Revisiting The Syphon Filter Series: Part 3

The year is 2001, and the Playstation era is coming to an end. The next generation of video game consoles are coming out with games that take advantage of new hardware to deliver unparalleled graphics and experiences. It was easy to assume that the Syphon Filter story would jump ship and continue on the Playstation 2, but Sony, to the surprise and delight of people like me who couldn’t afford a shiny new console, released Syphon Filter 3 on the original Playstation instead, bring Gabe Logan’s story to an end. (While leaving things open for further sequels, which would eventually come along a few years later.)

Syphon Filter 3 is something of an odd duck in the original trilogy: the story consists of Gabe, Lian, Lawrence Mujari, and others testifying in Congress about their involvement with the Agency and the Syphon Filter virus, meaning that half the missions are flashbacks, with the other half mainly treading water until the finale. Coupled with only a few new additions to the franchise (a few new weapons, slightly better graphics, and the addition of mini-games), and it’s easy to see why many fans see Syphon Filter 3 as a mission-pack sequel. I agree with that assessment, but that doesn’t make Syphon Filter 3 a bad game, though I do think it’s the weakest of the trilogy; most of the present-day missions feel like padding that doesn’t advance the story (such as everything that takes place in Ireland), and I would have preferred to have a longer climax instead of just two levels. But the game does have the most variety of the series when it comes to locations and playable characters, and it continues the series’ trademark of unique action sequences. Best of all, though the story is left open for further sequels, the main storyline of the Agency and the virus itself is wrapped up well enough that the saga could have ended here. And for people like me who aren’t fans of what came after, this is indeed the preferred ending. (Mara’s submarine in the post-credit scene? It developed a leak and imploded, so the virus is still lost on the ocean floor.)

Let’s take a look at Syphon Filter 3’s levels and see how well they stand the test of time. And as with the previous two articles, this list will spoil the story for anyone who hasn’t played the game yet.

19. Aztec Ruins

It’s only fitting that the last game in the PS1 trilogy goes back to where everything started and explores Gabe and Lian’s mission to Costa Rica that we saw in the opening cutscene of the first game. While SF3 lets us discover that Gabe got to do lots of cool stuff, we also learn that poor Lian was stuck running around the labyrinthine levels of some Aztec ruins to rescue lots of scientists, destroy virus samples, destroy computers, retrieve artifacts, warn Gabe about mines, file her taxes, and do a book report on War and Peace. Okay, maybe not the last two, but like the Agency Bio-Labs of SF2, and the abandoned cathedral of SF1, this is a huge level, but nowhere near as fun, and twice as long, and it’s surprisingly easy to miss some of the things you need to find or destroy, leading to lots of tedious backtracking. It also has a whopping 26 checkpoints, the highest of any level in the series!

Best story moment: Meeting Dr. Elsa Weissinger for the first time, story-wise, the same woman who will infect and experiment on Lian and so many others in future games.

18. Waterfront

Despite their importance when it comes to receiving and shipping goods responsible for the functioning of modern society, I’ve never found docks to be interesting places for action sequences, and the Waterfront level is no exception. Aside from the ever-solid gameplay, there’s nothing really memorable here.

Best story element: Gabe and his new partner Maggie Powers learning that the IRA has the virus and is trying to escape so they can unleash it upon Europe, giving the player a very good reason to go after them.

17. Dockyards

More of the same as the Waterfront level, save learning that the guy you’ve been sent to save is actually an IRA operative. Oh no! Thankfully, you manage to kill him before he escapes with the virus. Yay!

Best story element: Watching the SS Lorelli be sunk, taking the virus with it to the bottom of the Atlantic ocean and stopping anyone else from getting their hands on it, ensuring that all your efforts were successful. Plus, the bubble sound effects of the sinking crates is cartoonish and unintentionally funny.

16. Australian Outback

Lady power time! This modern-day mission has Lian tracking down Dr. Weissinger to kidnap her and gain more information about who’s truly behind the Syphon Filter virus, but ends up with her doing everything she can to save the local Aboriganies, who have become unwilling test subjects. Gameplay-wise, there’s nothing extraordinary here, but but I like how this is the first mission in the series where all the main characters are women (Lian, Weissinger, and Powers), which is a refreshing change of pace from the normally testosterone-filled spy genre.

