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Get today's popular Digital Trends articles in your inbox: Like all living ecosystems, The Elder Scrolls V: Skyrim continues to change and evolve. Players are still digging through Dawnguard, the first major expansion for Skyrim released earlier this summer, but Bethesda has readied a new patch to help make the game’s world a bit more habitable. The best news that Skyrim patch 1.7 includes a plethora of fixes for those lonely PlayStation 3 users so often left out of the company’s fun. Bethesda announced on its on Monday that patch 1.7. Fixes include a number of upgrades to the game’s Kinect functionality, namely better command recognition, dragon-language shout commands in French, German, Spanish, and Italian, and fixed Dawnguard shouts.

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The patch also fixes crash problems when dragons land. The good news for PlayStation 3 owners is that mounted combat is now available in their version of Skyrim.

Mounted fighting hit PC and Xbox 360 with path 1.6. Patch 1.7 is up on Valve’s Steam right now, and it will be available in the near future for PlayStation 3 and Xbox 360.

I’ve been playing EA and Starbreeze’s contentious FPS reboot of the legendary. I’ve only done a little dabbling in co-op, a report on which I will present very soon (so far: better than singleplayer, but very much in the unlock/ranking modern multiplayer idiom). You can find my rather more positive thoughts on the co-op mode, but below is my take on the campaign mode, and the tale of the hysterically-named Eurocorp Agent MILES KILO. CHOOSE YOUR REVIEW Syndicate is Deus Ex: Human Revolution without the stealth, hacking or conversation. It takes the concept of being a hard-as-nails cyborg enforcer in a near-future world dominated by sinister corporations and leaves you free to indulge in the power fantasy, rather than worrying about what the right thing to do is, how to build the most efficient character spec and whether you’ve found all the side-missions. You’re a walking war machine, so go wage war. Primarily this is in the form of shooting enemy soldiers in the head with a small but ultimately ludicrously powerful array of guns.

A very simplistic cover system and recharging health are your major allies here, but the key difference from other shooters is your Breach powers. There are three of these, although two are pointlessly deactivated for a long stretch mid-game. Also, their effects are largely pretty similar, so it’s really a matter of which one has finished recharging rather than applying any strategy. Backfire causes a spot of damage, makes an enemy fall out of cover and makes them temporarily extra-vulnerable to your bullets. Suicide makes a single enemy execute himself, but if he’s in a group he’ll do it with a grenade. It’s funny the first time.

Persuade turns a single enemy to your side for a short while, but if there are no other enemies around he’ll commit suicide. All of these happen by pressing and holding E. All of these result in there being one or two fewer enemies in front of you. It’s smartly blended with the shooting, in that it becomes an intuitive and effective additional layer of mob management, but it is always the same. As is the infrequently-visited upgrade tree, which offers only faint choice between more health and more damage. On top of that, the game is sternly determined to deny such fun whenever a boss or miniboss appears, something which becomes an aggravatingly frequent occurrence in the later stages of the game.

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These fellows are silently immune to your Breach powers, but invariably you’ll use exactly the same E-and-hold mechanic to temporarily deactivate their energy-shield then attempt to whittle away their big fat health bar before they drop their annoyingly over-powered special attack on you. Syndicate comes across like Human Revolution’s half-wit cousin even at the best of times, but even more so at the worst of times – these godawful boss fights. The difficulty doesn’t so much spike as transform into a thousand-foot tall stalactite of infuriating, grinding cruelty. They’re certainly not impossible, although I did abandon the game what appears to be minutes before the end because I couldn’t face a fortieth miserable attempt at vanquishing my sucker-punching nemesis, but they are this amount of fun: 0. Like Human Revolution they render your special abilities useless, and like Human Revolution they destroy the sense that you’re a superhuman whirlwind of destruction. Instead you’re a guy who hides behind pillars, swearing and frantically wishing your health would recharge a whole lot more quickly. That aside, Syndicate is a competent enough if forgettable and often boring shooter.

