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Walking the Fine Line of Player Choice in Spec Ops: The Line

Seemingly lost in the desert for a year and a half, 2K and Yager's apocalyptic shooter reemerges with intriguing ideas.

When people tell me they're tired of military-themed shooters, my response to them typically is that I don't believe they're saying what they actually mean. The expression of weariness over the Modern Warfares, Battlefields and, to a much lesser degree, Homefronts of the world has little to do with a genre. When someone says they're tired of military shooters, it's not because they're about soldiers shooting things in first- or third-person. It's because few, if any of these games try to offer anything beyond the basic scope of what we've already seen them to time and time again. We experience the same blockbuster set-piece battles across the same ruined landscapes while the same chucklehead badasses read dialogue that sounds, as Charlie Brooker so succinctly described in his Guardian review of Modern Warfare 3, like it was "discarded from an old-school Schwarzenegger action movie for displaying too much swagger."

You and your posse start out as archetypal military badasses.
You and your posse start out as archetypal military badasses.

Essentially, we are tired not necessarily of games of a specific genre, but games within a genre that refuse to evolve beyond what the basic, accepted paradigm of what that genre currently is. So you can imagine my sense of terror when I began playing a recent demo of Spec Ops: The Line, and within minutes, my cohorts were cracking wise with one another and sharing multiple sentences that began, ended, and included multiple middle-doses of the word "motherfucker," before running into an apocalyptic Dubai and shooting the living piss out of a bunch of nameless "insurgents."

The exact thought that ran through my brain, in fact, was something to the effect of, "Oh, god. Oh no. This can't be what they've been doing for the last 18 months."

Yes, it's been that long since we last heard from Spec Ops: The Line. After an appearance at E3 2010 in which this Alice In Chains-laden trailer dropped, 2K Games went more or less radio silent. This is a circumstance we of the game industry have often learned to signal as impending doom. Either the grim specter of cancellation has begun hovering over a game's head, or the publisher has lost any real confidence in the title, and has scaled back its PR presence in the hope of avoiding any negative reactions prior to the release push. When an email invite to check out Spec Ops in a special two-hour demo crossed my inbox, I had honestly come close to forgetting the game even existed. When they told me I'd be able to play it the whole time, with no developer steering whatsoever, I had the distinct feeling I was being tricked, somehow. Then I started playing, and frankly, I had no idea what to think.

But as time wore on, and I played more and more of Spec Ops: The Line (five full chapters, in fact), I came to realize that my initial fears were mostly unwarranted. It wasn't that I had misjudged these characters--they were every bit the "try-hard bell-ends, desperate to highlight their gruff masculinity" that Brooker described in his Modern Warfare 3 piece--but they weren't that way out of some desperate play to make the player feel more masculine or tough. In fact, they were that way specifically so that they could become the precise opposite of that archetype as the horrors of the game's story unfolded. In effect: these characters suck on purpose, because as the game goes along, the things they will see, feel, and experience will remove any opportunity for snark, machismo, or celebration of heroism. In this situation, heroism barely even applies.

Before I delve too deeply into all of that, a brief refresher on what Spec Ops: The Line even is. The premise of the game has you following a trio of special operations soldiers into Dubai months after a tremendous sandstorm has all but decimated the region. It was a setting well highlighted by the original launch trailer, showing the once ostentatious structures of the city effectively in ruin, while opposing soldiers duke it out with each other, and battle the unstable terrain in the process. The question of why you're in Dubai, and why there are men with guns running around killing each other has only been partially touched upon previously, but in short, a U.S. Battalion known as the Damned 33rd had been sent in amid the chaos of the storms to try and evacuate the population. By all accounts, that mission failed, and the zone was deemed a no man's land--that is, until a transmission from the Colonel in charge of the operation, a man named Konrad, unexpectedly came through.

But seeing the things you see and doing the things you do leads to a dramatic shift away from the typical nonsense of video game heroism.
But seeing the things you see and doing the things you do leads to a dramatic shift away from the typical nonsense of video game heroism.

