Spec Ops: The Line takes place beneath a sea of sand, deep within the Arabian Desert. In the gameâs fiction, the once-opulent city of Dubai lays in ruins, stripped and wrecked by the wrath of nature. (And I mean: The hubris of this place! Maybe Dubai kind of had it coming.)
This evocative, provocative setting isnât the only thing that sets Spec Ops apart from the globe-trotting, timeline-jumping antics of its militaristic video game peers. The game also tells a bold and often subversive story that is in many ways a deconstruction of the modern war video game.
Wait, really? Well, yeah, really. Spec Ops: The Line is a distinctly, consistently flawed game. But despite the many things it does poorly or with at-best-bland competence, it deserves consideration for the risks that it takes, and for the chutzpah with which it takes them.
Things start off unremarkably enough. Spec Ops tells the story of Captain Martin Walker, who leads a three-man Delta Force team consisting of two clichĂ©d and undeveloped teammates: Lugo (tech guy) and Adams (black guy). Dubai has been entirely swallowed by massive, raging sandstorms, and is mostly abandoned, save for a couple of thousand refugees. (Itâs all kind of purposefully vague.)
A distress signal has come from the city, sent by Colonel John Konrad. âJohn Konrad,â of course, being a less-than-subtle reference to Joseph Conradâs Heart of Darkness, from which the Spec Ops narrative broadly cribs. Konradâs platoon has gone missing in Dubai, which prompts the Delta Force higher-ups to send Walker and his team into the city to find what became of Konradâs unit and to get any survivors out.
Things do not go according to plan.
Things do not go according to plan, and before long Walker and his squadmates are fighting for their lives against foes they do not fully understandârefugees, civilians, and mostly, other American soldiers. Bodies start to pile up. The word âevacuateâ is used both correctly (in reference to buildings and cities) and incorrectly (in reference to people). Konrad remains something of a mystery figure for much of the game, and the question of who he is and what really happened in Dubai gives the narrative its thrust.
Spec Opsâ artistic design is lovelyâone minute youâll be fighting through a sun-scorched, sand-buried boat graveyard, the next youâll crash through a glass ceiling into a vast, buried performance hall. Dubai is a perfect setting for this kind of game, a real-world utopia that could easily become BioShockâs Rapture; a real-life testament to the arrogance of man buried beneath a sea of sand. Despite what some of the sand-dusted promotional screens may suggest, Spec Ops is a welcomely colorful game.
Unfortunately, from a functional standpoint, the level design rarely if ever matches the art design. The skyboxes in the background are sprawling and evocative, but the action in the foreground is channeled and linear. I was never surprised or engaged by a combat encounterâif youâve played a third-person cover-shooter, you will be unmoved by any of the combat encounters in Spec Ops
Levels leave little to no room for experimentation; there are some rudimentary squad controls for your teammates, but theyâre largely unnecessary, and the combat encounters are never open-ended enough to encourage tactical gameplay.
WHY: Spec Ops: The Line is a considered and thought-provoking game that deserves to be experienced for its flaws as well as for its successes.
Spec Ops: The Line
Developer: Yager Development
Platforms: Xbox 360 (Reviewed), PS3, PC
Release Date: June 26
Type of game: Third-person cover-based military shooter with a distinct Apocalypse Now bent and a number of things to say about third-person cover-based military shooters.
What I played: Completed the story campaign in about 7 hours, replayed each of the possible endings. Played a couple of hours of multiplayer in various modes.
My Two Favorite Things
The ending sequence is truly effective, and undid a surprising number of my misgivings about the plot leading up to it.
Nolan Northâs wonderful vocal performance, which grows increasingly savage as the story progresses.
My Two Least-Favorite Things
For all the things it does right, the story really doesnât make a whole hell of a lot of sense.
Subversive message or not, this game pushed me well beyond my comfort threshold for on-screen murder. It is, at times, sickening.
