Thoughts On: Syndicate

In 2012, Electronic Arts published the first-person shooter Syndicate intended as a sort of franchise reboot of the 1993 title of the same name. Developed by Starbreeze Studios, the game shares many mechanical similarities with their prior efforts, chiefly The Chronicles of Riddick: Escape From Butcher Bay.

The story was written by Richard Morgan, perhaps best known as the author of Altered Carbon, a futuristic cyberpunk-ian tale where human consciousness is stored on a stack and the surrounding body is often regarded as only so much "meat". So devalued is human life (at least the aspects of life not contained on a chip) in the novel that murder not damaging the stacks of the victims is referred to as "organic damage".

The world of Syndicate is a cyberpunk dystopia where multinational mega-corporations (the so-called Syndicates), unfettered by such pesky considerations as anti-trust laws come to dominate and carve up the globe, becoming in effect new breeds of empires, complete with their own military might and consumer bases. Into this world Morgan seems a natural fit, but ultimately the story of Syndicate doesn't quite work, and I will attempt to articulate why.

The player assumes the role of Miles Kilo, an agent in the employ of EuroCorp, the largest Syndicate. Kilo has been outfitted with the DART-6, the latest in chip implants, giving him an edge in combat against less advanced hardware/wetware. The game makes it clear early that EuroCorp, and indeed all the Syndicates, are "bad guys".  From our position, there is little defensible about the contempt for which they hold human life, and the social stratification which they preserve and propagate. EuroCorp is "the Man" and Kilo is an embodiment of that. Decked out in a black trenchcoat, with black gloves clasped around cold steel, cybernetically augmented with the latest tech, Kilo is an angel of death. At one point the game plunges the player into the Downzone, that part of the city where the non-chipped are relegated to live which is confined to poverty and slums. Resistance that Kilo encounters shout out at his arrival. "Agent!" they cry. And indeed the player is an agent. Agent of death. Agent of evil. It struck me during my playthrough that Syndicate is in a sense not unlike playing through The Matrix, as seen through the eyes of Agent Smith.

The acknowledgement that the player is evil and is aligned with evil, complements the game-play, which emphasizes gunplay and gore. In fact in the early-going it is a refreshing change of pace from the bulk of first-person shooters. The genre is littered with game-play that consistently devalues human life, that speaks of nihilism and that rewards the player for satisfying his or her most base instincts. Often games will delight in the gore and mayhem spewed forth from the player's weapon, as if the body parts and debris were part of some macabre circus act. But grafted on top of that game-play is often a narrative justification for the carnage, an assurance that the player is the "Good Guy", and a glossing over of the real consequences of the player's actions that crosses over the insincere and borders on sinister. In Syndicate there is no pretense, what the player is doing is evil, is meant to be understood as evil, and yet... it doesn't want you to stop playing.

The game is broken up into chapters referred to as milestones. At the end of each milestone you are treated to a summary of your performance. "Are you meeting your targets?" the cold white text asks against the stark background while statistics for accuracy, number of headshots, and time taken for completion are assembled with the same clinical presentation we expect from a company's quarterly report. Perfect.

But then the game throws this all away - a bold move - and it doesn't quite pay off. Kilo switches sides and decides to take on his corporate overlords. For me this change doesn't work because so little time is invested in establishing Kilo as a character - he is an empty shell, a perfect vessel for nihilistic aggression but hardly for making moralistic judgments - and because the shift occurs so abruptly and is dealt with so quickly. Further it is undermined by the fact that the game-play remains unchanged after the switch, the only difference being the colour of the uniforms of your enemies. The narrative seems to want you to think that you are now working for the "Good Guys" and here it falls into the same trap of so many other first-person games, offering up weak justification for ostensibly evil acts. Kilo is provided little in the way of motivation. He discovers that he was abducted by EuroCorp when he was only eighteen months old, his parents murdered, and trained and indoctrinated to become an agent. While some measure of hatred against EuroCorp is understandable, ultimately, what else does Kilo have? He never knew his family, has no family, and what's done is done. Kilo is a killer through and through, and from the world set up in Syndicate, it's not a terrible position to be in, it certainly seems preferable to being an aimless consumer in a society that regards them as little more than cattle. This revelation seems insufficient to turn Kilo. It's perhaps hinted that Dr. Lily Drawl, the EuroCorp scientist who is instrumental in turning Kilo, may have implanted some modifications into Kilo to facilitate his switch, in which case his changing sides isn't really of his own volition, but this is not given space to make it a clear justification.

