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SYNDICATE WARS IS PACKED WITH FEATURES...

  • Play as either the EuroCorp Syndicate or the Church of the New Epoch. The plot advances as you beat each level, and occasionally you'll even be able to play the same level, but from the opposite side.
  • There are numerous individual characters in the game, ranging from special agents to world-beating scientists and even mercenary-style Syndicate operatives who have special abilities. You'll either find and use them, or you could end up pitted against them. Either way, you'll appreciate their power.
  • There are many approaches to take with each mission. Even 'simple' eradication missions must be carefully planned, as the computer's Artificial Intelligence will react swiftly to any gunplay within the confines of most cities. Taking out five cops is easy. But what if that act leads to fifty piling out of their HQ to wreak vengeance on you? Then what do you do?
  • Planning your assaults is the best way. But there is still a vast amount of mindless violence, though.
  • Researching new weapons and agent modifications is integral to the survival of your team. All this takes money, so whichever side you're playing, you can stray outside the law and raid the city bank vaults for more cash. Beware, though - these places are heavily guarded, booby-trapped and, occasionally, almost empty. But pull off a big bank job and you could gain huge wealth. Unless someone else has beaten you to it..
  • You can add many modifications to your team of operatives. There are even four special cyberskins hidden in the game; hard-skin, flame skin, energy skin and stealth skin. Each has incredible protective properties and the careful player could conceivably find them all.
  • The missions are wider than ever. They range from simple assassination to destruction of key buildings, persuading key enemies, or rescuing captured agents. If you're playing as the Church, you carry out some missions using special agent Mirabelle Lucy De Saxo, to impersonate the foe and kidnap a top scientist at a high-level meeting.
  • The plot of Syndicate Wars is highly advanced, and as you battle through each level, you're building on a story which ends up with the potential destruction of all the life on Earth. Your actions can change the story, of course, and when you play the game from 'the other side', you can see their side of the same tale.
  • There are dozens of weapons, and each side has access to different equipment. The Church has a distinctly religious bent on their firepower, and, owing to the size of their brains, has the edge for much of the game, but the Syndicate is forever collecting, researching, copying and using the Church's discarded weapons. Of course, they're building their own kit as well, capable of handling combat in Syndicate Wars. This includes unmanned area defence drones which fire at any hostile in range automatically, as well as virtually nuke-proof vehicles and rapid airborne APCs.
  • The combat doesn't just take place on Earth. Do well enough for either side and you may find yourself heading off to an orbital space station and, if you survive that baptism of fire, the moon's surface.
  • There's a twist in the tail for the Church player, too. On the penultimate level, his bosses (who of course, he has been obeying - ahem - religiously) tell him that his missions are over and he must stand down and stay on Earth while they activate the ionosphere disruption equipment. Does the player mindlessly obey once more, or will he deliberately go against his orders and attack his erstwhile leaders? That's up to the individual. But between ourselves, clearly he should disobey and get embroiled in some save-the-world righteous carnage. The Syndicate player is also treated to a twist in the tale but it is narrative in nature and best discovered by playing the game.
  • There are over a dozen different types of vehicles in the game, including hover ships. You can steal and control taxis, punk bikes, armoured trucks, personnel carriers, cars and even huge twin-rocket-firing siege tanks when they appear. And the Church have their own auto-guided spider defence droids which are agile, well-armed and utterly relentless.
  • There are even boss-baddies in the form of assault-suit exo-skeletons as beloved in Japanese culture. These are hideous to come up against.
  • The cities are of course fully-rotatable, and have proper lighting from buildings and streetlamps. These can be destroyed for those preferring to skulk in the shadows. Thermal imaging is available to the player but is expensive in terms of its energy drain.
  • There are massive numbers of civilians, as you'd expect in futuristic cities, and plenty of traffic on the roads, plus a fully-working city-wide train system. There's also the Intercontinental Magnetic Link
  • There's a supreme 8-player network game with fifteen extra levels specially designed for deadly multi-player hide-and-seek. You can even pre-set the technology levels and funds (and thus the available weapons).
  • Modem play is fully supported.
  • Four players can be supported on one machine, using the mouse and either a joystick splitter or different parts of the keyboard. Each player controls one team member, and as long as they all stay on-screen, you can have the firefight of your life.