Tuesday, February 3, 2015


War is Hell
Review
Spec Ops: The Line (PS3), Yager Development


“Let’s do this by the book, boys…Think of it as a paid vacation.

Abstract: Spec Ops: The Line is a game that should not be missed. Spec Ops weaves a dark military narrative that explores the true devastation of war: from the innocent victims of combat to the psychological toll soldiers’ pay. In that regard, the team at Yager have produced a title that takes a huge leap forward, moving video game narrative to a more mature, thoughtful place. Spec Ops takes full advantage of the narrative foundation other military shooter games laid before them, and subverts expectations in fascinating ways. The only element working against Spec Ops is the bland moment-to-moment third person shooter gameplay. Spec Ops is a game I am so glad that I finally got around to playing. For its bold, bleak take on video game military violence alone, I give Spec Ops my highest recommendation. Spec Ops: The Line is a seminal experience in gaming, and I hope its innovations continue to influence the industry as a whole. We could use more games that experiment with narrative and character exploration like Spec Ops.

When it came to writing my first game review on TIF, I was faced with a dilemma: what game do I choose? Should I write about some of the best games I played in the past month or so, like Middle Earth: Shadow of Mordor, Luftrausers, or Thomas Was Alone? I ended up deciding against these, as I felt I was too far away from my time with them to give good insight. So I then looked to new releases, only to find, well, there really aren’t any. January is often the slowest month for new game releases. Video game makers and publishers make a big push to take advantage of the holiday shopping rush, getting more of the “big” games out between October and December. January is devoid of these big releases, as the more casual consumers have likely already spent their allotted game budget. This makes January a great time for smaller, indie releases. Indie titles released in January can take full advantage of a slower news cycle, and pick up potential buyers from the pool of devoted game enthusiasts with nothing new to play. So, as we entered January, I was excited to have my first review be about some spectacular smaller release. Two titles in particular that were set to release January 2015 missed the January release window. These two were Apotheon and Axiom Verge. Darn. I am still very much still looking forward to these, but I’ll have to wait until February and beyond. It was at this point that I decided to look into my colossal backlog of games for my first review. Then serendipity struck. The Playstation Network had a sale on 2K published games which, combined with my 10% “sorry we were DDOS’d on Christmas” discount from Sony, allowed me to pick up Spec Ops: The Line for $4. Not a bad deal. Spec Ops was a game that got a good deal of praise when it was released in 2012. I now (finally) have gotten around to playing it, and I am so happy I finally bit the bullet and purchased Spec Ops. I could not have had a better first game to review. So let’s get into it.

Spec Ops: The Line was developed by Yager, published by 2K, and released on the PS3 in 2012. In Spec Ops, you play as Captain Martin Walker, a member of the US Army’s Delta force. Walker, along with his squadmates Lugo and Adams, are sent on a rescue mission to Dubai, where devastating sand storms have crippled the city, the local population, and the military contingent that stayed to help evacuate survivors (the “damned” 33rd). Colonel John Konrad, a war hero whom Walker had worked with previously during a mission in Kabul, leads the 33rd. What starts off as a simple task, identify survivors and evacuate what remains of Dubai, quickly becomes a hellish ride into the darkness of war, and the darkness within ourselves. Spec Ops succeeds by completely subverting player expectations: it bucks game conventions at every turn, whether thematically or from a game design standpoint. It uses Joseph Conrad’s Heart of Darkness as an excellent thematic foundation, and tactfully brings its themes of violence and madness into a video game setting.

First and foremost, Spec Ops is the one of the only military shooters I have played that depicts the evil of war. The fact that it does so tastefully, surprisingly, and with narrative finesse is just icing on this already tasty cake. The game opens with Walker describing his endeavor as “a paid vacation.” The rescue mission in which Walker planned to partake quickly becomes an all out war. At every turn, the player (as Walker) is forced to take on huge groups of enemies, killing hundreds upon hundreds by the end of the roughly 8 hour campaign. Unlike most other military shooters, however, Spec Ops takes the time to really show the player the collateral damage a war inflicts. The dead bodies of civilians litter the landscape, seen charred laying in alleyways or hanged from street lights. Civilians often find themselves caught in the crossfire between you and your enemies, with catastrophic consequences. Evidence can be found throughout Spec Ops of torture and unnecessary brutality. Because this is a shooter game, you feel the compulsion to kill your enemies. Spec Ops acknowledges this, and uses it as a vehicle to show the player the devastation that kind of violence begets. Spec Ops acknowledges the conventions of the shooter: that killing your enemies has a positive outcome. That, despite the evil you’re committing, the price you pay is worth it. This is not the case in Spec Ops. By the very act of you, the player, being there, thousands of lives are put at risk. The blood of hundreds stains Walker’s hands. This is portrayed narratively and visually. Throughout the game, Walker is injured: cuts, burns on his face, etc. In so many games, this cosmetic damage is transient, lasting the only the length of the sequence or chapter. In Spec Ops, every injury Walker sustains is persistent. By the end of the experience, Walker is in tatters. The evolving character model is subtle but powerful, reinforcing the inescapable damage of war. Finally, Spec Ops is, in no uncertain terms, a “grey area” kind of game. The motivations of your enemies are fluid, resulting in chaotic warfare in which you are never sure if you’re fighting the right people. Spec Ops smartly avoids the convention of “random evil terrorist/Soviet” enemy, and creates a compelling opposition force that makes a tremendous impact on the player.

