The London station, as the headquarters of the EuroCorp syndicate, attempts to regain authority via direct intervention by the game's signature quartets of heavily armed agents. Viral damage to the global network causes disruption to Syndicate coordinations, with individual stations isolating themselves to avoid receiving rogue communication. The Unguided appear in early missions as random antagonistic elements, but over time form a well-organized militia. Some of the newly liberated persons, dubbed "unguided citizens", choose to engage in an armed insurrection. Corporate decisions are facilitated through a number of AI entities connected through a global communications network.Īs the game opens, this totalitarian status quo is threatened by the emergence of a virus named "Harbinger" in the global communications system, damaging mind-control implants and leaving citizens vulnerable to co-option. At the game's opening, the player-controlled syndicate (called EuroCorp) is at the peak of its power (achieved in the previous game), an alliance of corporations controlling the world through a combination of military and economic power, and technological mind control. Syndicate Wars presents a followup to the events in Syndicate taking place 95 years later (the year 2191).
0 Comments
Leave a Reply. |