Your lead soldier has a bit of history with Konrad, having served with him years prior, and the expectation is that you and your two cohorts are there to recon the situation, and rescue any survivors that might be milling around. As it turns out, there are many survivors, but they're none-too-happy to see you.

As I mentioned before, the early goings of the game feature unnamed insurgents, a rag-tag group of men with their faces wrapped who seem especially spooked by American soldiers. There's a good reason for that, as the population has effectively found itself under marshal law, courtesy of the 33rd and Col. Konrad. In an effort to restore order to an anarchic situation, Konrad began torturing and killing civilians to demonstrate power and his own will. Even own members of his Battalion were not spared, should they have defied the will of Konrad.

It's a strikingly dark story that certainly invokes the likes of late '70s and early '80s war films like Platoon and especially Apocalypse Now (not to mention Heart of Darkness, the novel on which Apocalypse Now was based.) According to the game's writer, Walt Williams, that was very much on purpose. "What those films did to kind of rejuvenate the war film genre, we thought we had the opportunity to do the same for the modern military genre," he said. "We're looking to essentially bring consequence, the reality of war, into the interactive part of it, where you really feel what happens on both sides of the conflict. It's a bigger, darker thing than just being a hero and the bad guys disappear as you move on."

In order to achieve this, Williams and the crew at Yager have essentially dug into the notion of what choice in video games even means. Think about what the idea of morals actually means to a video game experience nowadays. Often when a player is presented a choice, it's a binary decision. One choice leads to one path, while the other, another. Choosing one might provide a specific quest line, or bring you toward a specific ending, and on the other side, you might end any chance for that quest line, or simply enact another ending. According to Williams, that's not what Spec Ops is about.

"Instead of creating this kind of systemic, binary system, where the same choice would just be repeated over and over again, with good/bad calculated at the ending, we wanted them to grow more organically out of the narrative, and the moment. We wanted the consequences to be more of an internal consequence on the player. So that maybe, early in the game, a choice a player might make wouldn't be what they'd make later in the game, after they see what the consequences are."

It sounds great in theory, but what does that even mean in practice? A prime example is one particular scenario that played out toward the end of the demo. While walking through a narrow passage outside, your team stumbles upon a trap laid by Konrad. In front of you are two people, bound and dangling from a nearby piece of wreckage. Each captive has two snipers with lasers pointed straight at their heads. You're all but surrounded by Konrad's men, and over the radio, Konrad demands you make a choice. One of the captives is a civilian who stole water, which Konrad has deemed a capital offense. The other is the solider he tasked with capturing the man, who, in a fit of rage, murdered the man's entire family during the arrest. Konrad demands you kill one of them as a test.

The sand-based destruction of Dubai lends itself to some fairly harrowing gameplay situations.
The sand-based destruction of Dubai lends itself to some fairly harrowing gameplay situations.

Thinking about this in the purest video game terms, my brain immediately decided to just pick off the soldier, since it appeared I had only two choices in front of me. According to Williams, my choice wasn't wrong, exactly, but those two weren't the only ones in front of me. I could have shot the ropes from which they dangled, or just aimed straight at the snipers and gone into battle. After shooting the soldier, my teammates actually expressed concern and even disgust at what I had done. Thinking back on it, I began to wonder how they would have reacted had I done things differently.

Of course, none of that expansion of choice means anything if there aren't tangible consequences for your actions. According to the developers on hand, the choices you do make do have an impact on the progression of the game, though they were reluctant to reveal any specifics, except to say that multiple endings do exist, and that your decisions will have some impact on the storytelling. By and large though, it's not about just trying to get a different ending, so much as it is trying to make the player think about these decisions in less "right" or "wrong" terms. As lead designer Cory Davis put it, "We feel like that type of decision more accurately reflects the types of scenarios soldiers actually have on the battlefield, as well. Rarely is there 'do a good thing versus do a bad thing.' More often than not it's a grey area."