Best story element: Lian changing her mission and refusing to give up on the test subjects, as she knows exactly what it’s like to be infected by the virus and wants to spare others from suffering as she did.

15. Pugari Goldmine

Lawrence Mujari gets his chance to shine with a flashback mission detailing his efforts to free trapped slaves from a mine in Africa… though there’s not too much to this level, aside from the satisfaction of freeing workers being held against their will.

Best story element: The protagonist infiltrating a facility to free people being held against their will.

14. Pugari Complex

A continuation of the previous mission, this one starts off with Lawrence getting to ride a mine cart out of a collapsing mine, a great way to start things off. Aside from that, though, this is another average level with no bad elements or standout moments.

Best story element: Finally learning the origin of the Syphon Filter virus: That it came from a mine in South Africa, rather than being something engineered in a lab.

13. Yuendumu Village

Continuing on the previous mission, this one has Lian sneaking into a remote village to save innocent Aborigines before they can be executed. The Syphon Filter series have few missions dedicated to saving innocent people, and this is one of the better ones, combining stealth with a moral imperative. Being able to eliminate the man responsible for it all is just icing on the cake.

Best story element: Elsa Weissinger deciding that if she’s going to be betrayed, she has no qualms about betraying her former employers, and gives Lian a data disk that will allow her and the others to finally unravel who is behind the entire Syphon Filter operation.

12. Underground Bunkers

Every Syphon Filter game features a level revolving around sneaking through darkened, underground passages without a map, and SF3’s contribution is the Underground Bunker, where Teresa has to escort her new survivalist friend, Dusty, and his pregnant mother to safety while being swarmed with rogue NSA agents. So not only do you have to get through a very dark and easy-to-die mine complex, but you have a dreaded escort mission as well. Still, the claustrophobia here is effective, and it’s satisfying to get Dusty and his mom to safety at the end.

Best story element: Having to escape rogue government agents with a pregnant woman who could give birth at any moment, making said escape all the more challenging.

11. Kabul, Afghanistan

The Afghanistan levels of Syphon Filter 3 are dark, moody, and atmospheric, and the first one sets the stage with Lian infiltrating the war-torn ruins of Kabul. The stage excels at feeling like a warzone that’s momentarily quiet, but the big draw here is learning how Gabe and Lian met for the first time, beginning a partnership and friendship that would last for decades… but you know what’s even cooler? Getting your hands on a gun that can shoot through walls!

Best story element: Saving an extraction helicopter from four goons with grenade launchers by shooting said goons with a gun that can shoot through walls.

10. Costa Rica Plantation

Years after we first saw it in the opening cutscene of SF1, we finally get to see exactly what happened when Gabe and Lian reached Rhomer’s plantation in Costa Rica. While the cutscene just revealed that poor Ellis was executed, and that Rhomer set everything on fire, we get to see what really happened, which includes Gabe gathering samples of the virus, freeing slaves, sabotaging helicopters, and avoiding land mines. What’s more impressive is that this is the trilogy’s first jungle level, and it’s pulled off well considering the technical limitations of the original Playstation.

Best story element: Seeing Gabe freeing slaves, and then gunning down the people who were keeping them against their will.

9. Militia compound

With the treasonous rogue agents exposed, Teresa has to try and save as many survivalists as she can from those determined to wipe them out. This is a standard level, but like it’s immediate predecessor, the atmosphere and music are top-notch, and it’s neat to meet Stevens – the mastermind of the Australian massacre – decades before that happened. While it’s tempting to kill him, alas, that would create a time paradox, which means the player has to let Stevens live, while knowing how he will meet his ultimate end decades later.

Best story element: Some of the survivalists remembering how Teresa helped them out and returning the favor by giving her a grenade launcher to help blow up those dastardly rogue agents.

8. Paradise Ridge

In a twist I didn’t see coming, it turns out that Teresa was only wounded by Jason Chance at the end of SF2, leaving her to pop up unexpectedly near the end of SF3‘s second act, allowing her to recount a mission where the raided a survivalist compound in the snow-covered mountains of Montana with the ATF and unknowingly helped rogue NSA agents who wanted to wipe out the survivalists. While my teenage brain had a hard time keeping track of all the factions shooting each other, the mission is a nice change of pace from Syphon Filter’s usual urban locations, and features survivalists depicted as innocents (albeit, ones who aren’t afraid to shoot first and ask questions later). The music’s pretty sweet, too.

