View on Spec Ops: The Line - SPOILERS!

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ShadowEvangel

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Feb 29, 2012
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So, I'm currently in the process of playing through Spec Ops: The Line and I must say I am rather disappointed.

Don't get me wrong, the graphics are very pretty with characters changing in response to the environment (sweating, blood stains and wounds, clothing being torn from the main character's body, etc.) and the mechanics are as nice as you can expect from a 3rd person over-the-shoulder military shooter, though grenades acting as smoke grenades when used in the sand is a nice touch.

No, what I'm disappointed about is that the game claims to force you to make difficult choices throughout the game, and yet since it is so ridiculously linear, the hardest, most wide-reaching decisions are already made for you.

First choice I was allowed to make: Whether to shoot a soldier I had just rescued from torture or let him escape down a hole. The soldier clearly didn't seem interested in thanking his rescuers and was verily passive-aggressive towards us. You would think after going down he'd tell all his buddies "Hey! There's some soldiers who saved my ass from the CIA guys! Let's greet them cautiously but optimistically!". Nope! I was instead greeted by bullets and grenades.

The next choice was between rescuing a CIA agent Gould who could tell me what the hell was going on, or two civilians. After a dozen attempts at rescuing Gould, including the first mandatory fight against a Heavy, the bastard dies anyway because of sand in his lungs, even though I shot his torturers before they began sandboarding him. Fantastic. Treated to a lovely cutscene where my two followers get into a fight over letting Gould die and the horrible situation we're in.
After getting to the next section at The Gate, I thought, if Gould dies anyway, I might as well save the civvies and it might change the situation up ahead, maybe make my character be less of a twat. Reloaded and let the bad guy kill Gould, stealthed my way around with the most piss-easy stealth section, rescued the Civvies. Got a small thank you from them, got the map off Gould the same as before, treated to the same lovely cutscene where my two followers etc. etc. You know what changed? The two civvies got to live, and I still had to shell a base of soldiers doing manly things and civilians cowering in a hole with phosphorous.

Oh yeah, that's the big moral issue. You have to get through an army base at the Gate and to do so you shell them with white phosphorous. If you leave the last humvee alone so the shell doesn't kill the civvies in the hole, you die instantly. If you attack the army base, you get killed almost immediately and you can't kill all the armor anyway, not that you can carry enough weapons/ammo to wipe out the base anyway.

When you zipline into the radio tower and land on an enemy soldiers who slowly pulls a deagle on you, you have a choice of: not do anything and die; execute him with rifle butts to the head (not unlike the 8723456897234 other wounded soldiers you could execute just like that earlier in the game); shoot him in the face. Option 1 is death, option 2 your friends freak out. When I reloaded and shot him in the face instead, the Radioman mentions me beating his head in with a rifle...since when?

Speaking of the Radioman, even after he helps you set up the city-wide broadcast and is not aggressive in the slightest, being quite friendly...he gets shot in the face in cutscene. Yup, that's moral choice for you of course. But hey, at least you get to coordinate the city-wide evacuation now, yeah? Nope "We'll save you all! But first we'll just go kill the leader!" and then strafe the tower, demolishing the only way of communicating to the entire city and cutting off any mass-coordination method.

The next two decisions are: whether to execute a criminal or the soldier who killed civilians and whether to put the man who screwed the city and almost got everyone killed out of his misery or let him burn.

That's as far as I'm up to so I can't comment on the ending yet, but considering the game touts that it's about hard choices, I'm betting it'll be a choice that screws the city either way.

It's also very forgettable, with missions passing quickly and simply, even on hard difficulty (which only seems to reduce your health by a little and increase the health of the Heavies by 5 billion) and, quite frankly, I found myself forgetting the main character's name at times, especially since even after introducing yourself to the city, enemies still end up calling you Delta Squad, then just Delta.

Final comment for the producers: the "horrors of war" aspect where you do closeups of horrific wounds, injuries and maimed bodies...only really works if your textures and models are near-lifelike. The graphics and textures, though good-looking from a distance, really don't hold up when the camera really zooms in on a half-burnt face and the burns end up looking like bad make-up. A better option, especially when you KNOW that the camera will be zoomed into a mangled face, is to go for the near-realistic graphics and hit up the uncanny valley effect. It works a lot better for shock and horror than any amount of melting civlians.