I haven't seen enough of Spec Ops: The Line at this juncture to say whether the developers have been completely successful in achieving meaning in its moral decision making for the player, but I will say that I was, at the very least, captivated by what I played. Thinking back, I wish I'd had the understanding I do now when it comes to some of those moral decisions, as it might have made me try something different. Then again, in the heat of battle, one rarely has the time to ruminate endlessly about what to do.

And the battle is most certainly heated. As a shooter, Spec Ops is challenging, though not necessarily deep. Mechanically, it's not particularly complicated, with a fairly easy-to-use interface for weapon switching, some basic cover mechanics, and a few minor squad commands at your disposal. Perhaps there is a more eloquent way of putting this, but really, the thing about Spec Ops' combat is that it isn't about doing a lot of things. It's about surviving during frantic, sometimes utterly insane situations that can range from trying to hold out against an entire squad of enemy soldiers by yourself, to dangling off the ledge of a wrecked building while a massive sand pile caves in beneath you, and a whole building's worth of insurgents fire away at your now exposed body. It's nuts, but in a striking, sometimes exciting way.

The notion of excitement derived from combat would seem to belie the notion of what Spec Ops is trying to accomplish, but then again, even the darkest of war stories are meant to be an entertainment. This is a balance that the developers at Yager have effectively spent the last 18 months trying to achieve, the balance between the core bloodlust inherent to the shooter genre, and the more emotional thread line of the game's story. It's a tough one, to be sure. Artistically, the development team has done a great job of turning the landscape of Dubai into more than just a tourist's trip through a disaster zone. The carnage feels like it has real implications to it. When you stumble on piles of charred corpses, there is a story connection to why those bodies are there. It's not merely exploitative rubbernecking--it feels almost vital.

Getting a real
Getting a real "Eye of Sauron" vibe here.

And yet, Spec Ops: The Line is still a game, with waves of bad guys, collectible intel items, and even battles soundtracked by rock music. Thankfully, there is at least an interesting story context for that last one. As I stumbled into one early battle, Deep Purple's "Hush" began blaring over some makeshift speakers that had been hooked up near an old TV studio, and the voice of an insane-sounding man came over the loudspeakers to talk about what was happening right then. This DJ is actually a war journalist, a psychotic, Hunter S. Thompson type who has embedded himself in this carnage to observe, and even participate in what's happening. Williams' inspiration for the character came from an unlikely film: namely, Doug E. Doug in Eight Legged Freaks. He plays a Rastafarian DJ who holes up inside his studio and effectively narrates the death and destruction around him. That is obviously a far campier story than this one, but nonetheless, it's a neat narrative mechanic however you choose to present it.

There are a number of intriguing narrative choices in Spec Ops: The Line. So much of the game is about choices as they exist within the context of this story, versus how they exist within the context of video games as we know them. The idea of choices being left to the player to understand and sit with is a great one that I hope with all hope that Yager and 2K are able to make feel precisely as meaningful as they seemingly want it to be. Likewise, I'm hopeful that Spec Ops' gameplay can be balanced alongside those moral systems, because as we all know, all it takes is one moment of abject badassery or a single repeated quicktime event to remind you that, hey, this is just a video game, and thus, there's no reason to take it seriously. It's a terribly fine line that Yager is walking here. Regardless of their eventual successes or failures, I'm frankly just glad they're even trying.

Alex Navarro on Google+

86 Comments

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pixieface

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Edited By pixieface

I hate just about every single military shooter out there, yet some of my favorite movies are military-focused: Apocalypse Now, Jacob's Ladder, Band of Brothers. I love those movies, or the mini-series in the case of Band of Brothers, because they relate the human experience. That's an interesting thing to explore. War presents the depths of human depravity and the soldiers must rely on inner strength - not just wielding the biggest phallic weapon - in order to come out a better person, or at the very least, alive. We can all relate to pain, trauma, and overcoming hardship. It's compelling to see a change from the young, eager soldier ready to fight the faceless enemy, to the hardened survivor who knows that the faceless enemy does indeed have a face - and it could be his own.