Best story element: Portraying militia members as innocents in a combat situation. Not friendly and pure of heart, mind you, but still innocent.

7. S.S Loreli

Gabe’s been everywhere from Washington DC, Russia, the jungles of Costa Rica, and abandoned cathedrals in Europe, and now he finally gets to go on a ship that’s setting sail with large shipments of the Syphon Filter virus. This is a great level filled with plenty of running and gunning in an environment we haven’t seen before in the SF series.

Best story element: Seeing a particularly cheerful crewmember, making him stand out among his serious, gun-toting brethren.

6. Convoy

Chronicling one of Gabe’s earliest combat missions, this mission takes us back to a late 80’s Afghanistan, where Gabe teams up with Ellis (the guy shot by Mara in the opening cutscene of SF1) and Benton (the guy Gabe killed in the first museum level of SF1) to get a damaged truck full of weapons to safety, all while under attack by Afghan rebels and a road littered with landmines. The Syphon Filter series hasn’t done desert environments before, so going through a desert at night is a unique situation, and the moody music helps set the mood for an intense mission filled with plenty of gunfights.

Best story element: Working with Ellis and Benton, which gives two minor side characters a chance to take on a starring role, despite knowing how their lives will end in twenty years time.

5. The Beast

While Solid Snake may be video gaming’s secret agent who has the record for most unique boss fights, Gabe’s no slouch either, having taken on a helicopter, multiple adversaries in bullet-proof armor, and, thanks to this level, a tank! Unlike Solid Snake, though, Gabe has to be much more careful in how he engages this Soviet monstrosity, making it feel more like a horror level (the sound of the tank treads is downright chilling), as he has no health powerups and has to lure the tank into a trap rather then engage it in a one-on-one fight. While a short level, it’s one of the most intense in the series.

Best story element: Seeing Gabe – a lone infantryman – taking on a tank by himself and winning.

4. Senate Building

It isn’t until the last two missions that SF3 finally starts wrapping up the PS1’s story, and boy does it start with a bang, revealing that Gabe’s interrogator, Secretary of State Vince Hadden, is the man who has been in charge of the Syphon Filter project all along. But with him dead, Mara Aramov and her men have filled Congress with over twenty bombs, taken hostages, and intends to detonate a viral bomb in Washington DC. It’s one hell of a way to start the finale of the game, and the series as a whole, as Gabe rushes to stop the bombs and save hostages.

Best story element: Gabe having to save a famous landmark and seat of power for a government (Congress) before it’s destroyed.

3. Hotel Fukushima

Every Syphon Filter features a strong opening, and I think Syphon Filter 3 has the best one, featuring Gabe infiltrating a hotel in Tokyo during a nighttime rainstorm to assassinate a Chinese rebel leader who wants the virus for himself. What follows is a sneaky infiltration mission, a high-rise shootout, and then a fast-paced gunfight to escape the hotel and rescue an innocent hostage in the process. It’s a fantastic way to kick the game off and get players hyped for the rest of the game.

Best story element: a shootout that takes place between two high rises where Gabe manages to take out the leaders of a terrorist organization.

2. C5 Galaxy

He’s been in cathedrals, burning subway stations, ships, underground labs, and runaway trains, and now Gabe heads to the skies in a C-5 Galaxy (which, for some reason, is depicted as a C-130 in cutscenes) in an attempt to stop Rhomer from escaping from his Costa Rica plantation. Essentially a boss fight level, this stage features a very clever way of having Gabe fight and defeat Rhomer while leaving him alive to be killed off for good at the end of SF1: bring back Chance’s body armor from the end of SF2 for Rhomer to wear, making it impossible for Gabe to kill him. While the level is short, being able to face off against Rhomer once again in a unique situation makes it a great one.

Best story element: Gabe being able to fight and defeat Rhomer once again inside a flying cargo plane, but in such a way that Rhomer survives to reappear in the original game.

1. DC Subway

One of my favorite sayings is that, while it’s good to begin well, it’s better to end well, and SF3 wraps up the PS1 trilogy by taking the player back to Washington DC, where the series first began. With her plan to destroy Congress foiled, Mara Aramov takes a subway train and plans to unleash the Syphon Filter virus in the Washington DC subway system, infecting and killing millions of innocent people. Only Gabe has a chance to stop her, and to do so he’ll have to fight his way through the subway as it races through the same tunnels where he and Mara first fought years ago, and the ensuing gunfights, hostage rescues, and final confrontation with Mara makes it a great way to end the series.

