Syndicate: Difference between revisions

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This can be separated into two parts. The first is the world view where you plan out your nefarious schemes. Here you outfit your team, allocate resources to research to get better equipment, acquire intelligence, and choose the next territory to take over. Taking over a territory means performing a mission.
This can be separated into two parts. The first is the world view where you plan out your nefarious schemes. Here you outfit your team, allocate resources to research to get better equipment, acquire intelligence, and choose the next territory to take over. Taking over a territory means performing a mission.


The second part is the tactical view where you actually do the mission by
The second part is the tactical view where you actually do the mission by
controlling your team of up to 4 agents. The tactical view sports an isometric view and some pretty impressive (for the time) environments: cities, army bases, secret research facilities etc. that are convincingly "alive", busy streets have people and cars going about their business, trains that can be ridden, cars that can be driven, army bases have drilling soldiers and so on. These environments also react convincingly to your actions with civilians running away from your agents when they draw their weapons, police trying to stop them, and [[Stuff Blowing Up]] when they shoot it.
controlling your team of up to 4 agents. The tactical view sports an isometric view and some pretty impressive (for the time) environments: cities, army bases, secret research facilities etc. that are convincingly "alive", busy streets have people and cars going about their business, trains that can be ridden, cars that can be driven, army bases have drilling soldiers and so on. These environments also react convincingly to your actions with civilians running away from your agents when they draw their weapons, police trying to stop them, and [[Stuff Blowing Up]] when they shoot it.


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== Expansion and Sequel: ==
== Expansion and Sequel: ==


The game was followed by an expansion pack, ''American Revolt''. Now ruling the world, Eurocorp has lost control of the Western Hemisphere, and a series of [[Nintendo Hard|rather difficult]] missions are needed to subdue it.
The game was followed by an expansion pack, ''American Revolt''. Now ruling the world, Eurocorp has lost control of the Western Hemisphere, and a series of [[Nintendo Hard|rather difficult]] missions are needed to subdue it.


In the sequel, ''Syndicate Wars'', the Syndicate has been managing the world for some undisclosed time, until an experimental mind-expanding program [[Gone Horribly Wrong|goes wrong]]. The scientists running it [[Go Mad From the Revelation]], becoming "The Nine", heading the [[Visionary Villain|Church of the New Epoch]]. They spread a "Harbinger" [[Computer Virus]] that destroys the globe-running UTOPIA network and the chips in people's heads as the start of their [[Evil Plan]], which you must either thwart or advance.
In the sequel, ''Syndicate Wars'', the Syndicate has been managing the world for some undisclosed time, until an experimental mind-expanding program [[Gone Horribly Wrong|goes wrong]]. The scientists running it [[Go Mad From the Revelation]], becoming "The Nine", heading the [[Visionary Villain|Church of the New Epoch]]. They spread a "Harbinger" [[Computer Virus]] that destroys the globe-running UTOPIA network and the chips in people's heads as the start of their [[Evil Plan]], which you must either thwart or advance.
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== The Original Syndicate provides examples of (2012 remake tropes go below): ==
== The Original Syndicate provides examples of (2012 remake tropes go below): ==
* [[0% Approval Rating]]: What you can end up with if you over-tax your territories. It is possible to abuse this mechanic horribly by deliberately making territories rebel, allowing you to garner extra cash or replacement agents by repeating the easier missions.
* [[0% Approval Rating]]: What you can end up with if you over-tax your territories. It is possible to abuse this mechanic horribly by deliberately making territories rebel, allowing you to garner extra cash or replacement agents by repeating the easier missions.
* [[The All-Seeing AI]]: In ''American Revolt'', clone shields make you look like regular civilians. Enemy agents see right through them.
* [[The All-Seeing AI]]: In ''American Revolt'', clone shields make you look like regular civilians. Enemy agents see right through them.
* [[Artificial Limbs]]: Legs and arms made from metal, plastisteel, or cybermesh.
* [[Artificial Limbs]]: Legs and arms made from metal, plastisteel, or cybermesh.
* [[Artificial Stupidity]]: Invoked or averted ''at the player's discretion''. Your agents' "chips" suppress their free will when you're giving them orders, but when left to their own devices (eg on guard while the rest of the team pushes forward, or while you micromanage another agent) their level of independence is determined by their [[Fantastic Drug|IPA injectors]].
* [[Artificial Stupidity]]: Invoked or averted ''at the player's discretion''. Your agents' "chips" suppress their free will when you're giving them orders, but when left to their own devices (eg on guard while the rest of the team pushes forward, or while you micromanage another agent) their level of independence is determined by their [[Fantastic Drug|IPA injectors]].
