History YMMV / SpecOpsTheLine

20th Aug '16 6:21:03 PM Commander808-2
Is there an issue? Send a Message


* AwesomeMusic: The Radioman has good taste and the music turns [[SuspiciouslyAproposMusic out to be fairly apposite]] to the situation at hand, especialy Martha and the Vandellas "Nowhere to Run".

to:

* AwesomeMusic: The Radioman has good taste and the music turns [[SuspiciouslyAproposMusic out to be fairly apposite]] to the situation at hand, especialy Martha and the Vandellas "Nowhere to Run".in prog-rock.
13th Aug '16 5:00:18 PM Twiddler
Is there an issue? Send a Message


--> Soldier: "You know, Captain, we drove through this whole city to find you. We... we saw things. If you don't mind me asking, what was it like? How did you survive all this?"
--> Walker: "Who said I did?"

to:

--> Soldier: "You '''Soldier:''' You know, Captain, we drove through this whole city to find you. We... we saw things. If you don't mind me asking, what was it like? How did you survive all this?"
this?
--> Walker: "Who '''Walker:''' Who said I did?" did?
30th Jul '16 12:23:50 PM NorthWindGray
Is there an issue? Send a Message


** Some take issue with a military shooter having the moral of WarIsHell, [[DeathoftheAutor regardless of any intended lessons to take away from the game.]]

to:

** Some take issue with a military shooter having the moral of WarIsHell, [[DeathoftheAutor [[DeathoftheAuthor regardless of any intended lessons to take away from the game.]]
30th Jul '16 12:23:13 PM NorthWindGray
Is there an issue? Send a Message

Added DiffLines:

** Some take issue with a military shooter having the moral of WarIsHell, [[DeathoftheAutor regardless of any intended lessons to take away from the game.]]
21st Jul '16 8:00:28 PM Heartlesswithaheart
Is there an issue? Send a Message

Added DiffLines:

* BrokenAesop: Despite the game discouraging you from playing it, one difficulty (fittingly named FUBAR) can only be unlocked by beating the game on the Suicide Mission difficulty. There's also an achievement/trophy for beating the game on FUBAR, meaning you're encouraged to go through it at least twice if you want to get OneHundredPercentCompletion.
19th Jul '16 11:59:17 AM KingZeal
Is there an issue? Send a Message


** Walt Williams gets a lot of flak for saying that "turning off the game" is the correct choice in response to the way it criticizes the player, particularly after the White Phosphorus scene. At best it's pretentious, blaming the player for the developers' inability or unwillingness to add a layer of choice to the part of the game that's most polarizing, at worst it's telling the player they're a horrible person for daring to want to actually play the game they spent money on. The problem is, what Williams actually said was that turning off the game is ''a valid'' choice, not ''the only correct'' choice. A good deal of arguments over the game are caused by this misconception.
18th Jul '16 3:56:37 PM morenohijazo
Is there an issue? Send a Message

Added DiffLines:

* EscapistCharacter: This game, like ''VideoGame/MetalGearSolid2SonsOfLiberty'', deconstructs the concept of escapism. You first start the game as generic, [[EagleLand American]], soldier, Captain Walker; who is brave, fearless, and shoots first before asking questions. His main goal to saving hostages later turns into [[spoiler: a sad, horrid [[ProtagonistJourneyToVillain Protagonist Journey to Villain]] plot. Because of Walker wanting to be the hero of his own story, he ends up killing his teammates and dooming the city of Dubai, along with all the civilians. Later on the game starts drawing comparisons between the player and Walker. Players who play modern military shooters as Power Fantasies]].
-->[[spoiler: '''Konrad''':The truth is, Walker, is that you're here because you wanted to feel like something you're not: a hero.]]
* EveryoneIsJesusInPurgatory: This is a MindScrew of a game which did an amazing job of pretending to be a second-rate ''VideoGame/CallOfDuty'' clone. The game's demo and press featured none of its blatantly PostModern plot inspired by ''Literature/HeartOfDarkness'' and ''Film/ApocalypseNow''. The game is rife with LeaningOnTheFourthWall, WhatTheHellPlayer, and a TheReasonYouSuckSpeech aimed ''at the player''. The devs have stated that scenes which fade to white are hallucinations and scenes which fade to black are real - and all the endings fade to white. Fans have concluded that one of the best explanations for what happens in the game is that the protagonist is either already dead or trapped in a hellish DyingDream to serve as his IronicHell. The dev's response has been a ShrugOfGod and stating that it's certainly a valid interpretation of events.
--> Soldier: "You know, Captain, we drove through this whole city to find you. We... we saw things. If you don't mind me asking, what was it like? How did you survive all this?"
--> Walker: "Who said I did?"
** From the dev's point of view, it [[GoneHorriblyRight was too effective at deceiving everyone]]; lots of players judged the game on the merits they would judge a typical war shooter, while the sort of gamer who would value it's dark plot and innovative narrative style would be turned off by it ''looking'' just like every other shooter [[FollowTheLeader following the leader]].