Spec Ops: The Line depicts the gnarly, brutal consequences of war.
Hand-in-hand with its novel approach to narrative in a military shooter, Spec Ops wholly subverts gameplay conventions standard to the genre. The most immediately impactful design choice is that of your enemy: former U.S. soldiers. The 33rd has taken control of Dubai and, in their attempt to bring order to chaos, have taken authoritarian steps to achieve their goal. The presence of Walker and company threatens this uneasy balance, and Konrad and the 33rd do everything in their power to stop him. Military shooters so often create this evil “other” to fight against, resulting in trope-ridden jingoistic drivel. Spec Ops uses its game design to show the player that evil is within us all, and using former US soldiers as your enemy is a powerfully simple way to get this point across. Bombastic set pieces are another tried and true convention of the military shooter that Spec Ops does away with. In the course of the game, there are maybe two or three total set pieces. Not only that, but each set piece comes with a narrative weight that converts them from “fun” wanton destruction to reflections of the increasing evil Walker commits in the name of war. I don’t want to get into too many details, but the consequences and motivations of each set piece are clearly distinct from the “Hollywood blockbuster movie” style, characteristic of games like Call of Duty. Further, in Spec Ops, your companions are more than just filler NPCs. Lugo and Adams acknowledge the death and destruction you’re causing, and do not idly stand by your every order. In many other games, your protagonist is a one many army, and your companions act as hollow extensions of yourself. Spec Ops creates compelling companions in Lugo and Adams, and their dissent reinforces key narrative moments. In so many ways, Spec Ops challenges your expectations, and the game is better for it.


Walker’s descent into madness is perhaps the best aspect of Spec Ops. As Walker encounters more and more brutal violence, and bears witness what amounts to near total destruction of Dubai, he completely devolves. Decisions Walker makes as the game progresses become increasingly antagonistic to player choice. For example, Walker is presented with a scenario in which he must kill one of two criminals. Despite it looking like you can avoid the choice entirely, the game (Walker) forces you to take one of the lives. Towards the end of the game, Walker’s rage and madness result in heinous violence, disconnecting the player from his character. This creates an interesting and unique dynamic, as so many games work to make you feel like you are the protagonist. Walker’s journey towards insanity is smartly reflected in his in-combat chatter, as well. The game begins with Walker yelling things like, “Tango down!” when you kill an enemy. By mid-game, Walker utters lines like, “Target is fucking eliminated.” And, by the end, Walker is screaming things like, “Killed that motherfucker!” every other kill. Mid-combat lines like this are often static and irksome, and Spec Ops cleverly takes this trope and innovates upon it. Speaking of tropes and Walker’s madness, let’s talk loading screen messages. Traditionally, messages pop up during loading screen that offer combat tips or reinforce the current plot. In Spec Ops, loading screen messages reflect Walker’s growing madness. These messages taunt you, or resemble thoughts Walker is having trying to come to terms with his actions (like “This is your fault”). Similar to these loading screen messages, Walker and company have moments where they break the fourth wall. For example, late in the game a character mentions, “What is this, a video game?” The few instances like these add to the feeling of the bizarre reality Spec Ops takes place within, and reinforces the feeling of losing your mind. Finally, the color blue is used to great effect to hint at Walker’s madness. Physiologically traumatic events are punctuated by an overwhelming blue-ness in the game world. Walker’s growth throughout Spec Ops is powerful, and lasted with me long after completion.

In Spec Ops, pretty much everything is great. Which makes me all the sadder to report that that most unfulfilling aspect of the game is the actual gameplay itself. Removing the story and characters from the equation, Spec Ops plays like any standard third person shooter. This isn’t to say the gameplay is bad, but it is nothing special. Guns feel fine, but have a distinct lack of impact evident in both the low recoil and wimpy sound design. The cover system works well most of the time, but often I struggled to get Walker to enter cover as fast as I would like. Moving between cover was often clunky. Spec Ops also falls victim to another fault of most shooters: you simply face way way too many enemies. My kill count by the end of the game must have been in the 1000+ range. While every game does this, it detracts more powerfully from Spec Ops. When the game is trying to get across the price you pay by participating in war, each death should feel meaningful. Therefore, the gameplay acts in cognitive dissonance with the narrative, and I would have liked to see less total enemies encountered. There are some nice touches to the gameplay, though. I enjoyed that you could use the sand to your advantage. Sand barriers can be destroyed to take out enemies, and grenades thrown into the ground cause sand clouds that blind opponents and allow you to move forward. Your companions were used well in combat, and ordering them to take out hostiles worked as expected. Lastly, while this may not be true at every difficulty level, I enjoyed the low health for protagonist and enemy alike. Taking down any combatant (except the obnoxious heavies) takes only a few bullets, but you’re downed just as fast. It’s a nice change from the often bullet-spongey nature of shooters, used to artificially inflate the difficulty. The low health adds to the tone Yager set for the game and was a welcome design choice.

I wish the combat innovated more. Everything works, but
the end result is a bland experience.
In the end, Spec Ops: The Line is a game I regretting not getting to sooner. Spec Ops took narrative risks that I had not really seen in gaming, and tried in every capacity to move the shooter genre forward. The characters have depth, the violence has meaning, and the game is content to live in a narrative grey area. As Walker, you journey into the depths of human evil and discover an evil within yourself. You see the cost of war, whether it is the collateral or psychological damage. Spec Ops is a game unlike any other I’ve played: the most similar experience I’ve had is The Last of Us (my second favorite game of all time). I want Spec Ops to be a foundation upon which military shooters take inspiration, though I am not hopeful (it’s been nearly 3 years since its release and I see few steps forward from other shooter IPs). I was torn when it came down to giving a final score to Spec Ops. In the end, the gameplay missteps feel insignificant to the impact the whole experience had upon me. I give Spec Ops: The Line my highest recommendation.

Spec Ops: The Line
5/5

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