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* [[Cool Airship]]: The command centre of choice for the discerning executive.
* [[Cool Airship]]: The command centre of choice for the discerning executive.
* [[Corrupt Corporate Executive]]: That's you, instructing your agents to gun down people EuroCorp finds inconvenient. Maybe your department is [[American Psycho|Murders And Executions.]]
* [[Corrupt Corporate Executive]]: That's you, instructing your agents to gun down people EuroCorp finds inconvenient. Maybe your department is [[American Psycho|Murders And Executions.]]
* [[Crapsack World]]: Your average dark, polluted, [[Cyberpunk]] future, with the chance of being gunned down in the street during corporate takeovers.
* [[Crapsack World]]: Your average dark, polluted, [[Cyberpunk]] future, with the chance of being gunned down in the street during corporate takeovers.
* [[Deflector Shields]]: A researchable item.
* [[Deflector Shields]]: A researchable item.
* [[Devil in Plain Sight]]: Justified in that civilians have perception-altering chips in their heads, and police have to show some respect for the law by not shooting until weapons are drawn.
* [[Devil in Plain Sight]]: Justified in that civilians have perception-altering chips in their heads, and police have to show some respect for the law by not shooting until weapons are drawn.
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* [[Enemy Detecting Radar]]: Enemy agents, police and mission objectives show up against the crowd on the minimap.
* [[Enemy Detecting Radar]]: Enemy agents, police and mission objectives show up against the crowd on the minimap.
* [[Enemy Exchange Program]]: The best (read: only) way to replace lost agents is to Persuade enemy ones.
* [[Enemy Exchange Program]]: The best (read: only) way to replace lost agents is to Persuade enemy ones.
* [[Enemy Mine]]: All the other syndicates team up against the player for the Atlantic Accelerator mission, resulting in a [[Nintendo Hard]] final battle. In the expansion, it's even more difficult since your agents are generally in fixed positions, and have to survive airstrikes.
* [[Enemy Mine]]: All the other syndicates team up against the player for the Atlantic Accelerator mission, resulting in a [[Nintendo Hard]] final battle. In the expansion, it's even more difficult since your agents are generally in fixed positions, and have to survive airstrikes.
* [[Evil Brit]]: According to ''Wars'', Eurocorp is based in London. The agent in the intro movie speaks in RP.
* [[Evil Brit]]: According to ''Wars'', Eurocorp is based in London. The agent in the intro movie speaks in RP.
* [[Evil Redhead]]: The Eurocorp operatives who abduct a new agent in the intro movie, the agent himself, and the two guys who stand beside the executive in another cutscene ALL have red hair.
* [[Evil Redhead]]: The Eurocorp operatives who abduct a new agent in the intro movie, the agent himself, and the two guys who stand beside the executive in another cutscene ALL have red hair.
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* [[Friendly Fireproof]]: Played straight with agents from the same company. Agents from two different companies can still injure each other (when the bullets fly around the energy shield)
* [[Friendly Fireproof]]: Played straight with agents from the same company. Agents from two different companies can still injure each other (when the bullets fly around the energy shield)
* [[Gaia's Lament]]: The syndicates cause such an extreme level of environmental damage that ocean water is now ''pitch black''. This is such a problem that even the syndicates have no choice but to recognize it, and so they build the Atlantic Accelerator in an attempt to reverse at least some of the damage.
* [[Gaia's Lament]]: The syndicates cause such an extreme level of environmental damage that ocean water is now ''pitch black''. This is such a problem that even the syndicates have no choice but to recognize it, and so they build the Atlantic Accelerator in an attempt to reverse at least some of the damage.
* [[Gameplay and Story Segregation]]: In the intro to ''Syndicate'', someone is abducted from the street to be made into an agent, but in-game you can only recruit enemy agents turned by the Persuadatron.
* [[Gameplay and Story Segregation]]: In the intro to ''Syndicate'', someone is abducted from the street to be made into an agent, but in-game you can only recruit enemy agents turned by the Persuadatron.
* [[Glowing Eyes of Doom]]: Agents, if the cover art is anything to go by. Probably [[Hollywood Cyborg|implants]].
* [[Glowing Eyes of Doom]]: Agents, if the cover art is anything to go by. Probably [[Hollywood Cyborg|implants]].
* [[Gory Discretion Shot]]: Any battle that takes place inside a building. Alternatively, depending on [[You Bastard|player sentiment]], it may be an [[Offscreen Moment of Awesome]] instead.
