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- Path: menudo.uh.edu!usenet
- From: gbradley@uk.oracle.com (Gary Bradley)
- Newsgroups: comp.sys.amiga.reviews
- Subject: REVIEW: Syndicate
- Followup-To: comp.sys.amiga.games
- Date: 4 Dec 1993 20:55:26 GMT
- Organization: The Amiga Online Review Column - ed. Daniel Barrett
- Lines: 320
- Sender: amiga-reviews@math.uh.edu (comp.sys.amiga.reviews moderator)
- Distribution: world
- Message-ID: <2dqtfu$s6h@menudo.uh.edu>
- Reply-To: gbradley@uk.oracle.com (Gary Bradley)
- NNTP-Posting-Host: karazm.math.uh.edu
- Keywords: game, strategy, shoot-em-up, commercial
-
-
- PRODUCT NAME
-
- Syndicate
-
- [MODERATOR'S NOTE: This review originally appeared in
- comp.sys.amiga.games in July 1993 and is posted here with the
- author's permission. I have adapted it to use the c.s.a.reviews
- "Template" but have otherwise not changed the text. - Dan]
-
-
- BRIEF DESCRIPTION
-
- Strategy and shoot-em-up game set in a dark future.
-
-
- AUTHOR/COMPANY INFORMATION
-
- Name: Bullfrog, Electronic Arts
-
-
- LIST PRICE
-
- 34.00 pounds (UK).
-
-
- SPECIAL HARDWARE AND SOFTWARE REQUIREMENTS
-
- HARDWARE
-
- Apparently runs on all Amigas.
- "Amiga 1200 or better" is recommended on the package.
-
- [MODERATOR'S NOTE: Reports on USENET indicate that the
- game may crash on Amiga 4000/040's. - Dan]
-
- 1 MB RAM required. Hard drive recommended.
-
- SOFTWARE
-
- None.
-
-
- COPY PROTECTION
-
- None. Hard drive installable.
-
-
- MACHINE USED FOR TESTING
-
- Amiga 500
- AmigaDOS 1.2
- Two floppy drives
-
-
- INTRODUCTION
-
- Well I bought this game really really blind. I had never heard of
- Syndicate, nor even knew what sort of game play to expect. All I had heard
- was a good report from a friend who has the demo that appeared in a recent
- UK Amiga magazine. Also, I have an ancient (WB 1.2) Amiga 500 with nothing
- special except an external floppy drive, so I was really taking a risk! If
- you want to know how I feel today after splashing out the cash yesterday,
- read on.
-
-
- THE PLOT
-
- In the dark future, massive corporations become so have powerful they
- replace Governments as the real powers ruling countries. Naturally, the
- criminal element infiltrate these power bases, and the result (after years of
- sporadic wars) is the world is now ruled by 8 large companies (or
- Syndicates). Each of them will stop at nothing to undermine the power of the
- others and tip the balance of power enough that they can seize overall
- control and dominate the entire planet.
-
- You take control of the European-based power and must take over all
- other regions while avoiding costly rebellions in the regions you already
- rule.
-
-
- OVERVIEW
-
- The game is played from a world map with 60 or so regions
- colour-shaded according to which syndicate controls them. Whenever a region
- experiences an event that upsets the balance of power within it, it flashes
- on the map to tell you (the greedy controller of Euro-Corp) that there is an
- opportunity to send your cyborg agents into the area to cause enough
- confusion that you grab control of the region. Naturally, other syndicates
- have the same thing in mind and will think nothing of blowing away your
- agents if their paths cross while they undertake their own missions!
-
- These opportunities present themselves as a mission brief tied to the
- area in question. The missions (I have only seen 3 so far) tend to involve
- either an assassination of someone or the recruiting of someone to your side
- via the use of a nasty little gun called a Persuadatron. [This short range
- weapon zombifies the target so he/she can do nothing but follow you around
- like a human shield.]
-
- Using a combination of your judgement and the resources available,
- you must assemble a team of cyborgs best suited to the job. The team can
- consist of 1 to 4 members, and each can carry 10 (I think) pieces of
- equipment chosen from dozens of possibilities. Overkill when choosing the
- team is a waste of valuable corporate funds, while underkill will almost
- certainly result in a massacre (of your side!). For this reason, mission
- hints and an enhanced map for the mission can be obtained - for a price.
- These will give you a better idea of what to expect and how best to
- configure the team you plan to send.
