Wednesday 20 February 2019

Singularity 5 (english review)

Fifth year of Singularity



At the year 2050 we are not living in a robot museum, but a dystopia ruled by Artifical Intelligence called Moore. The rebellion starts from Paris which is crowded with robot spiders of the AI. The player fights his way through the five levels putting robots out of commission. The game is pure wave shooter supported by stunning visuals. The indie-developer Monochrome is putting out their best visuals for the first game release of the studio.



Game information


Name: Singularity 5 Publisher/Developer: Monochrome Paris
Platforms: PC (HTC Vive), Oculus Rift, WMR Type: VR, Räiskintä
Age ratings: ?
Reviewer: Rami Sihvo
Pictures and links:
Final trailer
First Impression


From the perspective of the gamer?

Generally, VR-games have one or two downsides. The first: shortness. The Singularity isn't a terribly long game. Five levels, five different enemies and two bosses are enough but not a great deal of content. The player is offered four weapons to fight the machine rebellion. Rule of thumb is that if one is about to publish something, it should be made well. From this perspective, Singularity is indeed well enjoyable and smooth.




The shooter tries to bring out the best parts of the Monochrome - meaning the design of the graphics. Of course one could ponder if the wave shooter is the right type of the game to depict the cool design? The dilemma with the VR set is that investing in the upgrade of PC and purchase of VR set might not pay itself back with games that are just 'nice.' The goal of the virtual games should find the hit game that couldn't be played and experienced with flat screen alone.






Monochrome states it "believes Virtual Reality will create a new kind of gameplay inspired by real-life behaviors."  However, the Singularity 5 is slightly traditional form the game design perspective. The player shoots, reloads, dodges and if this doesn't work, he starts from the previous checkpoint. This game mechanic is old, proven and much used in flat-screen games. Does the game support the advances of the VR? Kinesthetics? Yes, Challenges? Not so much. At the pure level of ideas Singularity 5 doesn't offer new insights or innovations that the VR industry would sorely need.




By this, I want to say that Singularity 5 is quite high-quality game, but too short for its comfort.  Monochromes design is thrilling, and Singularity 5 is the first game of theirs. It is well playable, but with only five levels it leaves you to want more.





The gameplay itself was reminiscent to classical Space Pirate Trainer. The machines throw nano mass on the player trying to blind him. Shooting the enemies to the weak spots rewards player with quick elimination, so player struggles to keep in pace and deliver accurate hits especially on boss enemies. The enemies aim to the head, but the player has few seconds to dodge.





Physical strain? At the first player does look a bit too much up, though I suspect moving up is one direction which doesn't cause motion sickness. Usually, the movements are subtle enough, so player manages even when gaming area is small enough to stand. The player advances on rails through the town, and the fluidity of the game surprised me. Often involuntary movement causes motion sickness, but somehow this has been avoided. I suppose visuals help this and dark screen is light enough for the eyes.







Perspective of the ratings?


As for the starters, we don't know much about the effects of the virtual reality to minors. During my thesis, I tested Universe Sandbox 2 in studies, and the feeling was that while I could teach things more effectively from the flat screen the experiences and sense of 'being there' were better with VR set.

I have been running tests with some 70 people, few times even 5-6-year-old have tested my VR-gear with their parents. The games tested were Space Pirate Trainer, The Lab and Tilt Brush, so quite light. The direct observation was that controller with many buttons was hard to use. However emotionally the experiences were thrilling to kids rather than anywhere near scary.

Source: www.vrheads.com

The Finnish audiovisual programme legislation is adjusted continuously. The trailers have been given more severe age ratings because people can't adjust volume in movie theatres and cant select what commercials they see. In the trailer format the drama arch is shorter and elements more pronounced. For example one of the complaints that changed the rating at 2018 was about Until Dawn launch trailer being shown before the kids' film.


Picture: Brookhaven Experiment is PEGI 18 VR-peli. Source: uploadvr.com


The logic would dictate that if trailers are rated more severely the virtual games should also be evaluated more critically. The audiovisual effects being naturally close without any means to escape.
So, shooting robots to bits might be ok, but zombie shooter might cause unwanted distress with kids. The Finnish legislation is elastic enough to allow for bending the age rating maximum of three years with the adult present. However, would this apply to virtual reality? Probably yes, as the VR gaming can be regarded as social with the other people following the game through the flat screen.



Picture: One of the first social games tries to scare you to let go of the keys. Lähde: Steam.com



Parents and game education?


Back to the Singularity 5. It would appear that non-microtransaction and DLC is only a good thing at today's world. The Singularity 5 is fair 'buy, play, forget.' The depictions resemble domestical criteria:

12. Unrealistic or comic or exaggerating or mild violence depicted in an animated or slapstick comedy. 

This is age rating 7 depiction and could the three years bend be applied here? Possibly, but one should keep in mind the minors. One reason why I write this topic is that VR gear is getting more and more common, even with the families that have children. Technically all phones could be used as Google Cardboard-type of VR gear.





During the play you can discuss about...

  • How is the game going? Any dizziness?
  • Check if the player is a the center of the play area or in danger to walk into a wall.
  • Does the player want to have a break?
  • Do you know much of French design and art?
  • What do you think of the city design here?

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