Syndicate's cooperative play is undeniably thrilling. Too bad the single-player campaign doesn't reach the same heights.
- Fantastic, nail-biting cooperative play
- Aggressive AI keeps the pressure on
- Online progression system gives you reasons to return
- Smooth animations and great sci-fi atmosphere
- Gunplay and hacking lead to thrills.
- Weak storytelling wastes the cool setting
- Mediocre, poorly-paced campaign
- Ridiculously oversaturated lighting effects impede gameplay.
If you're a fan of 1993's beloved strategy game Syndicate, you might see the new series reboot as heresy. But if you've dismissed the new Syndicate because you think it sullies the franchise, you're doing yourself a disservice. That's because 2012's Syndicate is a really good first-person shooter with a palpable science-fiction vibe and rousing cooperative play. If you're looking for a first-class way to play an online game with three good friends, here's your destination. Just be sure you come to Syndicate for the co-op rather than the intermittently entertaining but messy single-player campaign, which prizes form over function.
But such form it is: Syndicate is slick, moody, and in total command of its near-future vision. You are a digitally enhanced agent of a megacorporation fighting for domination, and every aspect of the presentation reinforces this notion. In a rainy courtyard shoot-out under the rising skyscrapers of New York City, you're struck by the hazy blue lighting and how it contrasts with the craggy industrial pipes and pillars that surround you. Elsewhere, walls of text scroll down transparent green computer terminals, and countless objects are identified in your heads-up display. The atmosphere is both gorgeous and emotionally disconnected. This is the future, cool and indifferent, and Syndicate does an impressive job of transporting you there.
If only this attention to detail were applied to the rest of the campaign, which is characterized by momentary thrills broken up by pointless puzzle-solving and stretches of nothing that grind the pace to a halt. Consider this scenario: For narrative reasons, you find yourself strapped into a fancy machine--the kind that appears in so many science fiction games. Developer Starbreeze squeezes out as many minutes as it can out of this unskippable scene (not to mention, the ones leading up to it). You take drowsy steps into the device. You watch as straps bind your wrists in place. You look around as the machine ever-so-slowly rises into the air and then ever-so-slowly examines your innards. Every whirr and every click is belabored.
Such pace-killing moments are common. Syndicate moves forward in fits and starts, grinding to a halt just when it seems things might finally get awesome. Quiet moments can build tension in games that tell great stories or at least deliver effective payoffs, but Syndicate isn't such a game. You know that you are Miles Kilo, a EuroCorp agent with a special augmentation chip that gives you superhuman abilities. You meet comrades like Lily Drawl and Jack Denham, and you are told of EuroCorp and competing syndicates, but you are never given a reason to care. What does EuroCorp actually do? What makes it different from other corporations? What are the real stakes in this corporate war?
Syndicate does a poor job of answering such important questions. In place of true world development, it dumps thousands of words of text into an infobank, where you can read character profiles and various propaganda. The game doesn't tell a story so much as it shoves an encyclopedia at you and expects you to do the legwork. Compare this approach to last year's Deus Ex: Human Revolution, which used similar devices to expand its proper narrative, not to replace it. By the time Syndicate makes some last-ditch attempts to elicit emotion in this apathetic climate, it's too late. If a game never bothers to flesh out its characters, then you can't be expected to care about their pasts or futures.
Had Syndicate's campaign focused purely on the action, it would have made a much better impression. When things take off, they can really get your pulse pounding, though such moments don't last very long--at least, not until the final chapters. But when the shooting intensifies, the exciting single-player shooter hiding finally breaks free. Taking aim and shooting feels as satisfying as you'd like. A steady frame rate and sleek animations do their part to keep the action feeling fluid, and you feel a sense of weight when jumping or sliding into a cover spot. You might feel a bit of Killzone 3 in that feeling of heft. Perhaps not coincidentally, Syndicate employs a Killzone-esque first-person cover system. This is no cover shooter, however: persevering enemies approach from multiple angles and keep you moving. If you're used to predictable shooting galleries, in which foes enter from obvious entry points and seem content in their roles as bullet fodder, then Syndicate will represent a refreshing change.
Of course, as a future supersoldier, you don't just get guns: you get a few handy applications to keep the challenge from being overwhelming. It all starts with the suicide app. With the press of a button, your target is overcome by mental anguish before grabbing a grenade and expiring in particularly explosive fashion. Then there is the backfire app, which flings a merc to the ground, where he's temporarily vulnerable. The persuade application tops off your repertoire, turning your chosen enemy into an ally until he turns his gun on himself.
That all sounds deliciously gory, though in practice, you're not focused on the splattering of brains: you've already moved on to your next target. Some of those targets may require breaching, which is to say, hacking your target's chip. Powerful enemies require you to breach their armor before they can be harmed, which requires holding a button for several precious seconds. When such a foe is playing lone gunman, this isn't so bad. When he's accompanied by a few comrades, things get a lot more intense. If the action seems too much, you can activate your tactical overlay. Doing so slows down time and highlights every nearby enemy, even those behind walls. And with the right weapon, you can even snipe targets protected by cover.
@SgtStrungOut Dude, lay off the illegal substances for once and stop assuming everyone is a CoD fanboy. I'm no kid (mid-20's), played FPS since the original days of Doom and some of my favorite games are Borderlands, Op Flashpoint, Brink, UT and MAG. It's not that I can't adapt, it's that I can't enjoy games with ****ty controls, which this game has. Quit being the not-CoD hipster type who defends a crap game that no one will be playing a month from now.
@minivirus2 The aiming is not clunky, you just suck. You need to learn to adapt to controls of other games besides Call of Duty. I swear you kids these days would NOT last on pre-COD FPS games.
Played the demo. Wasn't impressed by the controls, the aiming was a bit clunky for my taste and I kept feeling like the co-op is a wanna/mild rip off of Brink.
I really enjoyed the demo a lot. I'll probably pick this up with some friends once the price drops. If I had money to spare I'd gladly pay full price though.
Tried out the demo, can't say that I liked it. They brought nothing new to the fps genre. Seriously, if you aim with the weapons you cannot see where you shoot at all.
We got excited when we saw a Syndicate demo on the PSN. Then we booted it up and started playing. FPS. Turned it straight off!