* [[Gory Discretion Shot]]: Any battle that takes place inside a building. Alternatively, depending on [[You Bastard|player sentiment]], it may be an [[Offscreen Moment of Awesome]] instead.
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* [[Hyperspace Arsenal]]: Your agents can pack eight [[Gatling Good|miniguns]] without spoiling the line of their coat. For ''Syndicate Wars'', you carry one of each gun and generate ammo internally, but still pack a truckload of [[BFG|BFGs]] and other gear. The Cerberus IFF auto-sentinel appears to be about the size of a man.
* [[Hyperspace Arsenal]]: Your agents can pack eight [[Gatling Good|miniguns]] without spoiling the line of their coat. For ''Syndicate Wars'', you carry one of each gun and generate ammo internally, but still pack a truckload of [[BFG|BFGs]] and other gear. The Cerberus IFF auto-sentinel appears to be about the size of a man.
* [[Imperial Stormtrooper Marksmanship Academy]]: In the intro for ''Syndicate Wars'' two agents start laying down [[More Dakka]] with their [[Gatling Good|miniguns]] in order to take out the Unguided man who has just dropped off the UTOPIA network. Only one round manages to hit him in the shoulder, dropping him to the ground. Furthermore, one of the agents turns around and activates a ''computer targeting system on his minigun'' in order to take him out at point blank range.
* [[Imperial Stormtrooper Marksmanship Academy]]: In the intro for ''Syndicate Wars'' two agents start laying down [[More Dakka]] with their [[Gatling Good|miniguns]] in order to take out the Unguided man who has just dropped off the UTOPIA network. Only one round manages to hit him in the shoulder, dropping him to the ground. Furthermore, one of the agents turns around and activates a ''computer targeting system on his minigun'' in order to take him out at point blank range.
* [[Immune to Bullets]]: The Energy Shield prevents your soldiers from being hit by bullets. If you have five shields, you can remain indefinitely immune. It doesn't work so well when the enemy uses [[Kill It with Fire|flamers]], gauss guns, or other non-bullet attacks. Most enemies use bullets, rendering you invulnerable in most situations. Even if they could grab a shield-piercing weapon on the ground, they'll still try [[Shooting Superman]] with their ineffective minigun.
* [[Immune to Bullets]]: The Energy Shield prevents your soldiers from being hit by bullets. If you have five shields, you can remain indefinitely immune. It doesn't work so well when the enemy uses [[Kill It with Fire|flamers]], gauss guns, or other non-bullet attacks. Most enemies use bullets, rendering you invulnerable in most situations. Even if they could grab a shield-piercing weapon on the ground, they'll still try [[Shooting Superman]] with their ineffective minigun.
* [[It Got Worse]]: Three global [[Mega Corp|Mega Corps]] become so rich they can influence world governments, and develop the "[[Lotus Eater Machine|CHIP]]" to increase their control over the population. Then [[The Syndicate]] starts bribing and murdering its way into the corporate board-rooms.
* [[It Got Worse]]: Three global [[Mega Corp|Mega Corps]] become so rich they can influence world governments, and develop the "[[Lotus Eater Machine|CHIP]]" to increase their control over the population. Then [[The Syndicate]] starts bribing and murdering its way into the corporate board-rooms.
* [[Kill It with Fire|Kill It With Flamethrowers]]
* [[Kill It with Fire|Kill It With Flamethrowers]]
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*** [[Aussies With Artillery|The TLC]] - Expanding from their initial goal of liberation for Tasmania, they [[La Résistance|kicked the Tao out of Australia]] despite being known for their poor aim, because the execs controlling their agents are always [[The Alcoholic|drunk]].
*** [[Aussies With Artillery|The TLC]] - Expanding from their initial goal of liberation for Tasmania, they [[La Résistance|kicked the Tao out of Australia]] despite being known for their poor aim, because the execs controlling their agents are always [[The Alcoholic|drunk]].
** Note that all these factions are only described in the manual (and not in the game), there are ''8'' different "enemy" [[Mega Corp|MegaCorps]] fighting against you as opposed to the 6 only described in said manual (judging from the 8 different colors on the map indicating enemy-occupied territories on the metamap), and that no "[[Mega Corp]]" will ever attack your own territories suggest that this is just an example of [[Gameplay and Story Segregation]].