Games can be a tricky medium for expressing a story. Disconnect can occur wherever there is disagreement between the game that is being played and the story that is being told. Problems are mitigated when the story is kept simple. In most games the player starts at some condition and gradually grows in competence, ascending a sort of hierarchy within the initial framework. The initial condition is the one for which there is the most leeway, since it serves as a filter. If someone is willing to play your game, chances are they are willing to accept the premise with which the game starts. From a narrative perspective, this makes "turns" difficult. In Syndicate, the player starts as an agent for an evil corporation. But then in Syndicate all corporations are evil, so what alternative is there? The player acquires skill and proficiency in the game's systems, taking on increasingly challenging threats, "ascending" through the ranks of EuroCorp. But then the player switches sides. Why? The system was working for us. The picture of a dystopia painted by the game may impress upon the player of the need for change, but does it make an impression on Kilo? Having been raised in this world, it's unclear that Kilo should react to the status quo with any sort of revulsion, and with every game-play interaction he and the player reinforce acceptance of that status. OK, then, says the player, I'm a bad guy and evidently I'm OK with that. When Kilo switches sides it seems borne of a strange narrative necessity rather than any internal conflict building within him. Changing sides changes the game. Except the game doesn't change.

Syndicate struggles with its desire to ultimately be optimistic, to have a positive outcome (or rather the possibility of one) within the confines of its dystopia. If the player was situated as a member of the resistance from the start then the game would maintain more narrative consistency, but this would feel decidedly un-Syndicate like as the original game had you playing as a syndicate executive sending agents out on missions. The game could have maintained the protagonists role as villain and continued to ask the player to reflect on the world as he or she participated in it. Perhaps there was a fear that this would be seen as an endorsement of the status quo as portrayed in Syndicate? This could be bluntly addressed by having the player lose in the end, driving home the point that you were playing as the villain all along. More subtle options would also be possible, although their effectiveness would naturally depend upon their execution. Then there is the path chosen by the game, whereby the main character switches sides. This isn't an inherently bad tack to take, but it is a difficult one to get right. The game is relentlessly focused on action and the moments of a slower pace and of exposition are brief. There is little in the way of game-play outside of the core combat loop. This leads to the narrative development needed to properly sell "the turn" not taking place - the game demands action. More exposition could help the narrative, but since Syndicate's narrative bites are bereft of game-play this would doubtless have been poorly received.

Around the time Kilo turns, Dr. Drawl explains that she developed the DART-6 chip in an attempt to make the Syndicates more human. She then admits that she was mistaken. This could have been leveraged as a way to help sell Kilo's turn. Throughout the game it is established that the chip is powered by adrenaline. Periodic "empathy spikes" or a similar device could have been deployed along the missions to communicate to the player the idea that Kilo is maybe not entirely OK with doing his job. Dr. Drawl's statement would then shed light on Kilo's turn, letting the player know that his use of this new experimental chip has been working to establish some humanity in him. Kilo could be aware of this, but rather than resent the fact that he was manipulated, he might indeed appreciate his newfound humanity, and so Kilo and the player could once again be in sync.

