Rage-Quitting Singularity: Combat Devolved

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Singularity has done it for the last time!

I boot up the game from my last save point. Oh, yippee. I'm back about 15 minutes before getting through a difficult section that took me countless of tries to move on last time. I trudge through it again. I die. Die. Die. And die.

Dying is a common consequence of your actions in games, but that's the reason developers have looked for ways to make video games more accessible by implementing regenerating health systems and allow you to play as you wish.

Not so with Singularity. What makes it difficult is not the enemies or the actual context of battles with them, but the game's mechanics are the problem — health packs and wonky check points are back in style apparently.

While the check points in Raven's last game, X-Men Origins: Wolverine, weren't anything spectacular, the developer did include a regenerating health system. It's puzzling that they would go back to such an archaic system that doesn't add anything new besides another level of frustration and annoyance from dying so often.

Only a few hours in and already I've come across too many "cinematic" moments being repeated ad nauseam due to the fact that they must played through again and again if you don't make it past the next segment. Why not create the check point after the story moments?!

It's a shame, too, that Singularity suffers from these shooter's past faults because the TMD (time-manipulation device) is an interesting concept used for more than just shooting down them "communists." A world put together in similar fashion as Bioshock and gruesome deaths culled from X-Men: Origins's tech makes it a winner in some respects. If only the core mechanics were stronger, I would have solved this game tape. As it was shipped, I'm struggling to see me going any further.

Via HawtWired

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