The Reckoning
They took his son. He's taking everything.
They took his son. Now he's taking the syndicate apart from the bottom up.
Frank Reed spent twenty years fixing other people's machines. Then the syndicate killed his son, and the police filed it and closed the folder.
So Frank works his way up: the cooks, the dealers, the lieutenants, the man who gave the order. One rung at a time, through ink-black districts each lit by its own poison colour, from the cookhouse to the casinos to a yacht at dawn where the last name on the list is waiting.
Stylish, kinetic gunplay with slow motion and a dive that ties it together, built to be relentless but not punishing: a health pool with a regenerating shield, checkpoints inside every level, and generous slow-mo that refills on kills.
- 33 missions across six districts, a casino district and four interludes.
- Every boss's dying words give up the next name on the list.
- Red laser on means you have been seen. Catch someone unaware and one clean hit drops them.
- Civilians cost you points and break your chain. Frank is not the syndicate.
- Gunplay that flows into close-quarters takedowns, and explosive set pieces to chain through a room.



