Syndicate Confirmed for 24th February Release
- By: Sanzano
- Posted 29th Sep 2011
Because it has become so common and routine a presence in our everyday life, high technology has become expected technology to the average person.
Devices like Global Positioning System (GPS) receivers and transceivers, wireless telephones, Personal Digital Assistants, portable notebook and netbook computers, and self-contained computers so tiny they can be embedded in the knob of the gear shifter in our car are perceived by most people as innocuous objects that are more notable for their absence in our day-to-day life than they are for their presence in it.
Because we hardly ever think about them, it is easy to take for granted the marvels like voice-controlled Internet-connected GPS units in our cars that not only provide turn-by-turn directions at our request, but can also locate and direct us to the nearest petrol station, pharmacy, or restaurant serving burritos at 0300 in the morning.
Then there is our personal wireless phones that not only connect us to the global cellular and data communications network allowing everyone we know to contact us whenever they like from any phone, and serve double-duty as our primary source for mobile entertainment, allowing us to watch a baseball game, listen to music, or play a video game -- not to mention search the web, read and send email, or even send and receive a Fax while sitting in an airplane or driving in our car...
Computer-based tech is so widespread and so much a part of everyday life that it is no longer possible not to imagine the day when we transition from the external devices that represent cutting-edge tech today to internally embedded devices -- quite literally implanting computers inside of people -- when our visual cortex will will become the standard personal computing interface -- which will doubtlessly represent the bleeding-edge tech of tomorrow!
Do you still need proof? Well, modern prosthetic limbs have proven that the relationship between the organic and the manufactured can yield incredibly positive results, so why not CHIP technology?
It is no longer a question of "could" described with words like "maybe" as we must substitute "will" and "eventually" because the development path is easily sussed out, even by the non-tech inclined!
Embedded human-interface computing is the future, so the real question is this: when it gets here, will it be used for the greater social good, or will it end up being strictly a vehicle for corporate profit?
Is it destined to be yet another form of tech that the government will be forced to legislate and license in order to keep it from being abused? Or will it turn out to be the savior of mankind?
Questions like those were the sort of ethical and moral dilemmas posed by game developer Bullfrog Productions when it joined with publisher Electronic Art's to introduce its cult-classic video game Syndicate back in 1993 -- you know, the year before the Internet exploded in our faces?
Well, it is time to update that whole bucket of worms and re-examine the answers to questions that were never fully answered, because on February 21st, 2012, gamers will once again contemplate these questions and the hot-button moral issues that they spawn when they play through the Action-Adventure / Sci-Fi-shooter video game Syndicate that is, this time around, being developed by game studio Starbreeze, who is best known for the video games The Chronicles of Riddick: Escape from Butcher Bay, 2004, The Darkness, 2007, The Chronicles of Riddick: Assault on Dark Athena, 2009, and now Syndicate in 2012.
Make no mistakes about it, there are only a handful of game studios that could do this project justice, and Starbreeze is clearly one of them, especially when you take into account that Syndicate 2012 will be to Syndicate 1993 its literal, spirtual, and actual successor and sequel as well as a rebook and remake. Sound confusing? Keep reading...