-
- At this point in the game, you can also allocate funds to your
- scientists in a "Mega-lo-Mania" sort of way to get them to develop even more
- devious ways to kill enemy agents in spectacular fashion. True to the spirit
- of "Syndicate", the more money you throw at the researchers, the faster they
- succeed in their task. Another nice feature is that any unknown devices or
- weapons you take from enemies (whose heads you have just blown off) can be
- given to the lab boys after the mission and developed much quicker than
- starting from scratch.
-
- Once your team of cyborg agents is selected and kitted out, you send
- them into the appropriate hot spot in the region (e.g., a small village in
- one of the missions I played) to carry out their task. The execution of the
- mission makes up the major aspect of the game. This is presented in an
- isometric point of view - much like Populous, but far, far more detailed.
-
- A weird point I will make here is that game does resemble Populous
- and other "play God" sort of games to some extent, but is much more precise
- and playable than I have found that category of game to be.
-
- Your no-holds-barred killer cyborg agents can act independently or as
- a group, and have efficient scanner devices allowing them to locate the
- various targets (as well as spot enemy agents). In fact, every member of an
- area's population appears on the scanner - it is VERY detailed (as the next
- paragraph will reveal)!
-
- Apparently, entire cities are modeled as living, breathing entities
- in this game, right down to the whereabouts and activity of the most
- insignificant member of the populace, and including entire working (and
- usable) transport networks. This claim I can believe as the little village
- I infiltrated had a population of around 30 little people, and intelligence
- in each was obviously present: when one of my cyborgs pulled out a
- nasty Uzi machine gun in the middle of the town square, everyone around
- scattered for cover while the village guards and police ran at me with
- pistols blazing!!!
-
- The documentation also mentions that the "living city" simulation
- will go on without your intervention. This was proved as I sat and watched
- the daily lives of the villagers for about 3 minutes -- before giving into
- the temptation of killing a few by doing a drive by in my cyborg's bubble
- car and launching my flame thrower out the window! Great Fun!
-
- What really shocked me was my underestimation of how much detail the
- game actually includes in its city models. At one point, I had 4 cyborg
- agents in my team, and we had just gotten out of our car when the villains
- opened fire at us in a crowded public place. Foolishly, I pulled my agent
- with the heaviest weapon to one side and opened fire at the baddies. The
- result of this one burst of firepower was 2 enemies killed instantly, the
- car they were standing beside exploding (blowing away several innocent
- bystanders), my car exploding as it was parked too close to the first car
- (this blast blew more civilians, enemies and even my other 3 agents all over
- the place). By the time things had stopped exploding and dying, the quiet
- public square was littered with bloody bodies, burning cars and burning
- people (still running around in flames screaming until finally dying and
- dropping to the ground quietly). I was left with one agent, standing alone,
- presumably with mouth agape, with the innocent-looking flame thrower still
- smoking in his hands. I had no time to mourn, though, as already the police
- were moving in! The combat really is that exciting!
-
- And I must add, as a final point, the flame thrower is by no means
- the most powerful weapon available!!!!
-
-
- GRAPHICS
-
- The graphics are excellent. The intro to the game contains quite
- simply the best animation I have seen in an Amiga game. It looks like a
- couple of scenes out of Blade Runner (though a darker, better imagination
- would seem to be at work). Most impressively of all, the animation is
- FAST... extremely fast. It reminded me of the animations in EPIC, but much
- smoother and 20 times faster.
-
- There are in-game animation sequences too (though these CAN be turned
- off to speed up the game). So far, I have only seen two (those where you
- succeed and where you fail a mission!!), and these are also excellent; up to
- the calibre of the intro. The hilarious "failure" animation involves an
- irate syndicate leader throwing an object through a hologram of the mission
- blueprint in disgust - very, very slick.
-
- The initial screens where mission briefings, mission hints and
- enhancements and so on are given; and those where you choose and equip your
- team of cyborgs are beautifully drawn. Full details and nice pictorial data
- of all the available weapons, espionage devices and bionic implants are
- available.
-
- In the game proper, the cities are absolutely gorgeous. They really
- do have a dark "Blade Runner" futuristic feel and are extremely detailed -
- right down to the ever changing animation on the huge electronic billboards
- that decorate the buildings!
-
- The people are tiny (about 1.5 times the size of Sensi Soccer
- players) but still big enough to have enough detail so that you can see what
- they are. [Your cyborgs for example look like 1940's gangsters with long
- overcoats and hats shadowing their faces appropriately]. No matter how nice
- the little folk look, no one will ever convice me that they don't look best
- when blowing to pieces (or burning)! :-)
-
- SOUND
-
- Curiously, the docs make quite a fuss of the music but I haven't
- heard any yet! The spot effects are good, my favourite being the agonised
- scream of burning civilians! There is digitised speech in places too.