It's not just about being a military man or woman participating in historical or theoretical events for me. It's learning about the human taking refuge behind the uniform and knowing that this person has a past. It is the audience's relation to the character's past that will make us hope that he or she has a future.

But most military shooters have no change. No character arc. No character. No soul. They're sterile, sexless worlds filled with lots of guns and lots of explosions and lots of men and lots of cringe-inducing power fantasy dialogue. That has it's place. It makes a lot of people happy. Okay. That is good. But I am sick of that being it. If The Line is as focused on weaving a powerful story as the developers keep stressing it is, I will throw down my hard earned cash for it. Even if the story is not exactly on par with, say, Jacob's Ladder, I am willing to vote with my money and support developers who at least try their damnedest to make a relatively unique and compelling narrative.

I appreciate what they are doing. I hope it works and, more importantly for them, I hope it actually sells. I read comments on the trailer and interview videos with people not caring about any modicum of innovation and demanding to know about multiplayer multiplayer multiplayer and blah blah blah story where is shootan thangs, and I become... disturbed. Youtube is hardly a bastion for intelligent discussion, but, well, still.

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Sarge_Gunnerz

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Edited By Sarge_Gunnerz

Looks very promising. Let's see how it all plays out.

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Stubert73

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Edited By Stubert73

Apocalypse Now was one of the first movies I saw that kind of broke down the military fantasy that years of GI Joe cartoons and bad action movies had created in me. It sounds like Spec Ops is aiming to counter the same kind of power trip today's modern shooter has become, and that's a tall order. But count me interested.

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Bombzinski

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Edited By Bombzinski

I knew that game would be weird when I saw that trailer and heard Giantbomb discussion back then. Glad to hear that it still exists and even has a chance of being good.

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iWonder

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Edited By iWonder

So glad to see that this game is still around.

Get hype, folks.

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John-Luke

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Edited By John-Luke

I rather enjoy Deus Ex's paradigm of binary choices. What's being described here seems a lot more like Hitman with a little more empathy. Then there's BioShock's Little Sister thing, where it was more of an internal, emotional reaction that would've countered the logical choice of harvesting. That rope scenario sounds fascinating. I really like that.

Basically, I hope they apply at least a smidgen of Deus Ex because any game could benefit from that.

By the way, Deus Ex is the best game ever made. More Deus Ex.

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blacklab

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Edited By blacklab

Figured this couldn't be that bad with Kasavin on board way back when.

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SubwayD

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Edited By SubwayD

I'm all for a military shooter with an interesting setting and premice, just so long as it doesn't turn out to be three hours of boring, derivative shit. I'm lookin' at you, Homefront!

I also wonder how much Greg Kasavin is left in the game. Dude is raw!

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haggis

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Edited By haggis

I'd be more excited if the example offered for moral choices wasn't so ... formal. Part of the problem here, especially with soldiers, is time. The example presents something the player is expected to think about and then make the choice. But in my conversations with soldiers over the years, they usually say that the tough decisions didn't even present themselves as decisions until after they'd been made. So this still seems very game-y to me. Maybe it's better than what we've had before, but I'll wait and see. It's not like "gray" choices are exactly new in games. Or consequences, either. Maybe in military shooters, but not in action RPGs, for instance.

It still looks like an interesting game. But what I'd really wish these developers would do is look at a movie like Tears of the Sun and make a game like that. We don't need to be caught up in some huge, world-engulfing conflict to make a game feel epic. It can be a small conflict, largely unknown, and small in scope and still be plenty big enough for a game. It's one reason why I generally don't like the single-player campaigns in CoD. They sometimes look pretty, but it's all cold and impersonal.

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pwnmachine

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Edited By pwnmachine

Great article Alex, that Guardian one not so much. lol.

