Written by Thomas G.J. Sharpe
I have a bit of a love hate relationship with Frozen Synapse. In equal measures frustrating and exciting, but I cannot hold the former condition as a fault in the game. It was always my impatience and my lack of forethought that caused me to lose games. Arguably, this is a sign of a thorough game, a formidable design and a ruthless challenge. Indeed, the original game posed one of the most interesting multiplayer situations I've recently encountered.
Frozen Synapse Prime is a ground-up remake of the original
Frozen Synapse. A squad-based, tactical, cyberpunk themed chin scratcher. With
a varied squad of combatants, you direct their movements, aiming, engaging and
so forth, using an intuitive waypoint system. It is devilishly easy to learn
and with Prime, The developers have refined the interface. The use of a radial,
key-bound menu is better than what was a clumsy list. This is a significant
point, as the ease of ordering the squad around the arenas should be as elegant
as possible, as underneath is a game of precision, preparation and
consideration.
The twist is the ability to plan and waypoint enemy squad
members, to predict the outcome of your movements. If your machine-gunner moves
here, does he get brained by a shotgunner? Slight adjustments can save lives,
allowing you to get the jump on your enemy. This is where Frozen Synapse as a
concept really shines. You can agonize over decisions, as most of the time, one
careless move is enough to tilt the advantage toward your opponent in a
critical way.
For me, the original was all about the multiplayer, although
the single player campaign is nothing to sniff at. The dialogue is fantastic,
the story classically cyberpunk, tongue in cheek and full of character. I
however find the missions and A.I underwhelming after the excitement of
peer-to-peer, and this is where I predict most of my time will be spent with
the game. Honestly, I lose most of my games, but it keeps me coming back. It is
similar to X-COM. It doesn't give an inch, brutal but it is never the game.
Aesthetically, this sequel is a huge advancement, however
much the Tron-esque futurist-minimalism was both atmospheric and playful. Where
before the neon walls were devoid of humanity (fitting for the context of the
story), the new arenas are steel-panelled joylessness, functional and
brutalist. It looks great, and they've kept the battlegrounds uncluttered. The
music is, as before, a slick blend of tense ambient classiness. Sound design in
general is subtle, well-placed and sparse.
Overall, a worthy successor to a game that now looks like
proof-of-concept. I am confident that veterans will on the whole welcome the
update, and certainly the accessibility of this tough game has been increased
for the newcomer. Not a lot is really new, but it was pretty much spot on
before, and I look forward to being dispatched by my tactical and intellectual
betters over and over again.
8/10
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