Best story element: Gabe climbing up onto the top of a speeding subway train and shooting Mara in the head with a gun that can shoot through metal.

And with that, that’s a wrap for the Playstation one trilogy. Tune in next time for an analysis of the best and least-enjoyable levels to see what story lessons the Syphon Filter series has to offer.

Revisitng The Syphon Filter Series: Part 1

The 90’s were a magical time for video games: At the beginning of the decade, we had 16 bit consoles and ended the decade with the PlayStation and CD’s. It was a transition from 2D sprites to 3D worlds, and with that transition came many franchises that stuck with the kids and teenagers who, in a way, grew up with them.

For me, the franchise that stuck with me the most wasn’t Super Mario, Metal Gear Solid, or Resident Evil, but Syphon Filter, a third-person action adventure series that followed secret agent Gabe Logan as he traveled around the world in a race against time to stop a deadly virus that, if released by its terrorist creator, Eric Rhomer, could kill millions. For my teenage self, it had everything: An awesome protagonist with a badass voice, a gripping story, great gameplay, cool guns, incredibly catchy music, and some highly creative and unique scenarios that the player encounters when going through the levels.

I’ve been meaning to revisit the Syphon Filter series for a while now to take a look at it from a writer’s perspective. But instead of your typical retrospective that would focus on the story, the characters, and the gameplay, I figured I’d try something different. As much as I enjoy the story, it is a standard secret-agent, espionage story with evil agencies, double-crossings, conspiracies, and the like. Therefore, instead of doing my usual analysis of what works and doesn’t work in each game, I’d like to go through the games and look at their levels instead and see what unique moments, hooks, and ideas they have. Today, we’ll start off with the first game in the series, 1999’s, Syphon Filter. And to mix things up a little more, we’ll go through the levels in order of how I enjoy them, from least to best.

20. Stronghold Catacombs

Syphon Filter’s least enjoyable level has you start off sneaking after some killer monks to save elderly, morally bankrupt CEO Phagan from being murdered, then doing a dreaded escort mission for said CEO through endless identical, ugly tunnels, and then do another escort mission to save Lian Xing, your partner you thought was dead. Though it’s nice helping her bust out of prison, the level’s size, ugly visuals, length, and having two escort missions makes this the game’s least enjoyable level.

Best story element: Learning that a partner who you thought was dead is actually alive and rescuing her (and unlike the morally bankrupt CEO, she actually has a gun and can defend herself, making your job easier).

19. Pharcom Elite Guards

This is pretty much a repeat of the Warehouses level (see the next entry), but harder. Plus, it’s much more of a maze this time around, and the Pharcom guards are now focused on you rather than Rhomer’s men, meaning you’re under fire constantly throughout the mission, and all of them wear flak jackets, meaning they require a headshot, leg-shot, or explosives to take out. Plus, finding some of the dead bodies you’re supposed to tag is a pain in the butt.

Best story element: The revelation that the silo you’re heading to holds a massive missile that was supposedly retired decades ago. When combined with all of Pharcom’s stuff being shipped here, it becomes clear that there’s something much bigger and more dangerous going on than you initially thought.

18. Pharcom Warehouses

The race to the finale of the game begins here, with Gabe having to fight his way through an enormous warehouse district to reach a well-hidden missile silo, all the while having two factions of enemy mooks (Pharcom guards and Rhomer’s men) fighting each other to death while ignoring you (unless you get too close). The level works at nailing the feel of an urban warzone, but the bland colors, ugly warehouses, and having to find multiple dead bodies doesn’t make this much fun to go through.

Best story element: Being involved in a three-way race to reach something important (the missile silo) while two of the three factions are more focused on fighting each other than you, all while having lost contact with the outside world.

17. Silo Access Tunnels

While en-route to Rhomer’s missile silo, you have to make your way through some abandoned mining tunnels that are swarming with his elite soldiers. The best thing about this mission is the spooky ambience of going through abandoned mining tunnels while being outnumbered by well-armed and armored soldiers.

Best story element: Making your way through a dark and creepy underground hideout with highly-skilled mercenaries trying to kill you, and being completely cut off from outside help.