** Note that all these factions are only described in the manual (and not in the game), there are ''8'' different "enemy" [[Mega Corp|MegaCorps]] fighting against you as opposed to the 6 only described in said manual (judging from the 8 different colors on the map indicating enemy-occupied territories on the metamap), and that no "[[Mega Corp]]" will ever attack your own territories suggest that this is just an example of [[Gameplay and Story Segregation]].
* [[Mind Control Device]]: The Persuadertron makes civilians follow you like sheep, and pick up weapons to join the fight. With enough civilians, you can turn the police or even enemy agents (used to refill the stock of agents you may have lost during previous missions.) This is one of the few weapons that doesn't alert the police, and with a large enough group, makes most missions easier.
* [[Mind Control Device]]: The Persuadertron makes civilians follow you like sheep, and pick up weapons to join the fight. With enough civilians, you can turn the police or even enemy agents (used to refill the stock of agents you may have lost during previous missions.) This is one of the few weapons that doesn't alert the police, and with a large enough group, makes most missions easier.
** Also, the modified chips that allow you to order your agents around within missions are basically this. Why yes, this does make you the player [[Obviously Evil]].
** Also, the modified chips that allow you to order your agents around within missions are basically this. Why yes, this does make you the player [[Obviously Evil]].
*** In the Reboot, mind chips are as common as cellular phones - anyone with the right chips and programs can "breach" another person's chip and jam its connection to their weapons, make them attack their allies, or even ''shoot themselves in the head.'' One of the few people with this capability is the [[Player Character]] and co-op characters.
*** In the Reboot, mind chips are as common as cellular phones - anyone with the right chips and programs can "breach" another person's chip and jam its connection to their weapons, make them attack their allies, or even ''shoot themselves in the head.'' One of the few people with this capability is the [[Player Character]] and co-op characters.
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* [[Product Placement]]: The sequel had animated advertisements for ''[[Ghost in the Shell]]'' and ''[[Judge Dredd]]'' on several advertising boards in-game, as well as at the drive-in movie theatre.
* [[Product Placement]]: The sequel had animated advertisements for ''[[Ghost in the Shell]]'' and ''[[Judge Dredd]]'' on several advertising boards in-game, as well as at the drive-in movie theatre.
* [[Rasputinian Death]]: It's possible to shoot people and have the impact push them into the path of oncoming traffic, or a train. This is really annoying if it happens to one of your agents.
* [[Rasputinian Death]]: It's possible to shoot people and have the impact push them into the path of oncoming traffic, or a train. This is really annoying if it happens to one of your agents.
* [[Risk Style Map]]: The world is divided up into somewhat arbitrary regions, gobbled up by the major players as you progress.
* [[Risk-Style Map]]: The world is divided up into somewhat arbitrary regions, gobbled up by the major players as you progress.
* [[Shout-Out]]: Many of the agents are named after members of the design team (special agents Edgar, Jones, Donkin, and Mumford, among others)
* [[Shout-Out]]: Many of the agents are named after members of the design team (special agents Edgar, Jones, Donkin, and Mumford, among others)
* [[SNK Boss]]: Most of this game runs the gamut from easy-ish to hard-ish. Then you get the infamous final mission, the Atlantic Accelerator; without a precision setup, you're lucky to last five seconds.
* [[SNK Boss]]: Most of this game runs the gamut from easy-ish to hard-ish. Then you get the infamous final mission, the Atlantic Accelerator; without a precision setup, you're lucky to last five seconds.
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* [[The Wiki Rule]]: [http://www.syndicatewiki.com/ Overall wiki.]
* [[The Wiki Rule]]: [http://www.syndicatewiki.com/ Overall wiki.]
* [[Three Quarters View]], which doesn't reveal the inside of a building that a target is hiding in, even when he uses a minigun and attacks as soon as you open the door.
* [[Three Quarters View]], which doesn't reveal the inside of a building that a target is hiding in, even when he uses a minigun and attacks as soon as you open the door.
* [[Throw-Away Guns]]: You can't reload weapons in-mission. If you run out of ammo, you'll switch to a different weapon.
* [[Throw-Away Guns]]: You can't reload weapons in-mission. If you run out of ammo, you'll switch to a different weapon.
* [[Video Game Cruelty Potential]]: Be honest, this is what the flame-thrower is there for. Slightly more subtly, let's round up a huge crowd of civilians and lead them on to the railway tracks! ''Syndicate Wars'' gives you more options: throw "psycho gas" into crowds and see them go nuts, or tool up with nuclear grenades and knock down buildings!
* [[Video Game Cruelty Potential]]: Be honest, this is what the flame-thrower is there for. Slightly more subtly, let's round up a huge crowd of civilians and lead them on to the railway tracks! ''Syndicate Wars'' gives you more options: throw "psycho gas" into crowds and see them go nuts, or tool up with nuclear grenades and knock down buildings!
