Image Credit: Bethesda
Forgot password
Enter the email address you used when you joined and we'll send you instructions to reset your password.
If you used Apple or Google to create your account, this process will create a password for your existing account.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Reset password instructions sent. If you have an account with us, you will receive an email within a few minutes.
Something went wrong. Try again or contact support if the problem persists.

Original Syndicate Creator Has Doubts About a Sequel

This article is over 15 years old and may contain outdated information
image

Sean Cooper, the designer and programmer of the quintessential Bullfrog classic Syndicate, says he doubts EA will ever actually come up with a sequel and will probably screw it up if it does.

In March it was reported that Starbreeze, the studio behind The Darkness and The Chronicles of Riddick: Escape from Butcher Bay, was working on a new Syndicate title under the codename Project Redlime. The unannounced title had been revealed only as a “classic” EA franchise back in February of that year but according to the report, the game has actually been in development since August 2007. Despite that, Cooper told IncGamers that he doesn’t expect the game will ever see the light of day.

“They’ve been saying that for the last fifteen years,” Cooper said. “Looking at EA’s track record of announcing titles, saying they’re going to revive it… they don’t tend to do it, because I don’t think they really understand what the original game was.”

That lack of understanding leads into Cooper’s other concern: That if EA does release a new Syndicate title, it’ll probably miss out on the elegant simplicity of the original. “Every time I’ve seen a prototype of a new Syndicate it’s just been misguided,” he said. “They’ve tried to be too quirky. They’ve tried to do things that aren’t what the essence of the game was.”

“One of [the prototypes]… it was something about using different senses. Something was leaving a scent and the agents were following it,” he continued. “I remember seeing them demo it in a conference room and thinking ‘What are they trying to achieve? What are they doing?'”

What EA should be doing, Cooper said, is focusing on the only element of gameplay that really mattered: Racking up huge body counts. “The essence of the game was killing people – and that was it,” he claimed. “Big guns. Strong dudes. Terminators essentially. If I have to kill everyone, I will. That to me was the essence of the gameplay.”

Funny, I always felt the same way.

Recommended Videos

The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy