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    Singularity

    Game » consists of 11 releases. Released Jun 29, 2010

    Singularity is Raven Software's alternate history shooter, where the player is given the ability of time manipulation.

    Waiting patiently for the GB review

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    cstrang

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    #1  Edited By cstrang

    Ah, yes.  So this game's official release was today in NA.  I have been waiting for this game for a while, but recently put it on the back-burner in my mind.  I guess it's been getting relatively decent scores all-around but I eagerly await what the GB crews have to say, as my tastes match with theirs more often than not, before I drop the cash for it.  Anyone else have their eye on this game?

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    JJWeatherman

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    #2  Edited By JJWeatherman

    Jeff apparently just played it for a QL. That should go up soon. I guess he liked it though.

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    cstrang

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    #3  Edited By cstrang

    Sweeeeet.  Quick looks may be even better for my purposes.  FPSs are relatively transparent with their quality.

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    Diagnostic

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    #4  Edited By Diagnostic

    i think singularity is a pretty cool guy. eh manipulates time and doesn't afraid of anything.

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    CharlesAlanRatliff

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    @Diagnostic: Man, I haven't heard this in a while! (not being sarcastic)
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    superpapergun

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    #6  Edited By superpapergun

    Yeah I can't wait for the QL!

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    Diagnostic

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    #7  Edited By Diagnostic
    @Vito_Raliffe: Hint: sarcasm doesn't work on the internet.
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    andrela

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    #8  Edited By andrela

    Awesome, more Timeshift!

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    wefwefasdf

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    #9  Edited By wefwefasdf

    If they are doing a QL does that mean a review is not being made?

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    jkz

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    #10  Edited By jkz

    My copy should come in from gamefly tomorrow, but everything I've seen hints at another solid Raven shooter, with a slightly more tense atmosphere than most. 
     
    I really enjoyed Wolfenstein last year, so this should be right up my alley.

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    CharlesAlanRatliff

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    @Diagnostic: Sure it does! I have seen it myself. I realized my post might have sounded that way so I put that note at the end.
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    Marz

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    #12  Edited By Marz

    next week Jeff will probably post a review, seems he's taking it home so he can play it some more.

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    Maclintok

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    #13  Edited By Maclintok

    Look forward to the QL and/or review.  Sadly, the multiplyer in Singularity has me most interested in buying it but I have a feeling those online lobbies will be ghost towns.  Or at best they will be mildly busy for the first month before petering out fast.  

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    Pessh

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    #14  Edited By Pessh

    Don't know why they still bother doing reviews, all people do is bitch about how it didn't get 5 stars.

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    rjayb89

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    #15  Edited By rjayb89

    The box of this game told me nothing about this game.

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    JJWeatherman

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    #16  Edited By JJWeatherman

      It's heeeeere:

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    FrankWeidner

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    #17  Edited By FrankWeidner

    I've played the game a bit. It's perfectly competent and has a nice atmosphere, but don't expect much from the time manipulation. The hud just lights up when you can manipulate time, you press a button, and BAM, puzzle solved. Pretty disappointing in that regard.

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    ryanwho

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    #18  Edited By ryanwho

    Apparently giant audio recordings were a dime a dozen and any little thought you had got its own giant recorder. There are more subtle ways to go about it is all Im sayin.

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    jeffgoldblum

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    #19  Edited By jeffgoldblum
    @ryanwho said:
    " Apparently giant audio recordings were a dime a dozen and any little thought you had got its own giant recorder. There are more subtle ways to go about it is all Im sayin. "
    Like what? 
    What's your brilliant suggestion?
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    Rockdalf

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    #20  Edited By Rockdalf
    @ryanwho said:
    " Apparently giant audio recordings were a dime a dozen and any little thought you had got its own giant recorder. There are more subtle ways to go about it is all Im sayin. "
    I love all the staples they borrowed from Bioshock and the one thing they left out was audio journals you have to stand by.  Nothing ruins the atmosphere of a game more than having to stop mid game to listen to a journal, especially when it's in a moment of urgency.
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    JJWeatherman

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    #21  Edited By JJWeatherman
    @Rockdalf said:
    " @ryanwho said:
    " Apparently giant audio recordings were a dime a dozen and any little thought you had got its own giant recorder. There are more subtle ways to go about it is all Im sayin. "
    I love all the staples they borrowed from Bioshock and the one thing they left out was audio journals you have to stand by.  Nothing ruins the atmosphere of a game more than having to stop mid game to listen to a journal, especially when it's in a moment of urgency. "
    Yes, but levels would have to be designed with extra special care when you get the freedom to move with the recordings. Otherwise the recordings would be constantly cut off by important story info, cutscenes, etc. 
     
    Every time I think about the complexities of game design, my mind almost explodes. I salute modern game developers.
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    ryanwho

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    #22  Edited By ryanwho
    @JeffGoldblum said:

    " @ryanwho said:

    " Apparently giant audio recordings were a dime a dozen and any little thought you had got its own giant recorder. There are more subtle ways to go about it is all Im sayin. "
    Like what? What's your brilliant suggestion? "
    What are you on the staff? Take a vicadin real quick and chill out. So I'll start with the obvious. Bioshock didn't have goofy giant audio recorders everywhere and this game is clearly a "me too" reaction to Bioshock. And now for the common sense portion. 50 years ago, well gee I suppose back then everyone was writing. So he could find notes that when read would qeue up the audio of the person who wrote the letter reading it. And if that idea seems asinine, tell that to the hundreds of movies including many classics that have done such a thing. Again, this is after like 5 seconds of mulling it over. Both make more sense than the idea that giant audio recordings are scattered in the air ducts and work after 50 years.
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    kmdrkul

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    #23  Edited By kmdrkul

    Just from the few minutes of watching the quick look I was reminded of a lot of different games... Fear (ghosts in a hallway,) Fallout (projector's artwork, stimpacks), Bioshock (general look of game, how everything important glows), Dead Space (look of the monsters.)  It seems to have all come together in a great way, so I'm looking forward to picking this one up on the cheap in a few months.

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    damswedon

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    #24  Edited By damswedon
    @Vito_Raliffe said:
    " @Diagnostic: Man, I haven't heard this in a while! (not being sarcastic) "
    funny thing is you now sound twice as sarcastic.
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    Jimbo

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    #25  Edited By Jimbo
    @JeffGoldblum said:
    " @ryanwho said:
    " Apparently giant audio recordings were a dime a dozen and any little thought you had got its own giant recorder. There are more subtle ways to go about it is all Im sayin. "
    Like what? What's your brilliant suggestion? "
    If you already have random time-magic visual flashbacks going on, then there's no reason they couldn't just have staticy (so you know it's time-magic) audio flashbacks in the appropriate places.  For a game that's trying to be immersive, those massive recorders lying around all over the place are a bit ridiculous.  
     
    Ditto the "You are crouched!" and "Reload!" HUD items right in the middle of the screen.  Amazingly, I can tell that I'm crouched by the way the camera is about a foot off the ground, and yeah I know I should reload because I just fired the gun.  Gaming has developed some really silly habits.
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    Maclintok

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    #26  Edited By Maclintok

    Audio logs are okay... much better than text logs that you have to read. But, how many years has it been since Half-Life 2?  That game unfolded a narrative so seamlessly and efficiently.  Just tell your story as your levels play out, don't make your players listen to half-baked dialog or read eye-destroying pages of ugly text.

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