* [[Villainous Breakdown]]: Upon hearing that a mission has failed, the player avatar emits a [[Big No]], grabs a nearby lamp and throws it through his [[Holographic Terminal]].
* [[Villainous Breakdown]]: Upon hearing that a mission has failed, the player avatar emits a [[Big No]], grabs a nearby lamp and throws it through his [[Holographic Terminal]].
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* [[You Have Researched Breathing]]: Despite being set in a [[Cyberpunk]] future, and your syndicate fielding cyborg [[Super Soldiers]] managed by [[Mind Control Device|mind control chips]] from a [[Holographic Terminal]], your armoury only consists of pistols until the R&D department re-invents Uzis, shotguns, flamethrowers and the like.
* [[You Have Researched Breathing]]: Despite being set in a [[Cyberpunk]] future, and your syndicate fielding cyborg [[Super Soldiers]] managed by [[Mind Control Device|mind control chips]] from a [[Holographic Terminal]], your armoury only consists of pistols until the R&D department re-invents Uzis, shotguns, flamethrowers and the like.
** Of course, it may be that the weapons ''do'' already exist, and "R&D" is a [[Peace and Love Incorporated|euphemism]] for the guys who go out and find you the appropriate arms dealers.
** Of course, it may be that the weapons ''do'' already exist, and "R&D" is a [[Peace and Love Incorporated|euphemism]] for the guys who go out and find you the appropriate arms dealers.
* [[You Nuke'Em]]: The "Cataclysm" nuclear grenade in ''Syndicate Wars'', which will knock down buildings.
* [[You Nuke'Em]]: The "Cataclysm" nuclear grenade in ''Syndicate Wars'', which will knock down buildings.
* [[Zeppelins from Another World]]: You operate from an airship with huge advertising screens on the sides.
* [[Zeppelins from Another World]]: You operate from an airship with huge advertising screens on the sides.


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* [[Awesome but Impractical]]: The COIL laser. It's a laser so it's awesome by default, but the primary fire only hurts a little more than an assault rifle; the secondary fire is absolutely devastating, but eats ammo so fast every clip only has four uses, and you usually only get two clips total.
* [[Awesome but Impractical]]: The COIL laser. It's a laser so it's awesome by default, but the primary fire only hurts a little more than an assault rifle; the secondary fire is absolutely devastating, but eats ammo so fast every clip only has four uses, and you usually only get two clips total.
* [[Badass Longcoat]]: All Syndicate Agents wear one. A collectible text message reveals they're actually advanced body armor imbedded with a number of electronic combat systems, and are incredibly expensive (as mentioned by an armory supervisor chewing out a subordinate suspected of stealing one to take pictures of himself wearing it).
* [[Badass Longcoat]]: All Syndicate Agents wear one. A collectible text message reveals they're actually advanced body armor imbedded with a number of electronic combat systems, and are incredibly expensive (as mentioned by an armory supervisor chewing out a subordinate suspected of stealing one to take pictures of himself wearing it).
* [[Better to Die Than Be Killed]]: The way in which {{spoiler|Jack Denham in the final mission chooses to die, by throwing himself in a gap in his damaged tower to the ground far below}}. Also counts for {{spoiler|Logos, though his is more of a [[Taking You with Me]] kind}}.
* [[Better to Die Than Be Killed]]: The way in which {{spoiler|Jack Denham in the final mission chooses to die, by throwing himself in a gap in his damaged tower to the ground far below}}. Also counts for {{spoiler|Logos, though his is more of a [[Taking You with Me]] kind}}.
* [[Bling Bling Bang]]: A preorder bonus for the co-op.
* [[Bling Bling Bang]]: A preorder bonus for the co-op.
* [[Breaking the Bonds]]: You do this at the start.
* [[Breaking the Bonds]]: You do this at the start.
* [[Bullet Time]]: One of the primary effects of the DART Overlay ability is this. It's pretty much mandatory to survive the game, especially in the insane boss fights.
* [[Bullet Time]]: One of the primary effects of the DART Overlay ability is this. It's pretty much mandatory to survive the game, especially in the insane boss fights.
* [[But Not Too Evil]]: Inverted. Reviewers called out Starbreeze for {{spoiler|throwing in a [[Heel Face Turn]] instead of letting you fully embrace the [[Villain Protagonist]] role of the originals}}.
