after 18 months, the chaotic beauty of developing Syndicate was over. The game was released and went straight to the top of the charts and awards were duly scooped.
Overall, it's still a Top Dog, and a must play for all fans of action games, but strategy fans won't find much that they will like in this follow-up A great game, though not the classic that its predecessor was. Review 3: In the future, the world is controlled by a handfull of global corporations syndicates. You are the Marketing director hit man for one of these compaies.
It is your job to take control away from the competitors. The job is not one of diplomacy, but one of brute force and physical control. Advance your way to the top of the corporation by sucessfully completing your missions and managing the money you make from your territories. Review 4: After the great Syndicate and American Revolt, Bullfrog was really dealing with a huge fan community for the time anyway and Syndicate Wars was expected as some kind of grail for gamers.
It took for ever to complete and every time we caught glipses of the coming sequel, we would jump in the air, eager to get our hands on the beast.
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