There are flashes of real excitement, when it grants you the space and the headcount to decimate a room full of goons with a combination of ultra-guns and mind control and thus like Sir Bad of Ass, bad-ass ruler of Badassia. But then it’ll collapse into ten minutes of making some lifts go up and down, hammering F to slowly open some doors and listening to boring people say boring things.

General technical things: it looks ‘fine’, if occasionally blighted by low-res textures, but somehow even manages to make Blade Runner-esque future cities and secret towns built on an artifical island completely unmemorable. Occasionally it attempts Japanese-infused urban areas, but you’re locked into such a restrictive series of small alleys that there’s no hope of believing it’s a place that actually exists. Oh, and I found the locked, limited FOV rather unpleasant at times, and had to play sat as far back from my monitor as I could. I hope someone manages to hack that. The one thing Syndicate begins to get right is being a power fantasy, but it’s dramatically outdone even in that by the recent Darkness II. That may be even more dribbly of plot and frequently leans towards obnoxiousness, but it is consistently an opportunity to totally indulge yourself in superpowered, semi-customisable excessiveness.

Syndicate, meanwhile, is guilty of that most dispiriting of crimes: overwhelming ordinariness. A boring fact for you: a grumpy I made yesterday reading “they could release a My Little Pony Game called Syndicate and it’d still be more like Syndicate than Syndicate” received probably the most retweets I’ve ever had. The internet sure does get behind someone having a moan. Chithi tamil serial climax.

In amongst the storm of repeats were a few people opining that my 140 characters of open pith were unfair. They’re not entirely wrong, though it depends on the My Little Pony game.

If it was squad-based game set in large, civilian-packed environments and documented a turf war between Ponies (presumably fought by throwing berries at each other or offering stern lessons on treating people nicely), it would certainly be a lot more like Syndicate than a first-person shooter with gigantic guns, infuriating boss fights, an underbaked psychic-hacking mechanic and a plot cobbled unegagingly together from over-familiar bits of The Bourne Identity, The Matrix, Robocop and Half-Life 2. If Syndicate was made because the devs/publishers felt the original Syndicate provided a fertile world to tell stories in, and offer an ‘intimate and close-up perspective’ or whatever marketing codswallop was offered for pulling the ‘oh, just make it into a shooting game’ lever, then it makes no sense that they’ve ignored most of the theme in addition to the genre. The game tells you that in the future, warring corporations basically run the world and are cruel, oppressive bastards with loads of money, technology and weapons. Time to go out and be a cruel, oppressive bastard with loads of money, technology and weapons! There is none of that, outside of endless text-screens of background info gained from tediously collecting hidden items. Instead it’s purely about running through a load of warehouses and corridors and office complexes and headshot some generi-soldiers again and again and again, before (and minor SPOILERS, if you really are so dim that you didn’t immediately guess where Syndicate’s plot was going to go) having a change of heart and shooting some different generi-soldiers again and again and again instead.

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Alright, there is generally a very small scattering of unarmed civilians dropped into the corners of Syndicate’s locked door-infected small spaces and you can kill them without consequence, but I suspect that, like me, you’ll find this to be a particularly apathetic breed of sadism. They cower on sight, and if you can bothered to divert from your soldier-slaying to go kill them, they fall over. You might as well go kick a cardboard box. There’s no sense that this is a society, Orwellian or otherwise: it’s just enclosed spaces with a few cowering NPCs dropped in here and there. You will not feel like a tool of oppression, the right arm of cruel corporate control: you’ll just feel like N.E.

Inches Centi or Yards Metre or Miles Kilo or whatever it is your silent, faceless non-entity of a character is called is deliberately designed to have no personality, as he is a reprogrammed Agent of Eurocorp who’s supposed to just robotically follow orders, but there is an enormous and deflating difference between telling such a slave where to go and being inside the empty head of said slave. In Syndicate ’93, you’re a knowing and driven overlord, calculating your own method of achieving an ultimate objective. In Syndicate 2012, you’re a walking gun who follows preset waypoints until he gets to the cutscene. No subversive sadism. No roleplaying. No inhabiting the dark powermonger fantasy.

