Zhukov said:
bananafishtoday said:
Daystar Clarion said:
How people feel bad after playing this game is beyond me.
Zhukov said:
I still don't see how that game manages to make people feel bad.
Out of curiosity, did you see Walker as a character distinct from yourself who you observed act, or did you project yourself into him and see his acts as your own? I don't mean the "choices" (the game was strictly linear); I mean everything that happened in the game.
Uh... neither?
I guess If I had to choose I'd say I mostly saw Walker as a distinct character.
Thing is, I can't really project myself onto whose actions I have no influence over. Even if it's just mostly inconsequential dialogue choices a la
Mass Effect, Human Revolution or
The Walking Dead. That's enough for me to start thinking of the character as "me" or as "my character".
Spec Ops didn't have that. It kinda tried with those few choices, but that wasn't enough, at least not for me.
On the other hand, Walker didn't have any defined personality that I can recall. You don't know anything about his past, his likes and dislikes, his sense of humour, or... anything. SO I really didn't care about anything that happened to him except out of curiosity. I guess I kinda felt sorry for him toward the end, but that's about it.
I saw the "choices" the other way, actually... I mean, I totally see how they could come off as a half-assed attempt to inject "choice" into a linear experience without derailing the narrative, but I took them as
serving the game's linear narrative. They're not meant to provide the illusion of freedom a la Mass Effect; they're meant to remind the player that they're operating under constraints (and comment on the futility of war imo.)
For instance, it was very deliberate that the illusory "save Gould vs. save hostages" choice that ended the same way no matter what was
right before the WP scene and the Lugo: "We don't have to do this, there's always a choice" Walker: "No, there's really not" exchange. I think the choices were there to impress upon the player their lack of freedom, while at the same time affecting their mindset differently depending on which choice they made.
To quickly sum up my experience:
I chose to save the hostages over Gould because I was the "good guy," then white phosphorus made me feel like shit. The hanging scene, however, I refused and killed the snipers instead. This gave me a second wind, making me feel like I could "rebel" against the system and be the hero. This tied in nicely with the "get the water = save the city" arc. When CIA bro crashed the trucks I was fucking
furious--I had grand designs on saving everyone, and
he ruined it (in my mind), and I let him burn. As shit went downhill, I felt more and more that I'd become the monster I was trying to fight. This culminated with the Lugo lynching scene, where I was so mentally exhausted and defeated that it didn't even occur to me I could fire into the air. I let the crowd kill me, hoping for an ending, but when it just reloaded, I fired into them. This, plus the harsher barks and loading screen taunts, essentially broke any desire to keep playing except to see it through to the end.
You're right on Walker having no personality. Really, he's as close to a cipher as you can get without having a silent protagonist. (I think this is meant to make it easier to project, a la Gordon Freeman.) I didn't notice this until playing it a second time, but Walker never does or says
anything in cutscenes that changes the story or the game state. All his lines and actions do is preserve or return things to the pre-cutscene status quo. In essence, "he" never does anything--the player does everything, even though it's a linear game.
(I hope this doesn't come off as argumentative... that isn't my intention. The game affected me a lot, so I'm trying to relate my experience and better understand yours, rather than trying to debate their validity.)