16. Stronghold Lower Level

As a continuation of the previous level (see entry number 14), not much is different here: the atmosphere of a massive, abandoned cathedral is suitably gothic, saving the lives of innocent people infected by the Syphon Filter virus is still satisfying, and leaping through a massive, stained-glass window is cool (though how Gabe does it without being sliced to ribbons or breaking his legs on impact is never explained), but the level’s enormous size does start to wear down on the player after a while.

Best story element: Leaping through a large, ornate, stained-glass window to escape a cathedral is a great visual.

15. Base Bunker

A classic example of ‘continue your mission despite everyone knowing where you are,’ this level has Gabe trying to get through a dark tunnels to find and catalogue some missiles, all while being hunted by a constant stream of guards and death lasers without having any idea of where he’s going. What works well here is the fear of not knowing what’s around the next corner: it could be a set of lasers or a set of guards, but you have to keep pushing through, no matter what.

Best story element: Having to accomplish your mission in an area you know nothing about while constantly being hunted, and an entire base knowing where you are.

14. Rhomer’s Stronghold

Previous levels in the game featured a modern city, a museum, and a military base, which makes going to an abandoned cathedral a surprising change of scenery. The Gothic atmosphere, enormous layout, and appropriately moody music sets the stage well, and saving innocent test patients is a welcome break from gunning down hundreds of terrorists. Plus, there’s the humor of taking on monks armed with machine guns and shotguns. The downside is that this is a huge level with a lot of stuff to do, and it’s frustrating to reach the end, only to have to backtrack to find the one sick patient you missed.

Best story element: the novelty of going through a massive, abandoned cathedral that’s been turned into a stronghold by a terrorist, complete with monks with machine guns. But the best part about this level is revisiting it after a surprising plot twist later in the game (see number 2 on this list).

13. Rhomer’s Base

Every spy thriller has to include the infiltration of an enemy base at one point (it’s like a law, or something), and this level makes good use of all the tropes: a lone agent has to infiltrate a military base at night in a snowstorm, plant explosives at key locations, assassinate the base’s commander, turn off the power to the base’s bunker, and sneak inside said bunker without being seen. While the mission will continue if he is, it will become a lot harder, as many frustrated teens from the 90’s joining Gabe in yelling, “Damnit!” can attest.

Best story element: Having to sneak through a military base unseen; if you can pull it off all the way to the end, it’s an awesome feeling.

12. Expo Center Reception

Aside from having one of the game’s catchiest themes, the Pharcom Expo Center Reception is a good level that takes advantage of its museum theme to present a variety of themed locations to go through, from Stonehenge, to Egypt, to the Aztecs, and even outer space. But the best part of this mission takes place early on, when you learn that your commanding officer, Benton, is secretly a traitor working to get his hands on the Syphon Filter virus, leading to a duel between you and him in the Egyptian wing.

Best story element: Taking on your former boss, and (if you’re a quick enough shot), shooting him in the head before he can do anything, making for a hilariously one-sided boss fight.

11. Expo Center Dinorama

This level offers more of the same as its predecessor, but adds in two great moments: falling through a massive glass ceiling (and once again, not explaining how Gabe can survive a fall that would otherwise kill you in any other part of the game), and a truly great dilemma at the end: Gabe finally catches up to Mara and Phagan, both of whom he needs alive to interrogate. The problem is, Mara will kill Phagan, and Gabe has to figure out how to stop her when he can’t kill her. The solution? Shoot the gun out of her hand; while Phagan escapes, Mara is stopped, allowing Gabe to capture her. (You could also tase her, but it’s nowhere near as cool.)

Best story element: Having to stop one character from killing another, but without killing them in the process.

10. Base Tower

A short but intense level, the Base Tower has Gabe face his most dangerous opponent yet: an attack helicopter that he has to bring down using assault rifles, shotguns, and pistols (or, if the player uses cheat codes, a grenade launcher). It’s a challenge to be sure (and one that many have noted bears a very strong similarity to a similar boss fight from Metal Gear Solid), but the level has the first big twist of the game: hearing your partner, Lian, be killed over the radio at the beginning of the stage, and then hearing Rhomer himself mocking you before sending his helicopter after you.

Best story element: An operative hears one of his/her allies be killed over the radio, with him/her being unable to do anything but listen, and then having to fight for his/her life before any grieving can take place.