No sense of world. No stomach to stick to its ‘you are the bad guy’ concept. Just a man with gun running through a series of doors. A My Little Pony game would at least be about something.

Small, cheap cup, slightly acrid, milk tastes a bit funny. ‘Salright though. Had better, had worse, wouldn’t buy again. Syndicate is out now.

MajorManiac says: @ Bonedwarf & DrGonzo: Yeah. Its usually safer to complain about the quality of the trailer itself. Just like movies, some have great trailers and turn out to be awful, and some others can have terrible trailers but turn out to be brilliant. I absolutely saw this coming.

The co-op trailer made the game look awful. However its easy to make a prediction sound like a belief in the written word.

So if I say: “Based on the trailer, I think this game will be terrible” – Good. As this is my prediction. “This game will be terrible” – Bad. As I’d be saying the game is terrible without actual proof. I’d have to be omniscient for this statement to be true.

And that is how you avoid a grilling. Blackcompany says: Skyrim makes me feel like I am playing a high-fantasy serial killer simulator. The violence is just sosenseless and without purpose. I mean, even in Saints Row III the violence is so over the top silly – and so expected – that you really cannot take it seriously.

But the frequency and magnitude of rewards in Skyrim for obtaining items through the slaughter of innocent people who were minding their own business – as someone else pointed out so accurately – was simply astounding. I thought Skyrim was going to be a role playing game. Instead, it ended up being a mass murder simulator with disturbingly rich rewards and a complete lack of purpose. Blackcompany says: Skyrim is a great game. As an open world adventure game sans plot, that rewards the curious through exploration – if you ignore the plot (what there is of it) – Skyrim is just fine.

I enjoy rolling down-on-their-luck typs adventurer characters, installing mods like Hypothermia, and just surviving in the big, brutal, cold world. I scale down loot, make rare stuff and gold harder to get, improve enemy AI and in general turn the game into an adventure-survival escapade. But the vanilla affair, its writing and enemy AI? Ugh, no thanks.

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Skyrim is at its best when you ignore what it wants to be and play it for it is. Unfortunately, it was sold under the false premise of being a role playing game. More’s the pity, many people believe it is one.

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Blackcompany says: Innocents? What makes a character innocent in video game worlds such as Skyrim?

What makes it “wrong” to kill a character in a big, open world?. Apparently, the answer is: They’re in a town. Take those bandits in fort gremoor, I believe it is. Never did me any wrong. Even warned me when I got too close. Asked me to just go away, leave em in peace.

Was me who pushed my luck and got too close; me who was the aggressor. And I could have killed em everyone without penalty.

Meanwhile, in the city, a Battle-Born kidnapped a Greymane family member. Was gonna have him killed. I thwarted the plot and the penalty for those known wrongdoers?.

A Greymane recruited thugs to beat me up along the road in another game. Hired a whole group. When I returned to town to mete out my punishment, guess what I found?

That’s right, this “innocent” was protected by Essential status due to a later quest, I guess, and I could not touch them. Bethesda has taken guilt and innocence and thrown them out. Completely defenestrated the concept. In its place, they have “inhub” and “notinhub.”. Anyone inhub (a town) is safe.

Regardless of their actions or perceived alignment, they are probably off limits. Most of those “notinhub” are “fair game” regardless of their warnings, their desire to be left to their own devices. So when we talk about “killing innocents” in a Bethesda game I think we need to ask ourselves: What constitutes innocence in this world? What constitutes guilt?. Frankly I feel far worse about the guy in the Northwester Ice Cave and the group of armed recluses in the fort, than I will when I slaughter the damned families of Whiterun once I uncheck that damned “inhub/I-am-safe” box in the Creation Kit.

I thought – I was told – Skyrim was a role playing game. I was sold this game on the grounds it was “Bethesda’s most believable world yet.”. Turns out, that was something of an exaggeration. Blackcompany says: On behalf of gamers everywhere (or a goodly portion of us, I would be willing to bet) Thank You. Let me say it once more:. For expressing in uncompromising language the degree to which we are fed up with uninspired, tunnel-crawling man-shooters with no plot and no inspired mechanics: Thank You. For not pulling your punches: Thank you.