* [[But Not Too Evil]]: Inverted. Reviewers called out Starbreeze for {{spoiler|throwing in a [[Heel Face Turn]] instead of letting you fully embrace the [[Villain Protagonist]] role of the originals}}.
* [[But Thou Must!]]: About 3/4ths of the way through the game, Miles Kilo {{spoiler|1=is ordered to kill Lily Drawl, who is secretly working against EuroCorp for the Resistance. This results in a quicktime event which ends with Kilo putting a gun to Lily's head, with a button prompt appearing to pull the trigger. The player can ignore the prompt and after several seconds Miles will lower the gun, the Syndicate will freak out, and Lily will be impressed that Kilo still has some humanity in him. If you chose to press the button prompt to blow Lily's brains out, an override she put in Kilo's chip will prevent him from pulling the trigger, and she'll kick his ass. Ultimately, both actions have the exact same outcome (Lily survives, Kilo passes out, and Merit shows up to capture both Lily and Kilo).}} Later, at the end of the game {{spoiler|an almost identical situation arises with the player being given a quicktime prompt to execute Agent Merit. This time, there is no alternative option. You have to kill him (even though he's apparently gone comatose) in order to progress to the ending.}}
* [[But Thou Must!]]: About 3/4ths of the way through the game, Miles Kilo {{spoiler|1=is ordered to kill Lily Drawl, who is secretly working against EuroCorp for the Resistance. This results in a quicktime event which ends with Kilo putting a gun to Lily's head, with a button prompt appearing to pull the trigger. The player can ignore the prompt and after several seconds Miles will lower the gun, the Syndicate will freak out, and Lily will be impressed that Kilo still has some humanity in him. If you chose to press the button prompt to blow Lily's brains out, an override she put in Kilo's chip will prevent him from pulling the trigger, and she'll kick his ass. Ultimately, both actions have the exact same outcome (Lily survives, Kilo passes out, and Merit shows up to capture both Lily and Kilo).}} Later, at the end of the game {{spoiler|an almost identical situation arises with the player being given a quicktime prompt to execute Agent Merit. This time, there is no alternative option. You have to kill him (even though he's apparently gone comatose) in order to progress to the ending.}}
* [[Call Back]]: The Leonardo Device, now called Vitruvian Machine, returns in this game. No, it doesn't cut your legs off.
* [[Call Back]]: The Leonardo Device, now called Vitruvian Machine, returns in this game. No, it doesn't cut your legs off.
* [[Call Forward]]: The reboot's co-op levels to the original.
* [[Call Forward]]: The reboot's co-op levels to the original.
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* [[Dual Boss]]: The first phase of the final boss fight has you fighting {{spoiler|1=a pair of twin EuroCorp Agents, while Merit harrasses you with minigun fire from an inaccessible higher ledge.}}
* [[Dual Boss]]: The first phase of the final boss fight has you fighting {{spoiler|1=a pair of twin EuroCorp Agents, while Merit harrasses you with minigun fire from an inaccessible higher ledge.}}
* [[Dynamic Entry]]: Agent Tatsuo makes his appearance teleporting in and giving Miles a Boot to the Head. There are also several opportunities for Miles himself to do this.
* [[Dynamic Entry]]: Agent Tatsuo makes his appearance teleporting in and giving Miles a Boot to the Head. There are also several opportunities for Miles himself to do this.
* [[Easy Levels Hard Bosses]]: One of the ''Most... Guilty... Ever!!!!'' The levels are noticeably more challenging than most other FPS games, but ''are'' manageable once you get the hang of the gameplay mechanics. However, most of the bosses are completely insane, even on the "Normal" difficulty setting. The final boss in particular is on par with the likes of [[Gears of War|General RAAM]] in terms of player frustration. ''That is not a compliment, Starbreeze''.
* [[Easy Levels, Hard Bosses]]: One of the ''Most... Guilty... Ever!!!!'' The levels are noticeably more challenging than most other FPS games, but ''are'' manageable once you get the hang of the gameplay mechanics. However, most of the bosses are completely insane, even on the "Normal" difficulty setting. The final boss in particular is on par with the likes of [[Gears of War|General RAAM]] in terms of player frustration. ''That is not a compliment, Starbreeze''.
* [[Elite Mooks]]: Cayman Global's liquid soldiers and the active camouflage-wearing Subverters would both count. Cayman Global's reactive soldiers and EuroCorp's electro-armor soldiers are outright [[Boss in Mook Clothing]] or mini-bosses.