9. Base Escape

If the entry into Rhomer’s base was a slow, methodical sneaking mission, this level is the opposite: Gabe has just three minutes to escape before all the bombs he planted detonate, turning the base into a crater a mile wide. And to make things more difficult, the helicopter you destroyed has blocked the quickest route out, forcing you to take the long route. It’s a great escape level, where the emphasis is on running over fighting, and any fighting you do has to be quick, lest you run out of time.

Best story element: I’ve always loved that one guard at the base’s gate, the last man standing between you and freedom. And how does this guard intend to stop you? By standing in place and chucking grenades, which you can effortlessly avoid by just running past him. And as the screen fades to black, you can easily imagine the guard realizing that maybe his choice of weaponry was kinda dumb.

8. Freedom Memorial

The ending of the Washington DC levels has Gabe taking on terrorist Anton Girdeux, who is wearing impenetrable body armor, wields a flamethrower, and terrorizes friend and foe alike with his silly french accent. In order to save Washington, you have to kill Girdeux, but his armor is immune to conventional weapons, and using any explosives of any kind will detonate the last viral bomb, making this a test of wits and quick-thinking… which is resolved by shooting Anton’s backpack three times. Do it quickly enough, and you’ll win the fight in less time than it takes to pour a bowl of cereal. Despite it’s rather easy difficulty, it’s a memorable fight.

Best story element: A military operative taking on a powerful enemy with one of the most terrifying weapons ever invented, and with body armor that none of his regular weapons will hurt, forcing him or her to use their wits to win the battle.

7. Tunnel Blackout

While Syphon Filter is an action adventure game, this level is a swerve into horror territory: there are no supernatural monsters or otherwordly happenings, but it starts off creepily enough with Gabe in the flaming ruins of the generator room, complete with twisted metal, beams, and fire. And since you’re deep underground, you can’t just escape back to the surface. The only way out is to drop down a shaft into the pitch-blackness of the mining tunnels. From there, you have to slowly make your way to the level exit while methodically sniping Rhomer’s elite guards using a night-vision equipped sniper rifle. If you take your time, you’ll make it, but even a single missed shot will make things more difficult. (And Heaven help you if you somehow miss the rifle…)

Best story element: An operative has to make his way through a pitch-black location while being hunted with only a single, night-vision equipped weapon and stealth to help him succeed.

6. Washington Park

A massive, sprawling level with an hour-long timer counting down the whole time, this level is a technical marvel considering the PS1’s technological limitations. There’s a real sense of forthcoming danger, and coupled with the enormous size of the park, you’re moving quickly to find the bombs and cover the CDC agents responsible for disarming them, on top of taking out more of Rhomer’s operatives, and even dealing with a hostage situation. I like the sense of teamwork in this level, in that you’re working with the CDC to disarm the bombs instead of doing it yourself, adding to the feeling that you’re working with other people determined to stop Rhomer as much as you, rather than being a Rambo-Superman who can do everything yourself.

Best story element: Someone racing against the clock in a dark and spooky location at night in a rainstorm to help the good guys stop a city-sized catastrophe from taking place.

5. Main Subway Line

This short but intense level is the most unique boss fight in the game: Mara Aramov – one of Rhomer’s allies – has escaped into the Washington DC subway tunnels and must be captured. Problem is, the trains running through the tunnels aren’t going to stop for you, forcing Gabe to chase Mara without getting crushed into paste. Worse still, you can’t use explosives to stop her, as that will cause the cars to derail and make an already bad situation even worse. Though shot, this is an intense and thrilling level that establishes the Syphon Filter’s franchise affinity for unique and interesting boss encounters… and Mara’s incredibly thick skull that allows her to survive being shot in the head time and time again.

Best story element: A chase/duel between two operatives in an active subway tunnel with trains constantly going back and forth, where one mistake will lead to instant death, and using explosives to win is not an option.

4. Georgia Street

Making a good first impression is always important, doubly so in video games, where having a great first level can mean the difference between a player being eager to continue on, or rethink whether they want to spend their limited free time on the game. Thankfully, Syphon Filter does a stellar job with it’s first level, which sees you running through a Washington DC suburb fighting terrorists with goofy eyes and laughably bad aim while helping the CDC disarm viral bombs set to go off and kill everyone within a hundred miles. You go through the streets, through a bar, a bank, and finally a subway, all while learning the game’s mechanics. It’s a solid introduction to the game, and the series as a whole.