For letting the world know how you feel about having to review yet another of these almost-the-same-game titles: Thank You. Now, if only developers would start listeningheads up, many of us really are ready for something new. Hosndosn says: It means nothing to publishers as long as it sells.

That’s the thing, though: Reviews, criticism and awards have always been a weak but at least resilient counter-measure. It’s only gaming where they usually synch with sales.

There is some motivation to get a creative work out that is both a critical and a commercial success. I believe sites like RPS, game critics in general have a bit of a responsibility to provide that different POV, to criticize a game for being uninspired or wasting an opportunity, even if it’s quick “fun” for the average player (who probably never even played Syndicate 1993 or even get the reference). Kudos for taking off the gloves and calling out a certainly well-polished game for being uninspired and putting that beyond its technical soundness. Even if it means siding with the dirty masses of Hepler-hating, boycott-blowing nerds that I can see one wouldn’t want to associate with when running a respectable games journalism site. Sometimes they’re right.

And I believe they wouldn’t be quite as obnoxious if sites with a little more weight would tackle these issues in a better written way for them instead of asking everyone to just give EA’s latest marketing monster “a chance” it never deserved. Skabooga says: @LionsPhil: Well, it is a pretty stupid idea to remake a bad game, I’ll grant you that, but it might at least be interesting. Sorting out what the major failings of the first game were and finding which parts could be salvaged or were genuinely good, finding the potential under all the errors. In reality, this is already done for good games: sequels, or unrelated games in the same genre, try to take the good and leave the bad of their predecessors. The idea of taking something bad and making something good out of it tickles me, for whatever reason. For example, Limbo of the Lost, that lawsuit-inducing, illogical-puzzle-containing, unfathomable-story-telling game, is by all accounts terrible, but for me it has a certain je ne sais quoi about it, that, if transferred to a better game, could be an enjoyable and unique experience. But maybe I’m just crazy.

D00d3n says: Review is too harsh. Even as a huge fan of the past Starbreeze games who was disappointed with the game, I have to disagree with the extremely negative sentiment. The game still has the Starbreeze oomph factor with an unmatched sense of being physically present in the world, great visual design and game systems that feel good to use. The disappointment here is really the loss of the overreaching and ambition the developer has been known for. A Starbreeze fps without a conversation system, without optional areas, without stealth, without multiple paths and without a hub world? Can only be disappointing considering the pedigree of the developer. Sunjammer says: Oh look at me, I’m a sarcastic disinterested gaming hipster having more fun tearing a game apart with nothing but subjective boredom than offer anything of actual usefulness.

What a crap review, in every way. Just a boring read with little to say other than that you’re bored with life and maybe needs to take a break.

The game is not bad. Every gun it gives you feels and looks fantastic to use, the cover system is intuitive and easy to get around without having you snap to cover in any which way, and the world they’ve made, well, if you’re going to praise the original Syndicate and piss all over this one, your aesthetic ideals are hopelessly skewed. The only, ONLY sin this game commits is to be modest in its ambition. Sunjammer says: Nonsense, I read all of it and gnashed my teeth most of the way through.

You make every obvious RPS-ey My My This Game Has Much Too Few Colors and Also It Was Not What I Wanted Thus It Is Bad complaint. If this site is guilty of one specific thing it’s the inability to appreciate a mainstream product for what it is. Your anguished cries for this thing to be More Like Syndicate are particularly grating. I came through the door with an open mind, and found an FPS that is as rock solid as any I’ve played in years, to the point where you can have a legitimately good time playing it on the highest difficulty setting; I haven’t played one of those since the original FEAR, yet here we have one, but OH POO IT IS LINEAR AND NOT THE SYNDICATE I WANTED.