I was interested in this game from the first trailer. I personally don't mind the wait, I mean they are (hopefully) taking their time to make it a better game.

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Undeadpool

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Edited By Undeadpool

I am...intrigued.

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deactivated-58f9a027d9bbc

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@vinsanityv22 said:

I welcome this, though I'm still super pissed at military shooters for being so creatively bankrupt (and let's face it; not fun or engaging if you have even HALF a brain). The story stuff here in Spec Ops is neat, sure, but the thing I really wanna support is the "what if" scenario of the sandstorm-wrecked Dubai. That's actually some really creative visual thinking there, something this genre DEFINITELY doesn't have. I couldn't think of more creatively atrophied developers than Infinity Ward and Treyarch if I tried. But the team working on Spec Ops is designing a setting that's at least halfway towards the 100% fictitious and creative settings of games like Bioshock or Vanquish, and that's super refreshing in this tired, shitty genre.

If only they could bring some cool stuff to the gunplay. For all the fresh ideas they seem to be bringing on, you just know that the guns are going to be standard issue. The same stuff in COD, Battlefield, SOCOM, etc. The same cover based gameplay as a million other shooters too. This won't be competing with Resistance any time soon, y'know? And that's a shame since they seem to have a lot of other great ideas...

the problem of military shooter's gunplay are that it's kinda restricted to what we have IRL.

I don't know when it begins, but there exist(and a lot too) people who will bash the F out of a game just because a pistol holds 10 rounds a clip instead of the real life 8. (oh, and they bash people for using the word "clip" instead of "magazine" too!) or if you have a gun that can swap between explosive rounds and incendiary round on the fly, they will start yelling "FUUUU THIS GUN DOESN'T HAVE THAT AMMUNITION YOU RTARD" and ruin all your fun.

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ptys

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Edited By ptys

Maybe they could have gone the Action RPG route. If this had character development it would interest me more.

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Metaltron

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Edited By Metaltron

i was wondering what became of this game

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SketchPanic

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Edited By SketchPanic

Hope this game turns out as interesting as it sounds...

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vinsanityv22

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Edited By vinsanityv22

I welcome this, though I'm still super pissed at military shooters for being so creatively bankrupt (and let's face it; not fun or engaging if you have even HALF a brain). The story stuff here in Spec Ops is neat, sure, but the thing I really wanna support is the "what if" scenario of the sandstorm-wrecked Dubai. That's actually some really creative visual thinking there, something this genre DEFINITELY doesn't have. I couldn't think of more creatively atrophied developers than Infinity Ward and Treyarch if I tried. But the team working on Spec Ops is designing a setting that's at least halfway towards the 100% fictitious and creative settings of games like Bioshock or Vanquish, and that's super refreshing in this tired, shitty genre.

If only they could bring some cool stuff to the gunplay. For all the fresh ideas they seem to be bringing on, you just know that the guns are going to be standard issue. The same stuff in COD, Battlefield, SOCOM, etc. The same cover based gameplay as a million other shooters too. This won't be competing with Resistance any time soon, y'know? And that's a shame since they seem to have a lot of other great ideas...

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soiledsanchez

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Edited By soiledsanchez

@Knite said:

Was this the one with the dynamic sand environment where you could shoot the glass roof of some underground metro station or something and it would just swallow up the entire area?

yea thats this game, been waiting for a long time for this game to get some new info

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KamikazeCaterpillar

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Thinking about this game has been really weird for me. When it was first announced and the news was coming hot and heavy I couldn't care less about it but now they has been complete silence about it I've gotten really excited about. Now we just need some Metal Gear Rising news and I'll be a happy camper.

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oneidwille

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Edited By oneidwille

@Masha2932 said:

I'm still skeptical but maybe more gameplay footage will change my mind.

Since I was about 14, this has been my response to all previews, and my gameplay experiences have been better for it.