Added DiffLines:

* SomeAnvilsNeedToBeDropped: The game has the {{Aesop}} of "[[WarIsHell war is]] ''[[WarIsHell horrible]]''", as do a lot of FirstPersonShooter games, but it goes deeper than just that. The game goes on length about how everyone suffers in war and there are no true heroes in war, there is only death, destruction, and trauma awaiting for anyone who engages in war or is a witness to war. This game goes the extra mile and says there is no justifiable part of war, even if you're on the so-called good side, and we should not cross the proverbial line regardless of intentions.
** The other major aesop that the game tries to get across is that of personal choice. You should never try to blame others for your own actions; you always have the option of stopping what you're doing and walking away from the situation. Short of someone pointing a gun at you and forcing you to do something, you always have a choice to do the right thing. It goes even further than that by reminding us that even if we have made a mistake, we still have the right to go home and do better next time; even in your failures, you have the choice to keep on living and face up to the consequences of your actions.
** The game is equally unsubtle as a [[GenreDeconstruction self-reflexive critique]] of the military-themed shooter genre itself. It argues that the genre more or less forces the player to become a SociopathicSoldier with BlackAndWhiteInsanity. Through its protagonist Cpt. Martin Walker, it demonstrates that acting like the protagonist of a shooter game in real life results not in victory but tragedy, and that such an individual would not emerge from the situation a dedicated, stoic hero, but rather an unhinged, maniacal, PTSD-ridden psychopath. All of this is demonstrated without an ounce of restraint.
*** It also makes a point about what happens to the people and objects around a shooter protagonist. Walker's desperate drive to be the hero ends up [[spoiler:being the reason that ''everyone in Dubai'' will die of dehydration]].
** It also makes a fairly severe point about how the use of white phosphorous is horrific and devastating with several accurately depicted scenes of people being killed by it and the bodies left behind by it.
** And that's not even getting ''started'' on how the game attacks the U.S. "foreign policy" of military intervention.
*** Actually, let's -- the military brass explicitly ordered Konrad to get the hell out of Dubai before the storm hit, but Konrad (and the Damned 33rd) opted to stay to act both as a stabilizing element and in the hopes of organizing a mass evacuation for those that hadn't already gotten out of the city. Konrad himself was a WellIntentionedExtremist at worst (as even the draconian water-rationing had a purpose), and his initial attitude was ScrewTheRulesImDoingWhatsRight when told not to intercede. However, this also reinforces the point that, regardless of how noble your intentions going in might be, things are not guaranteed to work out well in the end.
** The biggest (and most subtle) aesop is an old one -- "A little bit of knowledge is a dangerous thing." All of Walker's decisions were based on only partial information ([[TruthInTelevision a situation that can easily happen while in a war zone]]) -- from who he should side with (EnemyMine isn't always a good option -- in fact, it tends to be a crapshoot) to what he should do. He never made attempts to fully assess the situation, or simply drop his weapons and approach unarmed to explain the situation (though, granted, [[ViolationOfCommonSense the latter would likely have gotten him killed]]).
*** And on the other side of the aisle, the entire mess starts because those embroiled in Dubai's civil war believed that the trio of newcomers were members of those they were fighting, shooting on-sight rather than making any effort to assess their intentions.
** Writer Walt Williams is not terribly keen on the game [[AccidentalAesop being described as an "anti-war" video game]]: he has stated that his primary intention was to create a narrative which asked players to question why they play shooters in the first place, and the WarIsHell aspect of the game came about largely as a necessary consequence of this rather than out of any special desire to attack war in its own right.
** Another thing the game brutally deconstructs is the very purpose of the BigBad itself. Throughout the game, Walker uses Konrad to justify his actions, since he needs to liberate Dubai from his martial law. However, [[spoiler:finding out that Konrad was just a figment of his imagination Walker created to deny his actions]] not only deals a potentially [[spoiler:DrivenToSuicide]] reaction from Walker, but also is the straw that breaks the player's morale as well. Really, the deconstruction of a villain as a justification for the protagonist's actions applies to all forms of narrative fiction.


