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Posted on: Aug 13, 2009
Singularity
WORDS BY: Ryan McCaffrey
Call it the Jack of All Trades Design Theory: cram as many kickass signature elements from other games into your project and simmer the resulting mix until it’s cooked evenly all the way through. But it’s a risky strategy. Most of the time, a jack of all trades is a master of none.

Not in this case, it seems. We got exclusive hands-on time with Singularity, a new IP from Raven Software, one of the most consistently reliable developers in the business. And on paper, it’s definitely a “kitchen sink” type of approach: BioShock-flavored art direction, a Half-Life 2 Gravity Gun–esque primary item, and a healthy dose of good ol’ time travel thrown in.

So what is it? Singularity’s intriguing chronobending narrative pits you as modern-day U.S. armed forces pilot Nate Ranco, whose plane crashes on a mysterious island off the coast of Russia that, according to world maps, was not supposed to exist. As the story unfolds, you’ll learn about Element 99, a powerful compound discovered by the Russians during the 1950s that manipulates the chronology of items, accelerating or reversing their age. This island — top-secret Katorga 12 — was initially set up as a research outpost to study the element and weaponize it. But a massive accident ruptured the space-time continuum, leading to…unforeseen consequences and the shutdown and cover-up of the island by the Russian government.

Fast-forward to 2010, and the Russkies decide to take yet another crack at harvesting Element 99. Uh oh…







