The Time You Were An A-hole in Spec Ops: The Line

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talker

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Nov 18, 2011
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Bob_F_It said:
Intentionally being an asshole misses the point with the game. You go in trying to be a hero, you want to be a moral compass opposing the heel, but ultimately your actions and outcomes are a gulf away from your intentions and desires.

Critical miss gets the point: http://www.escapistmagazine.com/articles/view/comics/critical-miss/10253-Every-Other-Game-Ever
The difference with Spec Ops is that you're the villian, and there's no hero.
no, the difference is that there's no villain
 

Weaver

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Apr 28, 2008
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Ed Smith said:
The Line challenges our lazy and unquestioning attitude to violence in games. It gives us red herrings, false targets and vague objectives and watches us kill, kill and kill again regardless. The game says we need to blow these people up and we do it; who'd have thought they might be unarmed civilians with children?
No no no, it challenges YOUR unquestioning attitude towards violence in games. If you ALWAYS question these things in games then game does nothing besides irritate you because it thinks it's so goddamn clever. You have to be a gunbro MMS player to get anything out of it. If you hate the genre, or wonder why they glorify war so much, or why their stories are always so awful, then this game is pointless to even play.
 

Snooder

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May 12, 2008
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Honestly, I wasn't as impressed with Spec Ops: The Line.

I got where they were going, and as an introspective into the mind of a mad-man slowly buckling under the weight of his own poor judgement, it's really good. I especially like how they occasionally put the player into "bullet time" as a subtle reminder even pretty early on that Walker isn't quite firing on all cylinders. It creeps up on you since it just feels like a standard game mechanic, but when the other hints add up it becomes a lot more important.

As an indictment of war games in general, or we as players? Fuck no. The pivotal point for me wasn't even the WP scene, although the railroading there was bad enough. It was earlier when the 33rd soldier runs off and comes back with his buddies. That's the point where any sane person would call out "Hey, we're not with the CIA, we just got dropped in today and I need to talk to Konrad." And keep doing so as many times as necessary until someone on the other side got tired of getting shot.

But no, there's no option for that. Having difficulties with the locals makes sense because the language barrier hampers communication even before you add in their resentment of anyone in an American Uniform. But other soldiers? Cmon, at least one of them would take the time to ask wtf you are doing before shooting. Even if you melee the soldiers to subdue them without killing, they just get right back up and start shooting again.

Walker gets plenty of chances to stop fucking up, and as a player I would have loved to take those chances. But he never takes them, and then just escalates shit for no good reason. Like blowing up the radio tower. Why? Fuck-all reason. At least Lugo had a decent excuse for killing the Radioman.