Added DiffLines:

** A turret section about a third of the way through the game makes you HoldTheLine while seemingly at least a platoon of American soldiers come at you. And they have RPG's, which can instantly kill you on any difficulty level. And there enough guys appearing all around your screen for you to keep them at bay.
** The ending of the mall can be infuriating. You're given a TimedMission to storm past some soldiers and take control of a turret, which then turns to [[EscortMission you having to protect your allies while they try to get over to you.]] And if you fail, you have to start over from the beginning.
** The radio tower level is a pain from start to finish. It begins with a prolonged sniper battle where you are heavily outnumbered and all your cover is destructable. After you storm the place, you have to leave the way you came, right through a fresh helicopter full of EliteMooks and fresh troops. Then you use the helicopter's mounted gun to cover one of your teammates as he makes his way to you. Then you have to defend the helicopter as you make a victory lap and destroy the radio tower.
** Pretty much the entire remainder of the game after the helicopter crash. While Spec Ops was never generous with ammunition before, here it really gets strict and starts only allotting ammunition in quantities normally reserved for post-apocalyptic SurvivalHorror games like Metro2033. The entire rest of the game is nothing but a DroughtLevel. Oh, and upon waking after the crash, you have only a handgun with 20 rounds of ammunition. And you are immediately beset upon by a dozen soldiers. You can kill them for more weapons, but they themselves hardly have any ammunition unless you execute them, which is very hard to do with how many enemies the game throws at you at once. And you are going to face more of them than ever before.
** The yacht section combines all these problems with being attacked from every angle, enemies throwing grenades in confined spaces, and then having to deal with a frigging SANDSTORM.
** The enemy's LastStand is suitably brutal. You are just two guys on foot with nothing but personal small arms and grenades trying to attach a fortified position on foot, going uphill. Every single shot counts. It can take an hour to gradually grind your way up through the damn thing. And afterwards, you have to fight the toughest heavy in the game at very short range while he has a fully automatic shotgun.
** Fighting to the final objective is difficult. Try as you might, you're pretty much going to have to change guns on just about every single fight as you deplete their scarce ammunition. And [[BossInMookClothing the resident tough guys]] are at their most plentiful.
1st Jul '16 10:19:07 PM Commander808-2
Is there an issue? Send a Message


* HilariousInHindsight: The name of the protagonist in ''VideoGame/CallOfDutyGhosts''? Logan ''Walker''.
1st Jul '16 11:36:12 AM Prometheus117
Is there an issue? Send a Message
19th May '16 11:53:29 AM tiny260
Is there an issue? Send a Message


* CriticalDissonance: Critics, by and large, were impressed with the game's story and themes (if generally finding the gameplay decidedly lacklustre - neither noticeably good nor bad), but it sold very poorly. Players who did pick up the game were divided - one camp thinks it's brilliant for opening questions that many other games conspicuously fail to acknowledge about simulated violence, power fantasies, morality, and other assumptions that come part and parcel with the genre, in the frame of an affecting and stark character study - [[https://gumroad.com/l/fsdz enough that a critical examination supportive of the game was written]]. A second finds it pretentious, hypocritical, self-righteous about imaginary violence, and too flawed in itself to be making any criticisms (especially in relation to criticism leveled at violence of the player, while being violent itself like the White Phosphorus incident). It was enough to spawn two games mocking Spec Ops' morality play: [[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]] and [[http://tinysubversions.com/game/ywhtwt/ You Were Hallucinating The Whole Time]]. A third camp didn't care about the story and dismissed it as yet another shooter set in the tired modern military genre, with mediocre cover-based gameplay.* CryForTheDevil: The game welcomes you to empathize with [[spoiler:Walker himself]], and ultimately lets you decide whether or not he's redeemable.

to:

* CriticalDissonance: Critics, by and large, were impressed with the game's story and themes (if generally finding the gameplay decidedly lacklustre - neither noticeably good nor bad), but it sold very poorly. Players who did pick up the game were divided - one camp thinks it's brilliant for opening questions that many other games conspicuously fail to acknowledge about simulated violence, power fantasies, morality, and other assumptions that come part and parcel with the genre, in the frame of an affecting and stark character study - [[https://gumroad.com/l/fsdz enough that a critical examination supportive of the game was written]]. A second finds it pretentious, hypocritical, self-righteous about imaginary violence, and too flawed in itself to be making any criticisms (especially in relation to criticism leveled at violence of the player, while being violent itself like the White Phosphorus incident). It was enough to spawn two games mocking Spec Ops' morality play: [[http://tinysubversions.com/videogamemoralityplay/ Video Game Morality Play]] and [[http://tinysubversions.com/game/ywhtwt/ You Were Hallucinating The Whole Time]]. A third camp didn't care about the story and dismissed it as yet another shooter set in the tired modern military genre, with mediocre cover-based gameplay.gameplay.
* CryForTheDevil: The game welcomes you to empathize with [[spoiler:Walker himself]], and ultimately lets you decide whether or not he's redeemable.
This list shows the last 10 events of 371. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=YMMV.SpecOpsTheLine