@SamStrife: Yeah, that wasnt the strongest part of my point. But good job finding the weak spots to pick at ;)
In the end, its YOUR choices that make Walker look crazy in the scene with the two hanging corpses. YOU shoot someone, that is one of the rare places in the game where it gives you choices you dont know about. You can shoot the soldiers, you can walk away(making the 33rd open fire on you). I believe you can even shoot the rope hanging one of them. All of those actions make Walker look considerably less crazy. But once again, you take the game at face value and shoot one of them(because its what the game is ordering you to do). In turn making Walker look crazy to his squadmates. I dont think it would be crazy to stand and stare at the two hanging corpses. Its a terrible shocking sight. Keep in mind, we never *really* see what goes on in the (real world) when Walker is hallucinating, who knows if he is even actually talking?
All we know is that it reveals the hanging bodies as just corpses, and i believe that it is Lugo that says "He just stopped moving". Sure It might be a little weird if your CO just stood there and stared at two hanging corpses, and became unresponsive. But i dont know that it would set off the "holy shit this guy is batshit crazy" alarms at that point. Hell, who knows if the radio even *really* exists? Who knows If Walker even "talks" to Konrad. After all Konrad is in his imagination, so we dont know if any dialog between Walker and Konrad even actually happens. Its like Fight Club(correct me if i am wrong, but i havent seen the movie in a while) but you see Brad Pitt and Ed Norton talk to each other A LOT in that movie. But we never see it from an outsiders perspective, we see ed norton throwing himself around the boss' office and punching himself in the face. But we never really see a deliberate back and forth between Ed and Brad from an outsiders perspective. It never shows ed norton 'talking to himself'. I dont know why you assume that the dialog between Konrad and Walker actually even happens to outsiders.
Lets work on these points next:
1) Hell/Pergatory : I would posit that this whole game is an unreliable narrator(kind of a cop-out, i know but its worth discussing). You cannot trust what the game is telling you. Much like Lugo and Adams(arguably) shouldn't have trusted Walker after a certain point, i dont think you can *really* trust the narrative. Considering the writer has gone on record as saying, that the lead character is dead. Due to the framing of the story, your main character dies at the VERY BEGINNING OF THE GAME. But what does that tell you about the game? It frontloads the murder of the player character. Now, its not blatantly outright saying it but the hints are there, and the writer hasn't been shy about expressing his interpretation of the story.
2) Lugo and Adams cannot protest, and maybe somewhere deep in their minds they only stuck with Walker because he was their chance for survival, maybe they thought they could convince him to just leave, or maybe like i thought about the 33rd they were secretly starting to enjoy the endless killing spree as much as Walker/the player. : I think that is the most important point you chose to gloss over. Survival, Lugo and Adams just want to survive, they didnt want to be on this mission, they didnt want to go to Dubai. But that was their orders, so it was their job. Even during the opening of the game(after the opening helo sequence) when walking into Dubai, Lugo and Adams lament their mission. So its safe to say their end goal was survival. They stuck with Walker because surely without him they would be doomed to die in the sands. Especially by the point where they are starting to take fire. That man was their commander, regardless of whether or not they thought he was cracking, what would they do? shoot their CO in the head fake some elaborate story about how he was killed by insurgents? Now, this part of the argument can be chalked up to not knowing standards and practices for your CO going crazy on a mission. Probably call off the mission and go home, but..would they really make it home? Would they get killed anyway? Would they even make it past the storm wall?
3) Story?: What is the story here? Does it *actually* matter in the grand scheme of things? Spec Ops isnt a game about its story, its a game about games. Its a game about ripping apart the shooter genre. Its a game about the dangers you face when you have a whole media form that could do a pretty effective job at boiling down intense geopolitical events with a jingoistic hoo-rahh attitude. Because we love shootin gaemz and we dont really care what goes on in them because we just wanna blast people. We just want to be assured that (we) are the good guys, and (they) are the bad guys. We want to be a hero, but heros(in the video game sense) rarely exist in actual war. Soldiers are taught to do the EXACT opposite of what we see in games because "being a hero" will more likely fuck up more than it will fix. Its about taking unrealistic scenarios and framing them in realistic environments, based on realistic(or even semi-true) events, and the dissonance that creates. It muddies the waters of geopolitical understanding when you have a whole form of media based on shooting stereotypes of other types of people. Once again, not even touching on the games statements about player agency(or lack thereof), and the dissonance of surrounding "moral choices" in a game with mindless (arguably immoral) actions.
I really suggest you watch the Errant Signal(if you haven't) video I posted earlier, it sums up my feelings on the game to a T.
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