Made-to-Order Back-of-Box Quotes
âIf you ever wanted to hear Nathan Drake drop F-bombs, this is your game!â
-Kirk Hamilton, Kotaku.com
âSand-lovers, rejoice!â
-Kirk Hamilton, Kotaku.com
âI have literally never shot this many American soldiers in a video game! Yay?â
-Kirk Hamilton, Kotaku.com
In fact, some odd tactical inclusions hint at a game that was at one point meant to be much more ambitious than it wound up being. A couple of sections encourage you to use silenced weaponry, though true stealth gameplay never materializesâplayers simply shoot one foe, maybe two, before every enemy in the area is alerted.
Enemy artificial intelligence is lacking, but foes compensate with aggressive tactics that can be bracing and surprising. Enemies will sometimes charge your position with little regard for their own safety, forcing aggressive play. But most of the time, enemies will act predictably, content to stand immediately on the other side of your cover, firing away even though youâre safely out of reach. This turns most engagements into cover-based shooting galleries in which you simply mow down wave after wave of enemy until theyâre all gone and you can move on.
Spec Ops: The Line also suffers from a lack of variety. However lovely the backdrop may be, youâll always be engaging the same basic enemy types in one of what amounts to two basic shooter encounters:
Shooting dudes from behind cover.
Shooting dudes from a turret.
The violence is an issue as well, or at least, it was for me. As the hours tick by and the body count increases, it all becomes something of a horrifying spectacle, scene after scene where youâll cut through dozens upon dozens upon dozens of men. By the sixth hour of playing the game, I was deep in the throes of shooter fatigueâreverberant smashes of .50 caliber machine gun fire echoed through my apartment as death piled upon death. Iâm getting too old for this shit, if I was ever young enough for it.
But okay, letâs pause. This all sounds like a drag, doesnât it? And so you might be looking at the green âYesâ on the side of this review and be wondering what Iâm on about. Basically: There are aspects of Spec Ops: The Line that are truly interesting, and for them, I believe that this game is worth playing. Never have I been gladder that our rubric asks, âShould you play this game?â Yes, you should play Spec Ops: The Line. Should you buy it? Rent it? Wait for a Steam sale? Thatâs up to you.
So, letâs talk about what the game does right. For starters, Spec Ops: The Line tells a considered, personal story, and itâs a story that the game feels it was specifically designed to tell. That may sound like faint praiseâarenât all games designed to tell a story? But the majority of military shooters, from Ghost Recon to Call of Duty, donât actually feel like they were designed to tell a story. Their narratives feel like âthis is what works,â where a given scene is mostly just a means with which to shunt players along to the next shooting gallery.
It is a rare military video game that actually has something to say about war. Most games of this ilk are content to simply throw players into a simulation of battle, crank up a sniper mission, make a few blasĂ© statements about trusting the men by your side more than any government, and call it a day. But Spec Ops: The Line is unafraid to well and truly step outside of the bounds of that traditional shooter framework. While it doesnât always nail the execution (and at times really flubs it), it is a work worthy of discussion, and worth your time. I would be glad to see more big-budget developers and publishers take risks like Yager and 2K did with this game. Hopefully at some point, âriskyâ games will feel actually risky, instead of merely interesting. But for now, Iâll take interesting.
Iâll keep the spoilers light here, since many of the gameâs neater tricks are best experienced fresh. The story of Spec Ops: The Line plays out over a couple of daysâ time, with no breaks and minimal time-lapseâmuch like Arkham City, it charts its protagonistsâ descent into hell in a way that feels as exhausting as it looks. By the end of the tale, these men are transformedâbeaten, bruised, burned and bloody, shells of the confident soldiers they were when they arrived in Dubai.
The writing is frequently good on a micro level, but flawed on a macro level. Dialogue goes from good to terrible in a heartbeatâsome of the banter is a significant cut above most video games, but some of the later, tenser exchanges between the main characters donât feel emotionally honest.