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bhlaab

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Edited By bhlaab

So they're making a derivative shooter that rips off Apocalypse Now instead of Red Dawn. So many interesting ideas, all of them applied to parts that aren't a freaking video game. Can't wait till this wins Best Cinematic Narrative Story of the Year

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Masha2932

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Edited By Masha2932

I'm still skeptical but maybe more gameplay footage will change my mind.

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jakob187

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Edited By jakob187

I love to hear that someone is pushing the genre forward...

...but you can't push the gamers themselves forward. If you give them a bunch of death traps, all they will do is find ways to kill and murder as much as possible. I see it everyday: kids and adults alike could care less about mowing down innocent civilians in "No Russian". Particularly, the kids do it with a smile on their face, trying to get their friends to look over and say "yeah, man, check that out, fucked that guy up". They don't care.

That's why Spec Ops: The Line will end up being something that won't be appreciated by the larger audience of shooter fans out there in the same way that other games are: they are adding meaning to the story and the decisions, and so many gamers aren't going to care.

I will, though. I'll enjoy my playtime with the game...as will many of my friends.

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hoechst

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Edited By hoechst

wow, this game is still being made? :o

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ShinjiEx

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Edited By ShinjiEx

I could of swore this game came out awhile ago an bombed an was forgotten...

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coakroach

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Edited By coakroach

Wow I hope they pull it off, sounds like something that would give the genre some credibility again after MW2 sent the whole spinning into the Michael Bay-iverse

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phrali

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Edited By phrali

i see promises of greatness and this isn't like other shooters and you'll have choices of good or evil.

which means it will be another stupid cod shooter with stupid bioware dialogue trees.

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xxizzypop

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Edited By xxizzypop

@cikame said:

An example of someone in a game i felt sorry for was Tai in Gears 2, strong willed, caring rock of a dude who got extremely messed up and met an unexpected end.

If this game tries to deliver consequences through the lives of unknown civilians i doubt it'll have an impact on me, i don't care about strangers.

I feel like I'm on the other side of the spectrum than you. I felt nothing for Tai, as it was a character that I was only introduced to that game who didn't interest me or seem terribly fleshed out, so as the game flaunts what a big deal this is, I sat there going 'harumph.'

On the other hand, this game seems to ask question about your moral, philosophical and sociological beliefs. I haven't put my hands on it in any way yet, but from Alex's description, I am intrigued to no end.

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buzz_killington

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Edited By buzz_killington

I remember being really impressed by the initial trailer they showed at the 2009 Spike VGAs. I hope this one turns out good.

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Vodun

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Edited By Vodun

Holy crap, one of my favourite writers for my current game information source of choice quoting my favourite writer for my very first gaming mag (PC Zone). MIND! BLOWN!

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Edited By TorMasturba

Witcher 2, while being mostly linear is very good at giving you grey choices that have postive AND negative consequences at the same time and also some unforseen consequences too that you never even find out about until you're talking about the game with a friend and start thinking you're talking about different games because of how different those consequences end up being.

I had a thoroughly awesome time with Witcher 2 and if my hopes are right, based on Alex's descriptive article, Spec Ops: The line will hopefully have the same qualities wrapped in it's own fiction and story. My fingers are crossed at the very least.

@Alex: Fantastic work Alex, it's not often I read through an entire article gleefully happy at what I'm reading about. And while I might sound like I'm sucking up to you when I say this, I'm really not, you and Kleppick have been awesome additions to this site, keep up the good work.

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marcness

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Edited By marcness

Man, I was wondering where this game went.

I've been a big fan of the Spec Ops series, as I've played them all with my brother since the first game.

Playing it via co-op is the ONLY way to play the series. The games are designed with co-op in mind; the single-player thing is just a throw-in. Don't play them alone, and you'll enjoy them more.

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spilledmilkfactory

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I had a feeling this game would be trying something special when it was announced, and I'm glad to see they're at least being ambitious. I've always wanted a morality system that wasn't based around which upgrades or powers you'd rather have access to. If the shooting holds up, I'm definitely going to check this out

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TwilitEnd656

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Edited By TwilitEnd656

I can hear bells ringing! But are they of hope? Or disappointment? Either way, I think I'll have to end up giving credit to these guys for trying. Gods know I could use something different in the shooter line of games.

