Singularity - 6.5/10
It's impossible to talk about this game without mentioning Bioshock, as Singularity follows that format to a fault. The levels and art design look surprisingly similar to the decor and style of much of Rapture. Gameplay elements, such as the 'two-handed' attack system used in Bioshock appears (the first iteration of this that I ever experienced dates back to Undying, and to this day I still prefer how Undying did it best), as do the popular Inventory Vending/Purchase spots. Lots of games have been doing this; merging the ___Shock purchase system into their own game design. Dead Space did this with work benches and its own upgrade spots (using nodes and a obligatory cash system). Singularity does it similar. E99 Tech replaces Adam and Weapon Upgrade kits replace Nodes. Of course, an explanation for all these vending spots popping up on an abandoned Russian island swarming with phase-shifting zombies is provided. They
all have explanations, don't they? Unfortunately it seems that only Bioshock had a good reason. In Singularity you find out, quite bluntly from a found letter, that a particular character has purposely been scattering upgrade venders and E99 pickups all over the island. Why you ask? Well, to
help you. Well, then why bother making me find all these schematics, weapon kits, and E99 loot? Why not just have it all at that hideout we meet at somewhere in the early-middle of the game? Unlike Bioshock, the reason for this system showing up in relation to the plot seems kind of arbitrary.
Forget it
The Bioshock influence reveals itself in just about every facet of the game. The water effects are just as beautiful, and just like Rapture the team here wastes no opportunity to make it rain or have a pipe leaking. Aside from the outdoor segments and the obvious lack of six-inch glass barriers between you and the ocean, it's really hard to shake the Bioshock feel in much of the levels. Even a lot of the scientific machinery reminds me of that steam punk tank/valve/rivet look. There are audio logs, which are found just as randomly and used the same way as Bioshock's logs. There are the scrolls on the wall, the 50s style propaganda videos (Russian styled of course, but the artist looks to be the same guy who did all the cartoons from Bioshock...which in turn looks to be the same guy who did all the cartoons from Fallout), the parts of your environment that must react to your plasmid...er, TMD skills. Heck, you even see the "ghosts" you saw from Bioshock, reenacting scenes from a distant past as you walk amongst the refuse of the present. Even the HUD follows similar rules. Your health meter can be replenished using a collection of medkits on the fly, as can your TMD using E99 vials (ala Eve Hypos). Like Bioshock, you can use your guns or your left handed attacks, but not at the same time. But the biggest thing? The whole narrative flow of the game
is Bioshock. I don't mean the storyline, no. I mean the whole style the story is told. Tell me if this sounds familiar. You begin as a silent protagonist sitting down in an aircraft. Something happens and your aircraft goes down near water. You come to amongst the flaming wreckage and wander into a vacant environment, where you soon find hostile forces and your first weapons. There are secondary characters, complete with "plot twists" and moments of great reveal that seem to occur in a very
dun Dun DUN! kinda way. The only real nuance the game does outside of the scope of ___Shock, or ___Shock minded games is that the environment and major enemies/characters are Russian...which of course makes Singularity like just about every other new shooter out right now. What is it with Russians lately? The Cold War ended twenty years ago. Even James Bond has moved on. Why can't you, Indiana Jones?
Where the game parts from all the Bioshock influence is with its gameplay. Don't get me wrong, you still do a great deal here that you also did in Bioshock. Using your TMD skills like you used Plasmids to clear obstacles and solve puzzles. Alternate your weapons/TMD in all combat situations. What Singularity does a little better is direct combat. First off, the enemy horde consists...shockingly...of more than one villain type. You'll fight various mutated beasts and former-humans that all look similar to the mutants of S.T.A.L.K.E.R.'s Chernobyl. Russian soldiers show up, in various timelines, to fight you. That brings up the coolest aspect of Singularity, I thought, is the time-jump in locations. Granted, I expected a little more after the great boasting the promotions did for the manipulation of time, but I always enjoy playing the same environment twice...both in the past and far removed future. The level design team did a great job with the environments in this regard. Walking around a ruined laboratory in the present, you'll find collapsed ceilings and walls/floors eroded by decades of rain water and exposure. Mummified corpses lay curled up under desks in a school and you'll have a hard time telling piles of rubble or leaves apart from dried of cadavers in the street. When you jump back to 1955 though (literally), you'll see these environments in a more sterile, clean way, where the events leading to the present are played out in real time, with you in the center of the fray. This is something Singularity else does that Bioshock didn't, as in Rapture...I always felt like I had missed the most interesting events.
Singularity employs the limited gun system a lot of shooters have adopted, though I found it strange that a pistol and a shotgun take up the same carry space as a rifle and a shotgun. Surely I couldn't have had a third cycle space for a handgun? No? Oh well, not every game can be F.E.A.R. I guess. The actual shooting is okay, though it was hard not to use any weapon but the Sniper Rifle for most of the soldier-vs-player situations, thanks to the time-slowing scope view and the fact that the Rifle will drop a guy no matter where you hit him, severing arms and legs on the spot. In fact, the violence in general is more grisly than it could have easily been, which is commendable. You blow actual holes in monsters instead of knocking down ragdolls, and using your TMD to reduce targets to bone dust or placental juice is pretty cool the first few times you do it. Unfortunately the TMD system in general doesn't make for good combat compared to the guns. In Bioshock, the Plasmid system had the same problem as the weapon system; you had too many choices where only a couple were really necessary to handle the game. In Singularity, the gun balance is better since you can't carry an armory on your back, but the TMD powers are kind of clunky and unreliable in any fight I was in that consisted of more than two or three enemies. Maybe it was because I was more predisposed to basic shooter survival skills, trusting my guns over anything else. But any instance where I used my TMD for too long over raw firepower left me with damages I wouldn't have received otherwise.
Other things than bothered me...hmm. Okay, this is a BIG one. Well, unlike Bioshock, the illusion of non-linearity doesn't even factor in. No, the game is very...
rigidly linear. Progressing a few rooms ahead will mean that a door behind you will close and you won't be able to go back. Exploration is kept to an absolute minimum. The game seems to want to compel you forward at every possible instance, as if standing around or daring to explore is the worst idea you could have. Wreckage and other restrictive barriers prevent you from moving beyond your immediate set pieces. This is a very tragic decision, I'm afraid, and more than anything else this limited the enjoyed of Singularity for me. Say what you will, but Bioshock can't be accused of grabbing the player's arm when they want to go off and look around and scolding, "Whoa whoa, not so fast sport!" Even the ingame NPCs are annoying because of this. Whenever I'd meet any of them, they would quickly dump any information they had to share on me and then hurry me out of the room while I looked around for items. Seriously, I would be searching a room for stuff and they would stand by the exit they wanted me to go to and
repeat over and over again that I should wrap it up and get my ass moving. I'm not a fan of this rushed pacing, especially in shooters. Let me look around, dammit!
And lastly...just like Dead Space, the infuriating appearance of Small-Monster-Cheapness-Syndrome showed up to piss me off. If I can fight hordes of military trained soldiers and giant monsters, than surely a small group of little piss ant pests shouldn't be able to kill me in seconds do to the fault of clunky/slow movement limitations? I guess not.
Overall, it was a fun Uengine game. Not very original, sure, and too influenced by Bioshock for its own good. But a palpable rental.