Singularity (Review)
July 29th, 2010
Activision’s latest fps hit, Singularity, has been a highly anticipated release since its announcement. It’s instantly very clear that they’ve taken a large step, rather, a leap away from the realism of the Call of Duty titles in this time-travelling, Ruski-shooter.
The convoluted and, at times, disturbing plot is far from simple; in brief, you play as Nathan Renko, a captain in the US Army, sent to a secret Russian Island, where the Soviets have been experimenting, for what of a better word, in time-travel. Of course, when you arrive at the island, the game immediately begins to seep with predictability; you get split up from your partner, you get ambushed several times by admittedly creepy mutants, you find your partner, he gets killed by an angry Russian, and you get saved by a female rebel, who believes that you are the saviour of mankind. Drawing any parallels yet?
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If you go down to the woods today, be ready to have gouged eyes,
While I have made no effort to hide the fact that, in the age-old ‘Sonic or Mario’ debate, my fanboyism falls squarely in the slipstream of the speedy blue one, it doesn’t mean I would ever miss out on any of the podgy Italian plumber’s titles.
The air was cool as I descended the stone mausolean stairs, reaching out into the eveloping blackness for something to keep me upright. The room stank of death as I delved deeper into the dreaded necropolis, some detestable ichor dripping from the ceiling onto my coat.
When it was announced that Ruffian Games were working on a sequel to Crackdown, Realtime World’s 2007 hit, pretty much every 360 gamer who played the first let out a cry of unmitigated joy. There’s just something forever appealing about playing as a super-powered hero in an open-world environment, and with new additions to the already solid formula and many of the bugs ironed out, Crackdown 2 simply couldn’t fail to impress…right?