Itâs unfortunate that certain aspects of the storyâs setupânamely, that itâs a mysteryâhinge on other parts not quite making sense. Thereâs a broad question looming large over the entire storyâwhy are we here? How on earth could a group of soldiers this large go âmissingâ in Dubai? How am I to believe that a team of three Delta Force soldiers could cut down literally thousands of American troops? Some of those questions are answered, some arenât. Iâll allow a certain amount of contrivance to get characters into a good story, but in Spec Ops it often feels as though the writers simply chose to leave things blank in the hopes that weâd just come up with our own explanations.
Most video game stories would benefit from a bit (or a lot) more ambiguity, but seeing as how the Spec Ops story is personal and specific, its impact is somewhat diminished due to the vague context into which it is placed. At one point, a character explains that if Dubai is destroyed, âthe region will declare war on us and weâll lose.â Okay⊠wait, what do you mean by âThe Region?â You mean the United Arab Emirates will declare war on America? And weâll lose? Wait.
But the story makes up for its frequent clunkiness with some moments of genuine trickiness and sly surprises, eventually providing a disconcerting take on video games themselves, on the idea that any hero could plonk down in a new location, kill a thousand or two people, and pat himself on the back for saving the day. In that way (and some other ones that I wonât spoil), Spec Ops is a surprisingly subversive work, and is helped along by a brilliant bit of casting in Nolan Northâs role as Captain Walker.
North is best known for his affable everyman character Nathan Drake from the Uncharted series, but heâs played the protagonist in many other video games as well. Casting him almost feels like a meta-statement, a wink from the developers that says, âWe knew exactly what we were doing on this one.â
In his role as Unchartedâs wisecracking Drake, North is regularly the perpetrator of the sorts of mini-genocides that Spec Ops: The Line condemns so directly. In Spec Ops, North brings a fantastic energy to a role that sounds like it was quite demandingâas Walkerâs mental and physical state deteriorate, North really helps you feel it, until eventually heâs screaming curses at the battlefield, at downed enemies, even at his weaponry. If youâve ever wanted to hear Nathan Drake curse up a blue streak, this is your game.
You may have noticed that I havenât mentioned multiplayer. While itâs functional, thereâs really not much to recommend it. The expected features are all here, various familiar modes like deathmatch, infiltration, and king-of-the-hill, along with persistent stats and unlockable gear. But the game doesnât play as tightly as its current competitor Ghost Recon: Future Soldier, and nothing of what Iâve seen in the couple of hours I spent with multiplayer made me in the least bit interested in coming back. The movement controls arenât as consistent or polished as in either Gears of War or Future Soldier, and the game just doesnât feel mechanically sound enough for me to ever really trust it in player-vs-player gameplay. Furthermore, the multiplayer is vaguely presented as a part of the gameâs fiction, which feels weird when placed against the weighty horrors of the single-player campaign. I found nothing noteworthy or rewarding in Spec Opsâ multiplayerâthe appeal of this game lies in its single-player campaign.
https://lastchance.cc/ghost-recon-future-soldier-the-kotaku-review-5912223%3C/a%3E%3C/p%3E
It may seem strange that Iâm recommending a game even after rattling off such a laundry list of flaws. Spec Opsâ story is its greatest strength, but even that is maddeningly flawed, bombastically unsubtle, ambiguous when it should be explicit, and often explicit when it should remain ambiguous.
Furthermore, as a video game exploration of Heart of Darkness, Spec Ops pales in comparison with Ubisoftâs Far Cry 2, just as I mentioned last week that I suspected it would. Far Cry 2 presented a much more sophisticated, satisfying take on similar subject matter, and it did so while being wicked fun to actually play, while the action in Spec Ops: The Line rarely moves beyond rote competence.
https://lastchance.cc/i-hope-video-gamings-apocalypse-now-fixation-isnt-just-5919342%3C/a%3E%3C/p%3E
And yet when the closing credits rolled, I found myself thinking, wondering, analyzing. I wanted to talk to people about it, I was engaged and invested. For that alone, Spec Ops: The Line is worthy of your time.