Best story element: Fighting terrorists in a variety of urban locations while trying to track down and stop explosives from going off.

3. Destroyed Subway

Aside from establishing the series-wide trademark of Gabe somehow surviving situations where he’d be blown up or die from falling from impossible-to-survive heights, the destroyed subway is probably Syphon Filter’s most visually impressive level: having survived a bomb explosion, Gabe now has to escape from a collapsed subway station that’s engulfed in flames. Not only will you have to take on a few more of Rhomer’s men while doing so, but you also have to help the CDC break in and disarm a viral bomb from the previous level that they never got to. Although still limited by the Playstation 1’s technology, this is still a visually awesome, moody level that’s harrowing and tense and exciting to play through.

Best story element: Still having to disarm an unexploded bomb in an destroyed subway.

2. Warehouse 76

After slugging his way through what feels like the world’s biggest warehouse district, Gabe arrives at the hidden entrance to the missile silo, where he’ll find an elevator that will take him to said silo. The only problem is that the warehouse is on fire and burning to the ground, and with no other way down to the silo, Gabe has no choice but to fight his way through the warehouse. And unlike the subway in Washington, the warehouse will inevitably collapse, killing Gabe if he can’t make it out in time.

While this level is similar to the collapsed DC subway, it has a more urgent and frantic tone, as there’s now a countdown timer to deal with in addition to having to find your way through the warehouse and fight the fools who insist on trying to kill you instead of, you know, escaping the warehouse that’s burning to the ground around them. It’s a tense thrill ride, and one of the best levels in the game.

Best story element: while the trope of a military operative purposefully running into a burning, collapsing building to reach his only way to get to his objective is cool, it’s a revelation in the opening briefing that hits the hardest: remember all those infected people you were saving back in Rhomer’s Stronghold? It turns out the vaccine you were given was actually poison. All of them are now dead because you unknowingly killed them on the orders of your boss, who you had no reason to suspect was anyone but an ally. Yikes.

1. Missile Silo

It’s good to begin well, but better to end well, and Syphon Filter’s final level is my favorite: you’ve made it to Rhomer’s missile silo, but stopping the missile is going to be anything but easy: the missile is about to launch and is impossible to abort, giving Gabe less than a minute to climb onto said missile to retrieve the codes that can detonate it in mid-flight, and then he has only seconds to get to safety to avoid being burnt to a crisp when the missile launches, and then he has less than three minutes to reach the silo’s computer controls to detonate the missile mid-flight, or World War 3 will begin, and THEN Gabe has to face Rhomer, who has impenetrable body armor that not even grenades can penetrate (despite his head and face being completely unprotected), forcing Gabe to find another way to stop him, which ends up being gas grenades.

Though a short level, ‘Missile Silo’ is an exciting finale where all of your skills are put to the test, but in a fun way: you’ve mastered doing headshots, combat rolls, and the K3G4. You’re ready, and finally taking out Rhomer and saving the world is a great feeling, and a great end to a great game.

Best story element: While most scenarios involving world-ending missiles are about stopping them before they launch, Syphon Filter’s revolves around stopping a missile after it’s launched, making the race to stop it even more urgent than usual.

That’s it for the first game, but there are still two more to go: Come back next time, where we’ll take a look at what is commonly regarded as the best entry in the franchise, Syphon Filter 2.

What we can learn from ‘Sharknado: The Second One’

Sharknado2cover

Last week, we took a look at Sci-Fi’s surprise hit, ‘Sharknado,’ This week, let’s take a look at… well, The Second One.

Consider having your hero rush in to help, even when he has no idea what he’s doing.

In the film’s opening scene, Fin and April are en route to New York City, only for their plane to be attacked by sharks. Even though Fin’s a surfer with no flying experience, he still tries to fly the plane to safety instead of waiting for someone else to do so.

Not only does rushing in to help make our characters active protagonists, but it also gives them an underdog quality, in that they have to accomplish a task they’re not qualified to do.

Have your characters save someone they don’t like

While it’s easy for our characters to rush in and save people they care about, or even just bystanders they don’t know, it takes more courage to rush into danger to save someone they don’t like, as Fin has to do with Martin, an old childhood friend of his. While we may enjoy seeing mean people get their comeuppance (though not Martin, in this case), having our heroes take the high ground and save their lives says a lot about their character.