-
-
- GAME PLAY
-
- I would be lying if I said I got the hang of the game immediately. I
- still haven't got it. I found it difficult to control my team of cyborgs,
- especially when I was under fire and panicking (though a panic button is
- available). I definitely think the control interface could be greatly
- improved in "Syndicate".
-
- I also am completely bewildered by the agents' stats bars
- (Intelligence, Perception and Agility) and how to use these bars to change
- an agent's capabilities! However, I can see light at the end of the tunnel,
- as I could easily detect improvement in my game as time went on. Since the
- control system uses both mouse buttons (one to tell the agent where to walk
- and the other where to fire at), I foresee the time when I improve enough to
- have my agents shooting and ducking like natural born killers!
-
- Another couple of gripes. Whenever your agents enter buildings, you
- cannot really control their actions nor tell what they are encountering
- inside - in these circumstances it seems a bit hit-and-miss to me! Massive
- room for improvement here.
-
- Final gripe: the AI given to my agents seems to result in them
- wandering off on their own for no discernible purpose when I don't want them
- to. Though I suspect at this stage this is simply because they (even with
- only version 0 cyborg brains) have much more of a clue on how to accomplish
- the mission than I have! The manual suggests that intelligent agents will
- act on their own for the good of the syndicate, so maybe this is OK.
-
-
- GAME PERFORMANCE
-
- Disk swapping: None at all so far! With Disk 1 in DF0, and Disk 2 in
- DF1, I played the game for 5 hours last night without having to swap disks
- once.
-
- Disk Accessing: Once every time I accepted a mission (no doubt
- loading the mission itself - took around 1 minute), and once every time I
- went into research mode to develop new weapons (no more than 30 seconds and
- you can only do this between missions). Once just before all in-game
- animations (just under a minute again; they only appear between missions).
- Since the few missions I played each took between 30 minutes and an hour, I
- would say that disk access is not a problem (and the animations can be
- disabled)!
-
- Game Speed: Fast enough for me! I haven't seen the game run on
- anything else so I can't compare. There is a tiny bit of slow-down when a
- lot of people appear on screen, but in general I needed the extra thinking
- time to spot what they were doing or who was shooting at me and so on.
- However, a screen shot on the back of the box shows a train station with
- over 50 tiny little people in view... how fast it will run in those
- situations is anyone's guess. My motto: if it slows down because of the
- people... blow some of 'em away!!!
-
-
- PACKAGING
-
- The box is nice and big, and the instruction manual is huge and very
- clearly and wittily written (though I suspect Australians may take offence
- at some of the comments made about the Tasmania Syndicate - a rival
- syndicate originating from down under!). The manual implies that the game
- has been in development for a LONG time (over a year) and that every feature
- incorporated in the original (I assume PC based?) version has made it into
- the Amiga version. It even confesses how SLOW the game ran until some
- programming genius (whose name escapes me) came along to accelerate the
- graphics routines.
-
-
- CONCLUSIONS
-
- I like this game a lot (even on my ancient 500). It gives the
- exciting sensation that "I ain't seen nothing yet" as far as the few
- missions I have played go. It absolutely eats up time. I played for 5 hours
- and this felt so much like 1 HOUR. I had to be convinced it was 1am and not
- 9pm when I finally finished! There is a great "dark future" atmosphere
- around and many, many little features help to enhance this (the animated
- billboards on the buildings just have to be seen to be believed!). I still
- think the control method is a bit awkward, but I have every faith this gripe
- will vanish when I "get better".
-
- All in all, I'd say buy it: you have never seen a "play God" type
- game with so much detail and atmosphere that is so much fun to play! Also,
- if you get a pirate copy, you will get nothing out of the game without the
- manual - so don't bother.
-
-
- COPYRIGHT NOTICE
-
- Anyone can reproduce any bits of this review wherever they like and
- for whatever purpose.
-
- +---------------------+------------------------------------------+
- | Gary Bradley | "You receive a love letter from me and |
- | ORACLE Corp, UK | you're f*cked forever!" |
- | Edinburgh, SCOTLAND | - Frank Booth ("Blue Velvet") |
- +---------------------+------------------------------------------+
- | Email: gbradley@uk.oracle.com |
- +----------------------------------------------------------------+
- | G O D D A M N T H E C E N S O R M A N |
- +----------------------------------------------------------------+
-
- ---
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