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Syndicate Review: Four Agents, One Command Scheme, Decade Later

A review of Syndicate, a shooter that asks players to command a team of agents rather than control a single hero.

By mitch·4 min read
Four agents take cover against incoming fire in a dark, neon-lit city street.

Syndicate arrives on PS3, PC and Xbox 360 as a sequel to the classic strategy game, but it plays nothing like it. This is a cover-based shooter built around four agents working together across a campaign split between the United Kingdom and Russia. The game asks players to control a team rather than a single hero, and that choice shapes almost everything about how Syndicate plays.

The Team Control System

The core mechanic is simple to explain and hard to master. Players issue commands to each agent during combat, telling them to move, fire, or focus on a target. The game tracks enemy positions and offers suggestions, but the player can override those at any moment. That sounds easy on paper. In practice, it means juggling four characters while waves of enemies close in from multiple directions.

The system works best in tight spaces, where agents can flank enemies and create openings for each other. It fails badly when players forget to check the screen and let the AI run wild, often resulting in agents walking into fire or standing still while the enemy closes in. The difference between success and failure often comes down to how well a player manages the team rather than how well they shoot.

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The Setting and Story

The campaign splits time between the UK and Russia, and the contrast is used for effect. London and Moscow feel very different, and the game leans on that contrast to set a tone of corporate greed running roughshod over both. The story follows a corporation pushing its agents into dangerous territory to expand its influence, and the game treats the agents themselves as tools rather than heroes.

That approach carries through the whole campaign. Missions ask players to make hard calls about who lives and who dies, and the game rarely lets the player off easy. The writing leans on corporate jargon and cold calculation, which fits the setting but can also make the story feel distant from the player.

Combat and Difficulty

Combat is where Syndicate shows its ambition most clearly. Enemy squads react to player movements, call for reinforcements, and adapt their tactics based on what the team is doing. That makes fights feel alive rather than scripted, though it also means the game can punish players who don’t pay attention.

Difficulty rises quickly as the campaign progresses, and some missions demand precise coordination between agents that feels almost unfair. The game does not ease players into its systems, instead throwing waves of enemies at them and forcing them to learn fast. That can be frustrating, but it also rewards players who take the time to understand how the command system works.

The cover system itself is solid. Agents can move between cover points, duck behind walls, and fire from a distance. The aiming system is accurate enough that players can feel satisfied when shots land, even if the chaos of a full fight can make that satisfaction hard to hold onto.

Comparing the Platforms

Platform Strengths Weaknesses
PS3 Large installed base Lower graphical fidelity
PC Best performance, highest detail Requires a strong computer
Xbox 360 Balanced experience Smaller installed base

The three versions look different from one another, with PC offering the clearest picture and PS3 showing the weakest graphical detail. The gameplay is identical across all three, which means anyone picking up Syndicate gets the same core experience regardless of where they play it.

What Works and What Doesn’t

The game succeeds when it commits fully to its systems. The team control scheme is clever, and the enemy AI reacts in ways that keep players on their toes. When the game trusts its systems and stops trying to handhold players, it reaches heights that few shooters manage.

The weaknesses are structural. The story, while thematically consistent, doesn’t give players much reason to care about the agents they’re controlling. Missions can also feel repetitive, since the basic shape of a fight rarely changes between levels. That repetition can wear thin over a long campaign.

Here’s a quick rundown of the game’s strongest and weakest points:

  1. Strongest point: The team control system and enemy AI
  2. Weakest point: Story depth and mission variety
  3. Solid point: Cover system and aiming
  4. Mixed point: Difficulty curve and pacing

Final Verdict

Syndicate is a game that knows what it wants to be and mostly delivers on it. The team control scheme is a genuine innovation, and the enemy AI keeps fights feeling fresh. The story, while fitting the game’s corporate setting, doesn’t give players much reason to care about the characters they’re moving around.

The difficulty can be punishing, and the campaign’s middle stretch drags in spots. But when the game is firing on all cylinders, it’s a shooter that stands apart from the crowd. Anyone looking for a fresh way to think about team-based combat will find plenty to enjoy here.

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