For bonus points, consider having the two characters take advantage of their situation to heal any emotional rifts they have and become friends again, as Fin and Martin do. Or, if not that, at least no longer hate each other.

Consider having an old-timer finally get to fulfill a failed dream decades later

His role isn’t necessary to the story, but it’s satisfying to see Harland McGuinnes – an old, retired baseball player – finally get the home run he never got to get in his last game by whacking a shark into the billboard at Citi Field. Who among us doesn’t have a dream that never came true, whether from circumstances beyond our control, or because of our own failings? That’s why it’s so satisfying to see characters get a second chance to make that dream come true and pulling it off, especially if they’re older and past their physical prime.

Consider doing crazy chase scenes

Car chases, foot chases, motorcycle chases, boat chases, helicopter chases; all of them have been done thousands of times in films. But how about a chase where the monsters are pursing an out-of-the-ordinary vehicle? One of ‘The Second One’s most creative scenes has Fin and friends riding a subway car that’s not only trying to outrun a tidal wave, but the sharks it’s carrying as well.

When it comes to chase scenes, the sky’s the limit, so why not try including two different antagonists at once in your own?

Consider trapping your characters be trapped between two bad choices

As the old saying goes, sometimes we have to choose the lesser of two evils in life. A similar situation has characters being forced to choose between two very unpleasant outcomes. In ‘The Second One,’ Fin and friends are trapped in a stairwell trying to get a door open. If they fail, they have to make a choice:

1. Do they choose to be killed by sharks who are rising towards them via flooding?

2. Do they choose to be killed by sharks descending towards them who are on fire?

Thankfully, they get the door open, but such no-win scenarios not only helps reveal more about a character’s true fortitude (are they brave? Panicky? Do they sacrifice others to save themselves?), but makes the viewer wonder what they’d do in the same situation, which keeps them engaged and wanting to find out what happens next.

Have the commoners rise up to save the day

If there’s one trope all but guaranteed to warm the heart, it’s seeing everyday people take up arms to fight the monster/menace of your story, and win. When this trope comes in to play, the authorities have failed to save the day, and the only people everyone else can rely on is themselves, which adds further drama to the scene. Here, the citizens of New York grab all manner of weapons and take on the sharks. Considering that these weapons include pitchforks, guns, chainsaws, and flamethrowers fashioned from super soakers, it’s as goofy as you’d expect, but still great fun.

Consider having a mid-air fight

(Play the clip to jump right to Fin’s mid-air fight)

They’re rare. They’re impractical, They’re all-but impossible to pull off in real life, but there’s no denying that a free-fall fight between two characters is awesome. In the climax of ‘The Second One,’ Fin flies through the sharknado towards the Empire State Building with his chainsaw, carving up sharks left and right, and eventually riding one onto the tower’s antenna.

The advantages of such a fight are numerous: Both participants are in a hazardous environment, the fight has to be decided quickly, which increases the ferocity on both participants, and unless they can figure out a way to land safely or get away, both fighters are going to die a very unpleasant death on impact. When you need a hazardous environment to stage a fight, it’s hard to top one in the sky.

Reconsider killing off likeable side characters

It’s distressingly common for disaster films to kill off side characters who are often more interesting than the protagonists, and ‘The Second One’ follows that trend, killing off Fin’s old love interest, Skye, and a helpful cab driver, Ben, played by the great Judd Hirsch. I liked both of these characters, and how they were competent, resourceful, and did their part to help Fin and the others survive; I especially liked how Skye, while still in love with Fin, doesn’t try to stop him from healing his relationship with April, which makes her death feel cruel and unnecessary (and Fin doesn’t even mention her afterwords!).

In our own stories, think carefully before killing off these side characters. While audiences expect a certain amount of casualties in a disaster film, having these side characters survive, even if longer than expected, can be a welcome surprise because we’re conditioned to believe they’ll die. If your viewer likes these characters, they’ll be grateful to you for saving them, and walk away happier than they would have otherwise been.

The Takeaway

We like seeing our protagonists rushing in to help, even when they don’t know what they’re doing, especially if it’s to save someone they don’t like and would otherwise leave to die, while watching older people fulfill a dream that never came true before escaping in a crazy chase sequence and then end up being trapped between two terrible ways to die, before rallying the common folk to save the day before charging into battle that includes a mid-air fight, and hopefully doesn’t involve the death of a likeable side character.