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DaBuddaDa

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Edited By DaBuddaDa

Hey look a game with a white, 30-something shaved head chiseled jaw army guy as the main protagonist. Color me excited.

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Sunjammer

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Edited By Sunjammer

The name's Marshal. Marshal Law.

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nintendoeats

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Edited By nintendoeats

Am I allowed to let myself be excited for this game?

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madlaughter

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Edited By madlaughter

Great read, Alex. Sounds interesting. I'll keep an eye on this one.

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Subjugation

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Edited By Subjugation

No matter how this game turns out, I give these guys credit for realizing the genre needs to be shaken up. Oh does it ever need to be shaken up. I hope they are successful and result in more developers following suit.

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sweep

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Edited By sweep  Moderator

Beautifully written, Alex! You have put this game back on the map, for me at least.

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Dark_And_Grey

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Edited By Dark_And_Grey

@DeF oooops cheers for the heads up :)

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DeF

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Edited By DeF

@Dark_And_Grey: just a friendly tip: it's "awkward" not "ackward"

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djkommunist

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Edited By djkommunist

@Gruff182: He's a beautiful, beautiful man. No homo of course.

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tomance

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Edited By tomance

Good preview.

It is kind of funny how many games program me with an A or B scenario mentality. In some ways this forces me to not try and think outside the box. Now that I'm playing Skyrim it is hard for me to break out of that mentality. I can do really anything.

Whether the developer achieves their goal or not, I commend them on trying it. I feel like not enough games take this route.

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Philzpilz

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Edited By Philzpilz

Well ok I'm interested. I remember them talking in the bombcast a while ago about a situation where your teammates start to get terse with you if you do certain things, which would be interesting to see folded into this

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Hangnail

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Edited By Hangnail

Great preview, almost have me sold that this'll be something to look forward to...!

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cikame

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Edited By cikame

An example of someone in a game i felt sorry for was Tai in Gears 2, strong willed, caring rock of a dude who got extremely messed up and met an unexpected end.

If this game tries to deliver consequences through the lives of unknown civilians i doubt it'll have an impact on me, i don't care about strangers.

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zoozilla

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Edited By zoozilla

Wow. My interest in this game just shot up tenfold.

Developers always talk about "meaningful player choices," so much so that it's hard to believe any game will offer something other than "right" and "wrong." But I'm hopeful about this one.

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Dark_And_Grey

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Edited By Dark_And_Grey

I played the Beta a few months back on my Xbox and I hated everything about it. Now it being a Beta I understand that there is gonna be alot of broken things but it just sucked.

The control system was really awkward to use (button layout etc) The buttons weren't the usual TPS layout e.g Gears of War. I didn't play much of Army of Two the 40th Day (due to it being terrible) but the controls felt simular to that which again, in my opinion, are not just a pain in butt to use but also cause an extra hindrance that makes the games harder because of it.

The lay out of the enviroment ( quite a small area with some building and lots of sand) which had alot of jumping up, awkwardly, trying to get over an ankle high obsruction to move to a higher part of the level.

I'll quit rambling. Just thought I would share a small personal experience. Obviously that was the beta and online so I didn't bother mentioning hit ditection / awful lag etc. So hopefully the delay has helped it some.

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Adaptor

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Edited By Adaptor

Great article! This added layer of morality and consequence is exactly what shooters need.

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Manburger

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Edited By Manburger

Dang! Excellent article, Alex! I feel like you eloquently expressed the general fatigue with military machismo bullshit, and how this game attempts to do something different. Bonus points for Charlie Brooker. This preview rekindled my interest in the game!  I remember being very intrigued by it after hearing good ol' Greg talk about it.
Hope Yager manages to realize their ambitions.