Starbreeze CEO Mikael Nermark Gives An Insight Into Syndicate.
Developer Starbreeze
Publisher EA
Platform PS3, Xbox, PC
Release Date 24th Feb
My name is Mikael Nermark, CEO of Starbreeze, and it is time to sum up the incredible experience that has been creating Syndicate.
Now is an exciting time, when our launch trailer is out, the first reviews are about to hit, and soon everyone will be able to play the game that we have spent so much time and effort in making. There have been so many twists and turns on the way that it’s difficult to grasp that it’s all coming to an end. I’ll try to give some glimpses into the background of what you’ll see in the game.
Breaching was one of the first designs that was explored and has since taken several different shapes. In the beginning it was mostly focused on breaching the environment, but has now evolved into an integral part of the combat experience, seamlessly complementing the gun play. The basic concept is still very much the same – with the agents being able to tap into the information network in the world and use it to their advantage – but the implementation is vastly different from its humble beginnings.
Right from the start we wanted to create realistic, intelligent, and responsive AI that acts and looks believable and makes each player’s decision count. Our AI programmers were squarely placed in the AI’s corner, and saw any cheating on their part as an affront, and any encounter won by the player as a disgrace. Luckily for everyone else, the designers had the last word, and it’s now possible to defeat the AI on difficult. But one thing is still certain – play differently and the AI will react differently.
From the start the vision has been for the player to experience vastly different environments. In the final game, four unique locations survive in the Single Player campaign; the Asia-dominated Los Angeles, USA/Europe dominated New York, the Caribbean-inspired floating city of La Balleña and the slums of New York – The Downzone. In the Co-Op campaign there is an even larger variety of environments that are all inspired by the locations in the original Syndicate.
It is very much a team effort to realize a production as complex as that of a triple-A-title. It’s a constant cycle of ideas – design, trial, and iteration – during which countless darlings are killed and some great concepts are filtered, all so that the best and brightest ideas can grow strong and healthy. In about a week all of you will have the chance to get your hands on Syndicate, and I strongly believe that our hard-work, dedication – and most importantly our passion – will shine through in every headshot and enemy breach you experience. Thank you to our community for the incredible support throughout, and I hope you all enjoy the game!
Cheers,
Mikael Nermark
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