* [[Elite Mooks]]: Cayman Global's liquid soldiers and the active camouflage-wearing Subverters would both count. Cayman Global's reactive soldiers and EuroCorp's electro-armor soldiers are outright [[Boss in Mook Clothing]] or mini-bosses.
* [[Eye Scream]]: One of the chip extractions is done via a stab in the eye.
* [[Eye Scream]]: One of the chip extractions is done via a stab in the eye.
* [[Evil Versus Evil]]: Eurocorp and Aspari. They fight against one another, but both of them show callous disregard for the lives of their customers and personnel. This is also implied to be the case with the other corporations.
* [[Evil Versus Evil]]: Eurocorp and Aspari. They fight against one another, but both of them show callous disregard for the lives of their customers and personnel. This is also implied to be the case with the other corporations.
* [[Face Heel Turn]]: {{spoiler|Entire Euro Corp including Denham and Merit if you count Euro Corp as evil.}}
* [[Face Heel Turn]]: {{spoiler|Entire Euro Corp including Denham and Merit if you count Euro Corp as evil.}}
* [[The Faceless]]: You. {{spoiler|NOT. After you defeat Merit.}}
* [[The Faceless]]: You. {{spoiler|NOT. After you defeat Merit.}}
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* [[Hyperspace Arsenal]]: Averted where the game makes you conform to the now-standard two gun setup.
* [[Hyperspace Arsenal]]: Averted where the game makes you conform to the now-standard two gun setup.
* [[Heel Face Turn]]: {{spoiler|YOU after you have a flashback of your memory and Lily Drawl, depends if you count Euro Corp as evil side.}}
* [[Heel Face Turn]]: {{spoiler|YOU after you have a flashback of your memory and Lily Drawl, depends if you count Euro Corp as evil side.}}
* [[Ironic Echo]]: {{spoiler|Jack Denham remarks that it's "such a shame" when telling Miles that Lily may have to be liquidated. At the end of the game, he says the exact same thing just before killing himself to avoid being killed by Miles.}}
* [[Ironic Echo]]: {{spoiler|Jack Denham remarks that it's "such a shame" when telling Miles that Lily may have to be liquidated. At the end of the game, he says the exact same thing just before killing himself to avoid being killed by Miles.}}
* [[It's Up to You]]: You only get help from a friendly ally on two seperate occasions in the entire game, and both times they're very little use. Merit is largely absent during your assault on Aspari, and when you finally do meet up with him near the end of the mission, he gets K.O.ed by an enemy Agent after only taking out a couple of Mooks. Lily helps you fight through EuroCorp H.Q. towards the end of the game, and surprisingly can often take out Mooks with one shot (amusingly making her more useful than Merit was), but is fairly unaggressive in combat and gets seperated from you pretty quickly anyway.
* [[It's Up to You]]: You only get help from a friendly ally on two seperate occasions in the entire game, and both times they're very little use. Merit is largely absent during your assault on Aspari, and when you finally do meet up with him near the end of the mission, he gets K.O.ed by an enemy Agent after only taking out a couple of Mooks. Lily helps you fight through EuroCorp H.Q. towards the end of the game, and surprisingly can often take out Mooks with one shot (amusingly making her more useful than Merit was), but is fairly unaggressive in combat and gets seperated from you pretty quickly anyway.
* [[Internet Backlash]]: Hoo boy. As soon as the announcement video for the reboot came out, many people complained that the game was: A) going to be a bad remake of a good game, B) just going to be another generic FPS because the devs wouldn't use the isometric style from the previous games, and C) a copy of [[Deus Ex: Human Revolution|Deus Ex Human Revolution]].
* [[Internet Backlash]]: Hoo boy. As soon as the announcement video for the reboot came out, many people complained that the game was: A) going to be a bad remake of a good game, B) just going to be another generic FPS because the devs wouldn't use the isometric style from the previous games, and C) a copy of [[Deus Ex: Human Revolution|Deus Ex Human Revolution]].
* [[Invisibility Cloak]]: Present for some mooks, but neither Miles nor the co-op characters have one.
* [[Invisibility Cloak]]: Present for some mooks, but neither Miles nor the co-op characters have one.
* [[Kung Fu-Proof Mook]]: Boss enemies are initially immune to Breaches and must be softened up first.
* [[Kung Fu-Proof Mook]]: Boss enemies are initially immune to Breaches and must be softened up first.
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* [[Neck Snap]]: One of the melee attacks in the reboot.
* [[Neck Snap]]: One of the melee attacks in the reboot.
* [[Non-Lethal KO]]: When you run out of health in the co-op, you have to be rebooted by a teammate.
* [[Non-Lethal KO]]: When you run out of health in the co-op, you have to be rebooted by a teammate.
* [[No-Holds-Barred Beatdown]]: The player uses this to kill {{spoiler|Merit, after being thrown into a sort of air duct}}. The fact that that Kilo, after the beating, stops and looks at his now bloodied hands suggests this was also a [[My God, What Have I Done?]] moment for him.
* [[No-Holds-Barred Beatdown]]: The player uses this to kill {{spoiler|Merit, after being thrown into a sort of air duct}}. The fact that that Kilo, after the beating, stops and looks at his now bloodied hands suggests this was also a [[My God, What Have I Done?]] moment for him.
* [[Overt Operative]]: The intro mentions that the corporations employ covert agents like yourself. With the liberal amounts of firepower you can access and must use, covert you most certainly are not.
* [[Overt Operative]]: The intro mentions that the corporations employ covert agents like yourself. With the liberal amounts of firepower you can access and must use, covert you most certainly are not.
* [[Peace and Love Incorporated]]: The Syndicates are like a textbook on how to do this. They criticize their competitors for their unethical actions while doing the exact same things, all while caring first and foremost for their "consumers."
* [[Peace and Love Incorporated]]: The Syndicates are like a textbook on how to do this. They criticize their competitors for their unethical actions while doing the exact same things, all while caring first and foremost for their "consumers."
* [[Percussive Maintenance]]: Agent Miles, or atleast the DART 6 system is activated by a [[Mook]] punching him repeatedly, it makes some sense as the DART is fueled by adrenaline.
* [[Percussive Maintenance]]: Agent Miles, or atleast the DART 6 system is activated by a [[Mook]] punching him repeatedly, it makes some sense as the DART is fueled by adrenaline.
* [[Playing Tennis With the Boss]]: The fight with Agent Ramon goes like this, as the two of you hack rockets back and forth at each other.
* [[Playing Tennis With the Boss]]: The fight with Agent Ramon goes like this, as the two of you hack rockets back and forth at each other.
* [[Quick Melee]]: You can perform a lethal melee takedown. It can also be combined with the Executioner chip upgrade that restores 50% on each kill, and can be used in a combo where it heals you more quickly then enemies that can harm you. Enemy marksmen on high-up ledges, UAVs, and armored [[Elite Mooks]], are resistant to this.
* [[Quick Melee]]: You can perform a lethal melee takedown. It can also be combined with the Executioner chip upgrade that restores 50% on each kill, and can be used in a combo where it heals you more quickly then enemies that can harm you. Enemy marksmen on high-up ledges, UAVs, and armored [[Elite Mooks]], are resistant to this.
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* [[Training From Hell]]: Agent training includes taking [[No-Holds-Barred Beatdown]] and live-fire courses with gunships.
* [[Training From Hell]]: Agent training includes taking [[No-Holds-Barred Beatdown]] and live-fire courses with gunships.
* [[Video Game Cruelty Potential]]: It's possible to slaughter civilians left and right, including inside non-combat storyline areas (which can lead to hilarity in some of the storyline areas). However, it's somewhat discouraged by not giving any Breach energy back when you kill them.
* [[Video Game Cruelty Potential]]: It's possible to slaughter civilians left and right, including inside non-combat storyline areas (which can lead to hilarity in some of the storyline areas). However, it's somewhat discouraged by not giving any Breach energy back when you kill them.
* [[Weak but Skilled]]: Miles Kilo is this (by Agent standards, anyway. To regular humans he's still a [[Super Soldier]]). He lacks any of the really incredible superpowers other enemy Agents have (super-speed, holograms, super-jumping ability, impenetrable shields, cloaking devices, enhanced regeneration, etc.) However, his in-game dossier remarks that he is unusually creative and independent for an Agent, which allows him to come out ahead when faced with better-empowered enemies.
* [[Weak but Skilled]]: Miles Kilo is this (by Agent standards, anyway. To regular humans he's still a [[Super Soldier]]). He lacks any of the really incredible superpowers other enemy Agents have (super-speed, holograms, super-jumping ability, impenetrable shields, cloaking devices, enhanced regeneration, etc.) However, his in-game dossier remarks that he is unusually creative and independent for an Agent, which allows him to come out ahead when faced with better-empowered enemies.
* [[The Wiki Rule]]: [http://www.syndicatewiki.com/wiki/Syndicate_Wiki Here ya go.]
* [[The Wiki Rule]]: [http://www.syndicatewiki.com/wiki/Syndicate_Wiki Here ya go.]