Too few people remember that SSI stood for Strategic Simulations Inc.. Founded by a big tabletop wargaming nerd, for much of their existence, the company pushed out large amounts of titles in exactly that genre. Usually making no concessions towards accessibility. Taking on a second nerd topic, roleplaying games, finally brought them out of the niche in the mid-80s, and the acquisition of the D&D licence changed their public image drastically. Though in 1983, Geopolitique 1990 was still very much the old SSI. At its best in some regards. But also at its most obscure.
In this cyberpunk adventure's intro, we witness Joshua Reevs receiving a new task. Several technical achievements, like the hover board or the aircar, have become commonplace in every day life of 2099 in the twilight of omnipresent neon billboards located in run-down corners of shady districts. Those are inhabited by gangsters, thieves and day labourers, and order is only barely maintained through the constant droning of the giant screens, but also such respectable law enforcement officers as Joshua, whose military instincts have been sharpened fighting on the front lines. None other than the governor of Union City, capital of America's New Order, Hugh Martens, is the customer acting quite mysteriously. The almost omnipotent mega-corp Genesis, exerting its power on the government through straw men, has been threatened and attacked by an underground terrorist group. One of the gouvernor's agents, disguised as a journalist, has not returned from a meeting with the terrorists. So Mr. Reevs, aka the player, finds himself on top of the apartment building where said agent Simon Ruby used to live.