A must-play. Too much FUN not to. If you're on the fence, read this!

User Rating: 8.5 | Singularity PS3
Gameplay:
As expected, the core of Singularity's gameplay comes from the Time Manipulation Device. We're not given the device until an hour or so in, and by that time it's a welcome addition to the standard, but solid, gunplay. At first, the device is limited only to is aging/reverting functions, and we use these to solve puzzles, kill our enemies, and progress through the level until another function is added. As we progress, the combination of the TMD and array of futuristic sci-fi weaponry allows the player to feel dominant, but not to the point of overpowering. About halfway through the game we've become comfortable with the TMD's functions, and the majority of the fun comes from rapidly implementing the various strategies you've developed while using the TMD in combo with your additional weapons. Not once did I enter a firefight using only my guns, but rather a consistent trade-off between the two. The standard array of FPS guns make their appearance, but what sets them apart from being generic are their additional sci-fi abilities. For example, the sniper rifle allows us to what's referred to as 'temporal distortion' (if I'm remembering right...), which basically gives the player the ability to slow time for a short period, allowing them to get plenty of satisfyingly limb-removing, head exploding, kill shots. I'd say the most unique weapon encountered is the grenade launcher (I forget the name), but what it allows the player to do is fire a softball-sized grenade onto the ground, hold the left trigger, and roll it around the ground until it reaches its target for a satisfying explosion (you control the explosion by releasing the left trigger). All and all, the combo of the TMD, sci-fi weapons, puzzles, and more, allow for an engrossing experience that provides a unique perspective to the FPS experience. Oh, and you know how you're sick of regenerating health? Well Singularity returns to the classic route of health packs and power ups. Personally, it couldn't have come at a better time, as there's been such a long gap between a previously satisfying game using this design and now...and in a sense it's renewed as the once standard for better gameplay.

Story:
Singularity's story can be broken up into a few different ways. At the forefront, our character is tugged through a series of events he never asked to be a part of--and from his apparent muteness, you figure he's doing what he does because he doesn't really have a choice. Each event progresses the main plot, which is essentially a 'get from point A to B' in order to stop a bad man from doing a bad thing...again. What makes it unique are how the various events break apart from the seemingly simple 'A to B' route, as with most interesting stories. The characters don't overly impress or disappoint, as they all reach their typical understanding and place in the world. We never become truly attached to any one of them, which may or may not be at fault of the developers, as Singularity's might intentionally create the feel as an alienated man on a mysterious island with mysterious people and events. But again, having a silent character doesn't really help the cause. In the end, Singularity comes to a satisfying conclusion (three, actually), and allows the player to somewhat imagine where the story could travel in the future (no pun intended).

Sound:
Nothing too much to say in this category; which isn't a bad thing. Singularity creates a sense of atmosphere in relation to its sullen but eerie music, always hitting the key violin streaks (a la Psycho) at shocking moments, and proving a long, low series of bass hums when the action slows (clearly, I have no musical background to describe these sounds). Everything else sounds as it should--weapons, enemies, environments, etc. (the best coming from aging an object from new to old--or vice versa). At times, characters voices don't necessarily portray the seriousness of the situation, creating a bit of corniness that never really hinders any elements of the game.

Design:
Singularity has a solid design. Some may describe its environments as linear, but I'd like to describe it as linear-plus. Although there's always a set path for the player to take, early on it's established that the player is rewarded for some exploration throughout its open spaces. Further along, players are given a couple of options as to their next path decision, one always providing straight-forward progression, the other providing an assortment of goodies that ultimately aids in a smoother progression. Yes, you can just plainly describe it as linear, but what are people asking for? The game doesn't allow for an open world concept, and providing a standard progression allows the developers to tell the story through a string of timed, but thoughtful, events. As for puzzles, the TMD does provide a couple of satisfactory ones, but ultimately it disappoints when one thinks of the limitless possibilities that are given through functions of the TMD. In its defense, if you think of a game like Portal, one that has a series of excellent puzzles, nobody seems to mind that as far as gunplay goes, there's little that becomes involving. As far as Singularity, nobody is asking or expecting it to be a puzzle-game, and by the developers providing a couple, players are forced into thinking: "Well, what if?" or "Well, why not?" It's nothing that really hurts the game, but if a sequel arrives, there's no doubt that a steady balance of gunplay & puzzles could make it an award-winning classic.

Graphics:
There's been a couple of qualms towards Singularity's use of the somewhat dated Unreal Engine 3, but from what I see, that's no point in downgrading the product as a whole. Others also enjoy making casual comparisons to Bioshock, but it's a somewhat unfair comparison given the boundaries of the engine itself...and somewhat fair given the fact of left-handed powers, unique weaponry, mysterious locale, crazed inhabitants...I could go on, but it's not helping my point. Singularity's graphics rarely distract or downplay the experience that is given. At times, textures may take too long to load and cause for a pause in immersion, but when everything is working well, it looks pretty damn good. Also, it might be that the Unreal Engine only looks particularly "good" when it's displayed in the third person (think Gears of War, Batman: Arkham Asylum, Mass Effect 2). Ultimately, graphics should never be a selling-point to a game, and it should especially NOT be the reason why somebody decides to not play it.

WHEW! Almost there!

To simply put it: SINGULARITY IS FUN. Its use of the TMD in combination with sci-fi weaponry creates combat situations unlike anything else, and allows for players to use FPS strategies other than "run and gun." Its puzzle elements are small, but there and enjoyable, and its only fault is that we're always asking for more (greed! greed!). The use of health packs and power-ups in the first-person shooter genre perfectly fit the entirety of the game, causing players to not only explore for items, but to think before they act. The story is definitely tongue-and-cheek, but also provides for some intense, and somewhat disturbing, moments throughout. Everything is evenly paced, well designed, and rarely dull. I personally see a future for Singularity, and believe you should give it and its developers support for creating a game that provides the simplest thing players can ask for--enjoyment.

P.S. Haven't tried Multiplayer yet, but from what I've heard, it wasn't just tacked on as some others do. It provides two unique modes, one which involves players to embody the creatures they destroyed throughout the single player campaign, pitted against various class-based soldiers. Now, I'm just assuming, but I bet this addition would ultimately bump my final score up to a 9/10, just in case you were keeping track : )