On a basic level, the core artwork has been upgraded and the visible mip-map transitions when streaming are almost completely gone, although curiously we find that the level of anisotropic filtering has been dialled back compared to the , instead appearing to be a closer match to the PS3 game. Higher resolution textures are used extensively across the characters and environments on PC, along with use of higher quality LOD models both in-game and during the cut-scenes. However, the difference is very subtle when playing, and we get the feeling that the additional detail doesn't really come through as much as we'd hoped given the heavy use of post-processing effects.
When it comes to close-up shots of the characters or certain sections of the environment, the difference is far more pronounced: finer details appear visibly clearer and much crisper, and this is made more obvious when upping the resolution beyond p. While texture detail doesn't appear to scale the further you move up the resolution chain, the added pixel precision when running in p means that the benefits gained from the higher quality art are visible from further away, while the post-processing better complements the overall look of the game.
Just like the console versions, Syndicate on PC lacks the use of traditional anti-aliasing, instead relying on a similar post-process edge filter - suggesting the use of a deferred rendering set-up. As such we don't really see a major boost in overall image quality, although we do find that jaggies are reduced by an increase in motion blur. We also find that on a more general level, post-AA's pixel-crawling artifacts are less impactful on image quality at higher resolutions - something the PC version obviously supports.
Motion blur is also given a higher precision implementation, which is used more liberally than on consoles. The result is an effect that enhances the presentation, delivering an extremely fluid 60FPS, but at the slight expense of raw sharpness - in some sections, the PC version doesn't look quite as clear as the console builds, although this isn't something that can be easily picked up on when seeing the game running in motion.
In higher resolutions well beyond p, this is barely apparent at all. The improved frame-rate also has a dramatic impact on the response: the weighty feel when aiming or moving around the environment is reduced, controller response is considerably improved and as a result the game is more fun to play. This isn't something that requires high-end hardware to achieve either: for those looking to power their way past the 30FPS limitations of the consoles or simply match that frame-rate at p, it's pleasing to find that Syndicate should run relatively smoothly on a variety of gaming rigs.
While not delivering a revelatory leap over the consoles in terms of raw detail or the use of additional effects, the jump in resolution and frame-rate alone still goes some way to making the overall experience feel more refined and enjoyable to play. Syndicate on PC doesn't just look better, it plays better too. Even the video sequences seem to be of a higher quality than those in the console builds. Starbreeze has concocted a solid, visually alluring first-person shooter with a few carefully crafted ideas and gunplay with a very distinctive kick to it.
The blasting is sadistically enjoyable, while the scoring system, unlockable upgrades, and DART-6 abilities all augment this in a fun and interesting manner. The game does tend to lose some of its appeal when the player is faced with repeated waves of enemies in the same locale for extended periods - the same room even - before a boss fight, often followed by the appearance of yet more enemies to dispatch.
It's here where your DART-6 abilities are of little use, outside of being able to go into slow motion in order to cap off a couple of shots before repeating the process again. Why disable all these upgrades when they could be used as an ingenious way of enhancing such encounters? Elsewhere, the ability to 'breach' drones, terminals, and even people mixes up the gameplay, although this is a concept that is never fully fleshed out.
The good news is that the game's multi-platform conversion has been handled well by Starbreeze. The solid frame-rate is remarkable, the lighting model rather impressive, and besides a few hiccups here and there, the visual differences don't impact the gameplay in any way that compromises the fun of the core experience. While graphical quality favours the game with better texture streaming and consistent p resolution, this accounts for little in real-world terms during gameplay: all of the stand-out visual features are there on the PS3, the shadowing is better realised, and the implementation of additional surround sound formats is always welcome.
Syndicate is equally recommended on both console platforms but those looking for the most refined experience would do well to opt for the PC game. The resolution boost and upgraded artwork ensure that playing in p - even at 30FPS - delivers a superior experience compared to the Xbox and PlayStation 3 versions, while a 60FPS upgrade offers a tangible improvement to the way the game actually plays.
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Never miss a thing. It works brilliantly and from the outset Syndicate nails its ultra-modern minimalist vision of the future perfectly. Coupled with a tight graphics engine and varied environments which keep playing through the game exciting, Syndicate is one of the best-looking games we have stuck into our Xbox in a while. Character models also look very good, as do the weapons. Unfortunately the script and most voice acting is a lot weaker, which does detract slightly from the visual prowess.
The game uses something called "dart assist" to put a futuristic overlay on top of the Syndicate world. Think of it like in-game augmented reality, it keeps you informed of everything you can interact with.
Guns also have ammo counts and fire modes projected on to them. The end resulted is a pretty convoluted HUD, which often creates confusion during the more intense firefights. So what is Syndicate all about? The world has been transformed into a quasi-digital dataverse where people interact with objects around them using something called a DART chip embedded in their brains.
The result is a world where class is divided by the quality of the chip in your brain. At the top of the chip bearing elite are those who can do something called "breaching" - the ability to hacking something remotely, to get it to do what you want. The world has become divided between three vast corporations that are so big, full-scale syndicate wars take place between them. You play an "enforcer" called Miles Kilo. His job, like all his enforcer mates, is to wreak havoc on behalf of your syndicate - Eurocorp.
They are on the frontline of an inter-syndicate battle for new technology, which you obtain by yanking the chips out of the brains of high-ranking syndicate members. It definitely works well on paper but the story is scripted in such a way that characters become quickly forgettable.
In all honesty though, the breakneck-pace of the game means any cutscenes simply justify an environment change. We were happy to skip them and get on with the shooting.
Try Mass Effect 3, which has a similar feel but a more involving story. Syndicate plays out like an old-school shooter. Syndicate is a first-person shooter developed by Starbreeze Studios and published by Electronic Arts. It is a prequel to the original Syndicate game. These syndicates have revolutionized how the consumer interacts with the digital world. Since the consumer requires a device to access the world's data and control technology, they can do this in the blink of an eye via neural chip implant.
Civilians flocked to be "Chip'd" and enjoy all that their selected syndicate has to offer: housing, medical, banking, insurance, education, entertainment and jobs. One complete package. One complete lifestyle.
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