Chicago Syndicate (1995)

Depth is the great enabler, it can help reinvigorate even the most stale of ideas, and flesh out the most promising of concepts, Especially in areas where you would least expect them. In 1995, to give some wider context to the world of the Eternal Champions, and the Beat-Em-Up genre, Larcen lives again in the Game Gear exclusive, Chicago Syndicate.

After surviving the events that made him a character of Eternal Champions, you would feel great too!

Providing an alternate scenario in which Larcen managed to survive the bomb blast that took his life prior. Now ostracised from the Mob, Larcen takes up a vigilant force. Having one year to swiftly bring down the various gangs that are part of the Chicago underworld, foiling their schemes for control of the Windy City. This undertaking will require a mastery of strategy and tactics, and utilising information as you attempt to dismantle the Chicago Syndicate.

The regions have different stats, which makes the order and when you visit them a tactical matter.

The game figuratively gets to the point, asking the player to press start to “clean up Chicago” and plops you straight into the warehouse to begin. The warehouse is akin to your hub, where you plot your next move, as you move horizontally, you can highlight what object you want to interact with intuitively. When you are ready, ride the El train to one of the historic districts and render justice against the underlings and lieutenants, ultimately weakening their grip. You can also equip a multitude of weapons or gadgets to help or rely on your fists. Either way, regardless of the direction, how you move is up to you.

You take on six colourful gangs for control of Chicago!

A colourful collection of criminals and cabals compete for Chicago’s control, each of the gangs has different conditions, impacting how tough they are, or their morale. These change throughout the game, making taking on them right now either easier or harder, requiring you to plan far ahead. The world of the Chicago Syndicate moves on without you, so every decision matters, including when to strike, and when to rest. Back at the warehouse, you can grab the latest headlines, or if you’re lucky, receive a tip from an informant, which can help you plan your next move. The sprites and sounds of the Game Gear are well-enough to tell this alternative chapter of Larcen, maybe would have further benefited from a non-handheld release, where these elements could shine. Yet the portability remains a wonderful touch, as do the streamlined controls for optimal play.

Newspapers and informants can be valuable sources of information!

This Game Gear exclusive is a curious creature. A competent beat-em-up which might have found a wider home if it was a standard Mega Drive (or Genesis) release. The freedom offered by the El train is felt by the portability of the console, and the strategic innovations offer a whole layer of hidden depth that can take you by surprise. While 1920 wasn’t the end for Larcen, Chicago Syndicate remains a blast, just not one that takes him out.

While you have a variety of moves, don’t let the goons get the back of you!

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