There is one moment where Kilo is given the barest hint of a character. Near the end, before confronting top executive Jack Denham, Kilo must take on Agent Merit, his former mentor and companion throughout much of the early game. As he beats Merit to a pulp with his fists, the camera jumps out of first-person and becomes third-person for the first time in the game*, representing this passionate loss of control. Kilo stops, blood pooling at the base of Merit's lifeless skull, and holds his hands up to cover his face, remorseful for what he has done. So Kilo does feel something! He can feel something! Keep in mind that throughout the game Kilo has been voiceless, and until this point never seen. Therefore what we know of his personality can only be inferred through his actions. His actions are limited by the game-play to killing. To be fair to the game this isn't entirely true. Between certain milestones the game presents a few single sentence phrases intended to be in Kilo's voice. These provide a very small window into his thinking. As well, during the chapter select screen the description for each milestone is written in Kilo's voice, so again some personality can perhaps be inferred. The chapter select screen is not at all necessary though in a regular linear campaign play-through and so it is a simple affair to miss this light exposition entirely. But this small amount of self-reflection is not enough to retroactively provide context for the rest of Kilo's story. In fact to some extent it further confuses Kilo's motivation. Kilo takes on his own mentor at an emotional cost to himself on behalf of the little people who we are not sure why he has decided to side with.

*Actually the game switches to a third-person point-of-view earlier in the game for the introduction of the first boss. However, Kilo is never seen in this perspective, it is used to show what is occurring beyond Kilo's field of vision and is not repeated for future boss encounters, making it feel like a remnant from an earlier revision of the game. The game also exits Kilo's point-of-view again, going to the first-person perspective of an unnamed Agent (possibly Merit but it isn't said) to re-enact a memory of Kilo's parents being murdered and him being taken as a child.

There is perhaps a more complex and possibly more charitable reading of Syndicate's story, one that is less rote. Here Dr. Drawl is understood as the villain, someone seeking to destroy order. She manipulates Kilo, through the use of an implant that she designed with possible undocumented side-effects, through a revenge motivation with a fabricated memory of Denham having his parents killed and taking him as a child, and through sexual enticement via the nebulous but ever-present implicit possibility dangled between them. At the end Dr. Drawl admits that even after he was on her side she was lying to Kilo in order to motivate him to go after Denham. Ultimately she hands Kilo a gun and asks what he'll do now that he is free. However, earlier in the game the player's attempt to execute Drawl is met with a counter-attack by the DART subsystem owing to safety protocols. Dr. Drawl is not seen to put herself needlessly in danger, so even as she hands Kilo a gun we have no reason to think that she is not still in control. The player cannot control Kilo to aim the gun at Drawl, it seems the thought does not even occur to him, cannot occur to him, so complete is her control over his psyche. In this view Kilo's actions become explicable. He has not been granted more humanity and come to side with the "Good Guys", he is simply being manipulated against his will. That he is blind to this manipulation only speaks to its completeness. Then Kilo's sudden turn is also more understandable, the revenge plot coupled with the unstated promise of sex in combination with unseen cybernetic machinations is enough to flip the switch in Kilo's brain. And it really is just that - a switch. He swaps from being a slave of the EuroCorp Syndicate to being a slave of Dr. Drawl. Kilo's murder of his former mentor now takes on an extra dimension of sadness, since truly Kilo has no internal reason for his actions. He betrays the only family he has ever known, simply because he is a puppet and cannot do anything else. In the end the Cayman Global Syndicate has gone to war with EuroCorp, orchestrated by misinformation by Drawl and her associates. The Spire, EuroCorp's once proud towering proclamation of their might is burning, and Kilo? Just another tool to be called upon and then disposed of by the nefarious Dr. Drawl.

Shortly after being freed from captivity by Kilo, Drawl says to him: "Denham took your life once. Are you going to  let him take it again? It's him or US?" Us? What 'us' is she talking about? Her resistance movement? But how could that yet include Kilo, who moments before she was unsure of whether he was going to help her or kill her? Again, the implied sex, the carrot of possible sexual union dangled over Kilo. Dr. Drawl's teasing of a potential relationship is continual. In Kilo's twisted psyche he may even see this as reasonable, having just removed the nearest obstacle in such a relationship by murdering (or rather precipitating the suicide of) her ex-boyfriend Kris aka the terrorist "Logos".