What exactly would BE like Syndicate, mr man, because I played that original to death and there were plenty enough in this one that reminded me of that one. It appears we remember different things; I remembered ruthlessness and ridiculous guns, and this game has both in abundance. It’s just such spoiled nonsense. For what Syndicate offers, which is a totally linear sci fi manshoot with mostly traditional weaponry, it is as good as they come, and better than most. Complaining about how the world doesn’t feel alive is the most moot comment imaginable in a game where the focus is squarely on putting bullets inside of things. The Tupper says: Mr Sarlix: With prior attempts at civility having gone like spilled seed on the most acrid of loam I am left with little recourse but to reduce myself, however vexing it may be, to your level of rhetoric.

In the interests of decorum, however, I would advise any members of the Fairer Sex who may have stumbled upon this electronic chronicle (perhaps whilst dusting their master’s apparatus) to avert their eyes: You, sir, are a blackguard. Yes, a BLACKGUARD I say!

A rake of the lowest order! A veritable cur! And whilst, due to an uncharacteristic solecism, I reluctantly defer our previous intercourse (caused by a momentary distraction from Lapsworthy, my debentured gout scraper), I make one promise: I shall return! The Tupper says: Sarlix: How dare you.

How DARE you! The very impertinence now reaches levels that even I, with ravaged experience of your mendacity, can hardly fathom! No doubt you make mendacious claim regarding my previous disclosure of a fondness for midnight swims and Grecian wrestling with young manservants, intending to colour such activities as something other than a wholesome desire to enjoy the fruits of youth. Why, I imagine it will not be long before you even have the audacity to suggest something untoward in the relationship between the good Mrs The Tupper and our extrinsic topiarist, Jamal! In order to thwart this anticipated attack, let me assure you in advance that the reciprocity of myself, Mrs The Tupper (and indeed our son, Yusuf) is beyond reproach. ArtyFishal says: It may be futile, but I’d urge people to disregard this review.

This game is really fun. It nails what I want in an FPS: really good combat.

This is the best FPS combat I’ve played since Crysis 2. It distinguishes itself through the weapons, interesting breaching abilities, and many boss fights. Yes!) Old school and kick ass, I hope there is a sequel that gives Starbreeze the resources to really go to town. It’s also genuinely challenging at the harder difficulty levels. This is a plus in my book.

Co-op is amazing as well. My complaints: Great setting, but limited exploitation of it. Relentlessly grim story and world. This future is a little to distant to get attached to. As for Syndicate nostalgia: Go back and play that game, it really isn’t a deep RTS or very tactical. It’s a brutal, dystopic version of Canon Fodder with its distinguishing features being its shocking violence and cyberpunk setting. This game nails those features and is a worthy successor.

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Brun says: I believe that, while I have done a great deal to mature my friends’ taste in video games, they still get distracted by the odd mediocre shooter now and then. As for whether I’ve played it or not – I don’t think I need to.

Unlike many people I know what I like, and based on both this review and the gameplay footage and screenshots, I know I will think it’s a bad game, regardless of any redeeming value that it might have that I could only see by playing it. The article only confirms what I suspected long before the game released. JiminyJickers says: By exclusive to origin you mean origin is required and you can’t get it on steam. You can buy the game in store at other download places. I don’t like being forced to use clients to play games. But most of the games I buy are the disc version from a retailer and most of them still require Steam.

I don’t see how requiring origin is any worse than requiring Steam or GFWL. If he mentioned it as a knock in his review, as you state. Then other games that require other services should be knocked down as well. Sarlix says: Mister Tupper, you are like a thorn in my side, Sir. A stain on my Cravat. A crack in my Refractometer. After recent revelations about Sir Crispin I would have thought you would be content enough to enjoy your little ‘victory’ But this just goes to show what sort of class of person you are.

Simian, quite simian. It amuses me to observe your own grammatical, mishap shall we call it? Using a honorific twice in the first line of your correspondence.

No doubt you will endeavor to alter this and disavow any suggestion of its existence. Alas you cannot fool me, Tupper. You are the Moriarty to my Holmes. And henceforth any further provocations from you will result in my Burlington dueling pistols being dismounted from their display case and given a thorough oiling. That is to suggest violent actions on my behalf. Do not task me, Sir!