MonkeyPunch said:
BrotherRool said:
Eh, Deus Ex:Human Revolution had a harder job and did much better.
Syndicate the original was already pretty much a tactical shooter, and clearly had mechanics that needed updating. The isometric perspective didn't do much and the 'click to shoot' thing was rubbish. It was an old game easily improved on and surprisingly suited for a shooter conversion, it was basically just an isometric version. They just had to make something more Rainbow New Vegas, than corridors: the game.
First point, agreed.
Second point -
strongly disagree.
I think they could have made a stunning Syndicate which kept close to the original and it's mechanics. Games like Diabolo and Torchlight show you that the isometric view and being able to shoot in it, is quite possible and can be successful. I also thought the original showed that it worked well.
Personally I would add a moveable/rotating camera though.
Honestly? I bought the original Syndicate because everyone was talking about how awesome it was and it sounded very tactical which I highly approve of... and I was a little disappointed. The gameplay controls allowed you to shoot, kite, mindcontrol a little and that was it, it wasn't really designed for complex manouevres and you never really needed a team acting in cohesion to solve anything.
Stuff like balance, well fair enough, this was back before we expected games to have that sort of polish and the same with the interface. I can see why people loved the game, because at least it was a big open map, lots of upgrade choices and you had one or two ways of doing everything but the game I'd had in my head was a lot different.
If Fallout made the transition to first-person shooter, and Fallout was a genuine isometric, tactical RPG, Syndicate was a lot closer to shooter roots to start with. I think you would have attracted the original fans and the indie gamers with an isometric interface and a severe gameplay overhaul, but it clearly had the spirit that allowed promotion into shooter.
It's just a clearly different kind of shooter, it would have to be multi-pathed open levels, with objectives but no guidance or pathing to complete those objectives, not even the forward motion that DX:HR had, with lots of tactical options, stealth options, mind control etc. Follow that up with the decentralised mission system and a really robust upgrade system and that would be what Syndicate would be if Bullfrog were around today. I guess it wouldn't fit in with the retro vibe, but more than most franchises, Syndicate felt like it was doing nothing interesting with the isometric, it was just the only real way possible to use it at the time. Apart from anything else, limiting the field of vision would increase that feeling of exploring that Syndicate had