At the end of the first mission, Lily Drawl initiates and completes a chip-to-chip transfer to Kilo. It's not clear what exactly this means, but it is obviously something that she doesn't want anyone to know about, as she dismisses her subordinates in order to do it and is caught off guard when Jack Denham and Agent Merit arrive suddenly on the scene.

It's worth pointing out that within the story the player starts on the same page as Kilo. The first mission is Kilo's first real mission, as Agent Merit informs Kilo how things will be different from training. He also notes that civilians are expendable, something that presumably would not be worth noting if Kilo were previously acquainted with it. As such, when the player sees Agent Merit ruthlessly murdering civilians, this is the first time Kilo has seen such atrocities committed as well. So rather than being able to justify such actions based on past experience, Kilo presumably relies on some chip conditioning from his DART-6 implant. That the conditioning does not go exactly as EuroCorp might expect may be due to the chip-to-chip transfer that Dr. Drawl initiates.

Near the end of the game Denham asks Kilo why he has turned against EuroCorp. He asks if it was for Lily Drawl and refers to her as a "DownZone whore". The language is harsh and seems unwarranted, as if it serves only to crystallize in our minds the villainy of Jack Denham. But perhaps the accusation is not without merit. Drawl uses the promise of sex to entice and manipulate, just the sort of behaviour one expects from a whore. More importantly, she violates her business contract with EuroCorp, in the world of Syndicate, a crime equivalent to the violation of a social contract. She fraternizes with Gary Chang, her counterpart at a rival syndicate - sleeping with the enemy - she subverts EuroCorp by compromising its asset (Kilo) with an unsanctioned chip-to-chip transfer - breach of trust - and she uses that asset against EuroCorp through manipulation without emotion or hesitation. But a whore is different from a backstabbing traitor, a whore sells her own body, a kind of self-betrayal. To Denham, Lily's self is tied up with the syndicate, so the pejorative appears to apply.

It might be tempting to criticize Syndicate for putting too much of the story at its margins. Information about the world and subsequently the plot is relayed through business cards (essentially emails) that must be picked up throughout levels as a collectible, propaganda (again sought out as collectibles) and through information drops received over the course of the game. This information must be read in the game's menu, taking one away from the action and the immediacy of "the game". One might even try to say that these additional pieces of information should be unnecessary for an understanding of the narrative. But Syndicate is a piece of cyberpunk fiction, a key component of which is of an ugly sometimes hidden reality, where finding the truth requires careful scrutiny and searching to see through the lies and misinformation. A plot that is delivered in part in an interactive way, requiring the active seeking out by the user, one that exists "on the margins" feeds into Syndicate's cyberpunk sleeve. As such, every piece of propaganda, every email, every incidental environmental detail should be considered in an analysis of Syndicate's narrative. No element should be dismissed as too obscure for inclusion. It follows also that a proper appreciation for the narrative can only be discerned when all elements are included in the analysis - a straightforward analysis will lead to unsatisfactory answers.

Kilo's Own Words:
I am a weapon, command me.
Evaluate, adapt, destroy.
You are in my way.
Don't lose her.
Why did she help me?
Why do they keep fighting?
I am not a machine.
I am the future.

Addenda


Agitprop


It's worth noting that throughout the game Kilo can find and identify pieces of Syndicate propaganda. Looking at this propaganda through the DART-6 overlay will reveal some anti-Syndicate message but also pro-Syndicate corporate BS. It could be reasoned that the anti-Syndicate messaging influences Kilo's thinking and is part of the machinery used to cause him to turn. It's worth noting however that this propaganda must be sought out by the player and can be completely avoided during a playthrough. In my first playthrough of the game I identified a paltry 4 out of 60 pieces of propaganda, so it hardly registered in my mind as helping to justify Kilo's change of heart. The bulk of the propaganda is pro-Syndicate as well, so why Kilo would be more heavily influenced by the anti-Syndicate propaganda is not clear.

