Syndicate Spiel Syndicate: Strategiehit aus den 90ern
Syndicate ist ein Computerspiel des Spieleentwicklers Bullfrog Productions und wurde von Electronic Arts veröffentlicht. Das Spiel wird dem Genre der Computer-Strategiespiele zugeordnet und spielt in einem dystopischen Cyberpunk-Szenario. Syndicate [ˈsɪndɪkət] ist ein Computerspiel des Spieleentwicklers Bullfrog Productions und wurde von Electronic Arts veröffentlicht. Das Spiel wird dem. Syndicate ist die Neuinterpretation des SpielereihenKlassikers aus dem Jahre - ein unvergleichlicher Action-Shooter, angesiedelt in einer nicht allzu. Warum verschenkt EA das Spiel? Während EA selbst behauptet, dass man "Gamern ein großartiges Spielerlebnis" bieten mag und ihnen die. In einer dystopischen Zukunft lenkt der Spieler bei Syndicate einen Vier-Mann-Trupp Der Strategiespiel-Klassiker Syndicate steht ab sofort über Origin zum.
Publisher Bullfrog versprach ein taktisches Action-Spiel und Syndicate sieht zunächst auch wie ein solches aus. In den Missionen selbst. Syndicate ist ein Computerspiel des Spieleentwicklers Bullfrog Productions und wurde von Electronic Arts veröffentlicht. Das Spiel wird dem Genre der Computer-Strategiespiele zugeordnet und spielt in einem dystopischen Cyberpunk-Szenario. Spiel-Links vielschichtige taktische Gameplay machen Syndicate zu einem unvergesslichen Klassiker. In der Welt von Syndicate regieren die Konzerne.
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Il n'y a pas encore d'avis. Afficher : 5 sur cette page 15 sur cette page 30 sur cette page 60 sur cette page. 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.
The story, the original team-based gameplay, the weapons, the multiplayer LAN option, the freedom -it all shone through.
The queues of testers had all played their part. Like most of Bullfrog's hits, Syndicate soon spawned an add-on pack -American Revolt. And it was hard - very hard.
One of the opening moments saw you wiped out within seconds if you didn't instantly rally your forces, equip exactly the right weapons and make a highly organised dash for a seemingly impossible point of safety.
Despite its popularity, certain members of the team are nevertheless embarrassed by it. Consequently I might have made the data disk a shade on the hard side Sean on the other hand is none too complimentary about the sequel.
Syndicate Wars: "The sequel introduced 3D and blowing up buildings and not really a lot else. It was just the same experience inside it and it hadn't really moved on.
Harsh maybe, but in all fairness Syndicate Wars probably wasn't as slick as its predecessor, and the endless blurb before each mission was a bit of a headache.
Syndicate eventually found its way onto the Super Nintendo, Jaguar and Megadrive; a strange turn of events when it once stood so proudly aside from them.
Still, it proved one thing: Syndicate had changed the gaming world. Look around you today. If a game like GTA 3 is not a direct descendant in terms of gameplay, it certainly draws inspiration from philosophies such as giving the player a living 3D environment and the freedom to do what he wants.
Even more significantly. Syndicate was one of the first ever squad-based tactical action games, so it's not hard to draw a line of influence to today's more sophisticated first-person affairs.
And then there are games like Fallout ; open-ended, alternate reality RPG 's with a distinct taste for violence.
As if to cement its legendary status, Sean, Alex and Russell all agree that Syndicate is the most important game they have ever worked on.
Only Peter disagrees on this, but there's still room for it to sneak in at "third or fourth" on his 'most important' list, which is pretty good considering what 's come out of Peter's gaming loins.
For Russell the experience confirmed his love of games. And that Bullfrog was the company for me. Being my first game I had no preconceptions about the industry or the making of games in general.
I'm still doing the same now as I was ten years ago and I still feel thankful for being a part of the industry. So, with the fond memories everyone apparently has for Syndicate, maybe we could yet see a continuation of the series?
Even Peter ponders the possibilities. Although when I think about it there are similarities between Syndicate and BC, which is being developed for Xbox by Intrepid, one of the Lionhead satellite studios.
It's a game set in a simulated prehistoric world and you control a group of humans, so perhaps in one sense we already are revisiting it.
The limitations of the PC platform at the time made Syndicate the game it is. People love it for what it is and not for what it could have been.
In any case, with the original team fragmented and indulging themselves in new found loves, a further sequel looks distinctly remote. Then again, there are more than enough trade shows and development seminars for old friends to bump into each other.
Who knows, after a few beers and a pizza anything can happen. It's the future. The European corporation invents chip, a mind-bending implant that allows the downtrodden citizens to believe they're having a good time, even though they're actually living lives of unalloyed misery imagine a futuristic Nine O'clock News.
