Cartel is the New Syndicate

skavenhorde

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Forget the "shooter" syndicate because Paradox is making the real one or at least an inspired by version.

You can read the whole interview with Shams Jorjani over at RPS.

Here's just a bit of the interview:

RPS: So you were inspired by Syndicate not actually being remade?

Jorjani: You could say that, but Cartel is a little different than that.

RPS: So tell us a bit about the setting and the game itself.

Jorjani: Well it does take place within a futuristic world, and in that world the cartels do have the power to control entire nations. The cartels are more or less megacorporations, and the main goal of the game, of course, is to ensure that your cartel ends up on top. The “feel” of the game is based in that 1980s concept of the mega-corps: OmniCorp in Robocop, for example. The giant corporation that is all-encompassing and evil, but thinks it is doing humanity a favour. We were a little worried that the name had some drug connotations, but it is still actually about the conflict of big corporations.

So yes, you eliminate the other cartels by doing missions, for which you can decide on your strategies. The game is therefore structured in two parts. You have the action mission part and then the part that takes place between missions. On missions you control a squad of elite soldiers and specialists who are controlled RTS-style. There are a lot of different mission types you can send these guys on, such recon and exploration missions, sabotage missions, retrieval missions, assassinations missions, and so on. These are the kinds of things we are currently experimenting with in terms of making the variety of missions interesting.

Of course you don’t just send your agents in blind, either. You have kit them out, customise them and their weapons, and it’s all about giving you control of your gang. You are responsible for making sure the teams are suited to their mission.

What I should also mention at this point is that although events in the missions will be scripted as part of a campaign, we are also expecting to make the missions themselves dynamic. So if you are sent to assassinate someone he might take his car on one run through, or go to the public transport terminal on another. Our missions will always have parameters that change. A large part of the game will about planning ahead, but also adapting to changes in the mission. You’ll need contingencies.

It sounds like a bit of Jagged Alliance thrown in as well. I guess that makes sense since they are both similar in some ways. I just want to mind control people again :p

You gotta love his attitude:

RPS: So what are you guys up to?

Jorjani: Well we’re making PC games! That’s what we do, right? And we watch the rest of the industry very closely while we’re doing that. We’ve of course noticed that there’s a trend that’s going on with AAA publishers (and actually the industry as a whole), where some companies are moving towards bigger and bigger AAA games, and others are going more and more casual in the Farmville direction. It definitely feels like a polarisation of where the companies in our industry are going. We feel, though, that the middle road, what Cliff Bleszinski says is the “dead” middle class of gaming, is where we are and have always been – cerebral games for smart gamers – and that is where the PC shines. We can make whatever we want, without restrictions.
 
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I'm a big fan of Paradox, not only do they themselves make great games (I own almost every single one that they have made), but they also support smaller companies, by releasing their games (mount & blade, Magicka, Penumbra, Sword of the stars to name a few), and this sounds like a bit of an inbetween, they work together with another, smaller, studio in order to make an interesting game. I'm also glad that they are willing to release a game that they know won't have the same mass appeal of a shooter (though this is their niche, and it has worked well for them).

And it does sound interesting. Syndicate without the technological limitations of syndicate, now that would be just amazing! (The original syndicate did have several issues related to the hardware limitations of its time, like having enemies obscured by buildings and no way of rotating the camera or make buildings transparent). I'm looking forward to this.
 
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I thought you might like this bit of news Grue. :)

I would have posted it in the thread you made, but I didn't want Cartel to be in a thread about this other fake Syndicate-like-shooter thing.
 
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