Overall so far, I'd give it a 4/10. It looks nice and plays well enough, but far too linear. It tries to do what others have done better and it forces you into a storyline that, although interesting, is not enough to save it. Hopefully the ending will make up for it.
 

bells

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Jul 10, 2009
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The game is not about the choices, it's about the consequences. It's story driven, liniar, and no matter the choices you make, they are pointless in the end, and that's the whole point... the message is that sometimes in the avid militaristic mindset of "getting the job done" a soldier's mind can be taken to far to the point where the only positive choice is to not act and let the mission fail.

The entire game is pretty much the character trying to fix a fuckup with a BIGGER fuckup until the mess fixes itself because he can't accept to fail in a mission that was always beyond his control.
 

ShadowEvangel

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Feb 29, 2012
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If it's about the character's choices and the consequences of those, why bother giving the player a choice at all? Considerng how linear it already is, might as well make it entirely linear and just tell the story the writers want to tell. Since the choices don't matter, might as well pick the choices that make the gameplay easier, which means there's no real point of having them.
Example is the choice involving Gould.

If you save him, he tells you to go to the Gate and then dies, after you have to kill a Heavy while under fire from snipers, machinegunners and greanadiers. If you're playing on the higher difficulty, you know how much BS Heavies are to kill even on it's own.
If you choose to save the civilians, you have to kill two standard soldiers unaware of your presence and you STILL end up going to the Gate with a dead Gould to melt some people.

Why would anyone NOT choose to save the civilians if anyone treats you the same?

Even when Gould's commander brings him up later on (after choosing to abandon him for the civvies), it's more like an off-the-cuff comment. It's not like your followers mention that you left him to die or anything...

If game makers want to give us a choice, at least let them mean something to the story. If choices don't mean anything, might as well leave them out.
Idunno, maybe they all come together in the end for a different ending? But then it's just meaningless padding having to replay the game over and over again.
 

bells

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Jul 10, 2009
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It's not an RPG, it's not Mass effect, it's a Military Shooter telling a story, the Whole point is the ILLUSION of choice, because all choices in this game come from the mind of a Soldier gone over the edge already, he LIES to himself, pretending he has choice because the only REAL choice he has is to accept failure, and that he can't do.

The gameplay was never intended to be altered by your choices and it was never claimed as such, and STILL you have 4 different endings. And they don't depend on your gameplay choices, they depend on YOU as a player and how you actually perceived the story.

In the end the game tags YOU and YOU Judge your own character, that, in itself is actually quite brillant.
 

PrinceOfShapeir

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Mar 27, 2011
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bells said:
It's not an RPG, it's not Mass effect, it's a Military Shooter telling a story, the Whole point is the ILLUSION of choice, because all choices in this game come from the mind of a Soldier gone over the edge already, he LIES to himself, pretending he has choice because the only REAL choice he has is to accept failure, and that he can't do.

The gameplay was never intended to be altered by your choices and it was never claimed as such, and STILL you have 4 different endings. And they don't depend on your gameplay choices, they depend on YOU as a player and how you actually perceived the story.

In the end the game tags YOU and YOU Judge your own character, that, in itself is actually quite brillant.
So how can I get some of this sweet money for shilling the game?
 

Isshiresshi

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May 7, 2008
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Spec Ops The Line is most likely the best history driving shooter in modern time... The atmosphere and graphic is stunning and it tells a story quite well in my opinion

It makes the player think about what consequence your actions have as well, which is an even more heavily burden since your character is not just two set of arms and a gun (as it is in a FPS game) but a person with a mind and body of his own, and that he (on the screen) changes visual and the way he behaves which you, as the player, is helping him with.
 

Adam Jensen_v1legacy

I never asked for this
Sep 8, 2011
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I didn't like the ending. The story was really good until the final twist. It was completely unnecessary. I can't believe they pulled a
fight club ending

Too bad. Although it did occur to me at the beginning when we saw Colonel John Konrad dressing himself. I thought to myself
this man is about to commit suicide