Question


What exactly is Jack Denham doing in the Downzone at the end of the first mission? For that matter, what is Dr. Drawl doing there? This is a dangerous area and in extremely close proximity to non-EuroCorp territory given the firefights Kilo just encounters. While a nearby extraction point makes sense, it also makes sense that Kilo would be taken to a safer area for a mission debriefing. A high-level executive descending to a hotly contested Downzone area simply to check up on one of his agents (regardless of how promising) seems needlessly reckless. This seems to be a concession made to keep the pace up, without due consideration for logistics. Alternatively, one could argue that it demonstrates how Denham is not afraid to get his hands dirty and the urgency of Kilo's next mission. There seems to be no armed EuroCorp presence protecting this location, so again it seems reckless.

Voice-acting


While Rosario Dawson delivers the voice-over equivalent of a resting bitch face as Dr. Lily Drawl, Brian Cox and Michael Wincott slide naturally into their characters, who while remaining flat also convey an easy believability within the fiction. Overall the performances are good, and the voice-work is supplemented by animations that while somewhat stilted help to sell things through a combination of gestures and subtle ticks. But the real star here is Kath Soucie, who voices the DART-6 chip, the voice in Kilo's head. In concert with some voice manipulation, the DART-6 manages to come across alternately as considerate and sinister, and entirely corporate. By contrast the voice-acting in the co-op portion of the game falls into the nails on a chalkboard category. One of the playable characters, Akuma, has a voice that seems to be an amateur cross between Batman The Animated Series' Harley Quinn and The Simpsons' Lunch Lady Doris. The lines that the characters spout are no better. I can't recall such bad voice-work in a AAA multi-player first-person shooter since Unreal Tournament III <shudders>.

Voiceless protagonist


Despite not imbuing Kilo with a voice, the game manages to convey a certain personality simply through the character animations as viewed through the first-person. Kilo never seems in a hurry, his movements are slow and deliberate. Chain-locks over fences are torn apart by a swift yank from a single hand. Melee takedowns are brutal and precise. While it takes some adjustment to be comfortable with Kilo's slowness especially in comparison to the skittishness of the enemies (a disparity that seems more pronounced on the HARD difficulty), it ends up speaking to his power. Kilo is an agent, the hand of the syndicate, the 'Man', he moves with cruel efficiency and merciless purpose. The impression is built up of a programmed killer, an instrument to be wielded. Kilo says as much, as one of the early inter-mission interior dialogues says: "I am a weapon, command me." Unfortunately, while this type of characterization works so well for selling the image of a brutal psychopath, it works against the idea of Kilo choosing to switch sides.

Feel of Evil


Syndicate does a great job of making you feel like a cyborg. The heads-up display is a clinical UI (albeit a little too large on screen) that communicates a believable amount of information. Environmental information is overlaid within the space in an augmented reality setup. Floating tags identify weapons that can be picked up, others advertise ammunition for weapons that Kilo is carrying, while magazine and overall ammo counts for firearms appear floating over the weapons themselves when wielded. It's all explicable within the fiction of the game. You feel like Robocop, Agent Smith, Darth Vader.

References


Starbreeze Studios (2012). Syndicate [Video game]. Electronic Arts.

Bullfrog Productions and Ocean Software (1993). Syndicate [Video game]. Electronic Arts.

Starbreeze Studios and Tigon Studios (2004). The Chronicles of Riddick: Escape from Butcher Bay [Video game]. Vivendi Universal Games.

Morgan, Richard K. (2002) Altered Carbon. London, UK: Victor Gollancz Ltd.

The Matrix. (1999) Directed by the Wachowskis [Film]. Burbank, Calif: Warner Bros. Pictures.