Control of the chips means control of the people, so naturally the three mega-corps wipe each other out fighting for it. This allows the crime syndicates to move in, taking over what's left.
You're a young executive in a crime syndicate whose aim, thanks to taking part in team sports at school, is to take over the world. The world is divided into territories; you have to acquire them by sending your collection of killer-cyborgs into them and performing a series of missions that resemble the lively bits from a Quentin Tarantino film.
Once you own a territory, you tax it to within an inch of its life, remind it how much worse it would be under a Labour government, and use the money to finance the next outrage.
There are loads of weapons to develop and many ways to improve your cyborgs' powers, by flying in the face of Olympian ideals and giving them cybernetic limbs.
It's a thoroughly engaging game, albeit one that right-thinking people are expected to make embarrassed qualifying remarks about. In American Revolt, an extra scenario, the pesky citizens of North and South America have risen up against the Syndicates, and you have to get in there and Gauss-gun your way through another 21 missions.
This time it's considerably more difficult: enemy agents are faster; solo missions mean that your agents have to be pretty damn ninjascopic; the production of Serious Weapons is essential to survival, and it also helps if you happen to have the reflexes of a jittery mongoose.
There's a new weapon for when your agents get in a tight spot - Air Strikes. It's extremely expensive to develop and use but it's worth it for the Expressionist film-makers among you, who will enjoy the strange new cityscapes that result, with their nod in the direction of the sets of The Cabinet Of Doctor Caligari.
The other added bonus is the network game, which allows up to eight humans to try to kill each other over a network. There are 10 missions, and the only objective is to be the last one left alive.
There's a new weapon for this, too - the Clone Shield enables your. Do you ever find yourself enjoying something that, when you think about it.
Something that, on reflection, is completely amoral and gratuitous, but great fun nonetheless? Er, are you sure we want to know what you're talking about?
Well, that depends - I'm talking about Syndicate. Thank God. I thought you were going to start on about the 'whipped cream' incident again. In the near future the multi-national corporations gain so much power and wealth that they effectively become world governments.
Eventually there are only three left - one based in America, one in Europe and one in the Far East.
Then the European corp made a huge breakthrough, introducing chip. Implanted in the neck, chip allowed people control over their perceptions, making them blissfully oblivious to the misery of their lives.
Millions were sold with the slogan: 'Why change your world when you can change your mind'. Control of chip technology ultimately meant control of the people.
Inevitably, the mega-corps went to war. Human nature, eh? The world's crime syndicates saw their chance.
Engrossed in their efforts to destroy their competitors, the corps were open to infiltration. Using money from pirate chip technology and good old fashioned murder, the syndicates soon controlled the remnants of the corps, shattered by the war.
You are a young executive in a small European syndicate. Your aim is to take over the territories controlled by the other seven syndicates, until your corporation alone controls the entire world.
There's nothing like a healthy dose of ambition, after all, is there? But how do you go about taking over a territory controlled by a competitor?
Better advertising? Huge media blitzes? Lower pricing? You use a team of agents, controlled via the chip circuitry imbedded in their necks, to perform destabilising missions that usually involve an enormous amount of gratuitous violence.
The world of Syndicate is split into just over 50 territories. As you conquer territories adjacent areas become available for take-over attempts.
Once a territory is under your control you can tax the population to provide funding for further missions, but if the rate is set too high the people will eventually rebel and you'll have to send in your agents to 'pacify' them.
Once you have selected the area you are interested in acquiring you are given a briefing on the mission, and can see a rough map of the city where it will take place.
The briefing info and map can both be increased in accuracy by paying for espionage reports there are few things as useful as a good spy.
If you accept the mission you go to the agent selection screen. Your team can consist of between one and four agents, and each can be assigned various cybernetic modifications see 'We Have The Technology' and equipped with assorted bits of equipment and.
When you're happy with your band you enter the mission area. This is viewed from an isometric perspective supplied by your airship that floats above the city, masquerading as an advertising gimmick.
In the bottom left is an overhead scan of the area surrounding the current agent. In the top right there are icons for each of your mindless psychos.
The vertical white bar represents their health - when it runs out. Below the icon of each agent are their current api levels see 'Better Killing Through Chemistry'.
Beneath these is a row of icons representing the equipment carried by the currently selected agent. Control of your agents is simple. Select the agent you want by left clicking on either the icon or the actual agent in the main view or all of them as a group using the cunningly named 'group' icon and left click on the area of the city you want them to move to.
Right clicking on an agent's icon moves your view to where they are. You can use either the main view or the scanner to direct movement.