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Trivia: Spec Ops: The Line

  • Acclaimed Flop: The game was near-universally praised for its writing, but it failed to sell well due to the advertising misrepresenting it as a generic modern military shooter (which may have been intentional). Its release was sandwiched in between both massive genre mainstays Modern Warfare 3 and Battlefield 3 (the very sort of games it was deconstructing), which probably didn't help.
    • Several reviewers marked the game down substantially for its poor multiplayer component. As noted elsewhere, Yager Development had no wish to include this component, and it was developed entirely by a separate studio. It's possible that had it not been included, reviews would have been more positive and hence the game might have sold better.
  • Banned In The UAE: Due to the whole "Dubai left to rot" premise. The finished game makes it even more understandable since the intel items reveal the Emirati government knew that the storms were coming and had the wealthy evacuated in secret while ordering the media to cover it up.
  • Creator Backlash: According to the writing team, multiplayer was mandated by the publisher and farmed to an outside studio for development. Lead writer Cory Davis describes it as a different game entirely, "rammed onto the disc like a cancerous growth."
    • Made quite obvious by the fact there is no achievement for multiplayer, and that many of the achievements of the game that would seem to be easier to get by playing multiplayer can only be unlocked in the campaign. The dev team is basically telling us it's not meant to played.
  • Creator Breakdown: See Doing It for the Art.
  • Doing It for the Art: Lead writer Walt Williams points out that, to write the game, he had to undergo the same sort of psychological barrage the player would face, except for much, much longer.
    Williams: This would be hard enough to experience just once. But, writing a project like this takes time. About 3 years, to be exact. That is a very long time to be immersed in a game like Spec Ops. There were definitely times when I wanted to walk away from the project, because it was taking a serious toll on my life. But in the end, I couldn't walk away from a story and project that was so personal to me and the team at Yager.
  • Enforced Method Acting: According to Word of God, the voice recordings were done with the entire cast together in chronological order, so that by the time the end comes about the cast members were tired and angry and just ready to go home. Sort of like Walker's team.
  • Executive Meddling: As a result of the poor multiplayer mode, several reviews marked the game's score down significantly. According to the lead designer, the multiplayer mode was done by another team entirely on a publisher mandate.
    • In a positive example, 2K Games stipulated that the game was to be a military-themed shooter set in Dubai long before the actual game went into development. Writer Walt Williams has stated that he appreciated being given this "box" to work in, as it forced him and the rest of Yager to be creative in how they designed the setting and narrative.
  • Hey, It's That Voice!:
  • Hilarious in Hindsight: Nolan North actually read for Cpt. Walker before Uncharted shipped.
  • Playing Against Type: Nolan North usually voices loveable rogues or funny smartasses. Captain Walker is VERY far from his usual roles, being a no-nonsense infantryman. Not to mention an post-traumatic, insane war criminal.
    • Playing with Character Type: Nolan North's role as Cpt. Walker is a savage deconstruction of Nolan's usual character type. Curiously, the writer of the game has claimed that they had no deconstructive intent in mind when casting him.
  • Sequel Gap: Released 10 years after the last Spec Ops game, although it really has no connections with previous Spec Ops games anyway other than the name.
  • Shout-Out:
    • A pretty obvious one in John Konrad; the developers don't bother to deny it.
    • Similarly, Cpt. Martin Walker may be an allusion to Martin Sheen, the actor who played Cpt. Willard (Walker's analogue) in Apocalypse Now.
    • A captured soldier repeats his military ID number, which happens to be 8675309 (from the song by Tommy Tutone), but it is cut short before he can finish it.
    • There are vending machines selling Fontaine-branded water.
    • One of the loading screen messages, "Freedom is what you do with what's been done to you", is an unattributed quote from Jean-Paul Sartre, which may be a dark reflection of Call of Duty's tendency to feature game-over screens with historical war-themed quotes, but linked to The Line and its themes instead. Another loading screen says: "We cannot escape anguish. It is what we are," paraphrasing another Sartre quote: "It is certain that we cannot escape anguish, for we are anguish."
    • When the team are preparing to raid the Radioman's tower, the Radioman paraphrases Rorschach's famous line, "I'm not locked in here with you. You're locked in here with me."
    • The Radioman also states, in one of his recordings, that "they say a paranoid is just someone in possession of all the facts", which is a reference to Transmetropolitan.
    • When asked what the range on the radio is, Radioman responds that it's "To infinity and beyond! Or to the storm wall. Same thing."
    • Some of the Achievements/Trophies are references to works of fiction that also deal with the subject of war such as Deer Hunter, A Farewell to Arms, A Bridge Too Far, The Great Escape, The Horror and We Were Soldiers
    • The CIA Gray Fox team has the same name as a popular character from a series known well for its espionage elements.
    • One critic (who also composed one of the harshest critiques of the game yet published) identified a possibly unintentional one to the ending of Fight Club, as both films end with the protagonist engaged in a Battle in the Centre of the Mind atop a skyscraper in the middle of the night, resolving the conflict between himself and his "other" with a handgun.
    • In one of the endings, Walker goes insane and attacks the rescue party, after spending most of the events of the story blaming his paranoid actions on someone who turns out not to exist - someone who, incidentally, he becomes in the end. This is a reference to The Phantom Blooper, the sequel to The Short-Timers, the novel that Full Metal Jacket was based on, in which Private Joker spends most of the novel harassing and injuring his fellow comrades, in an attempt to find information on a rogue US Soldier who joined the Vietnamese forces, and when US Army forces show up to relieve the besieged base Joker's in, he's already completely insane and shoots at the relief team.
    • One of the more subtle ones is the Radioman's comment on the eight scariest words in the English language, mirroring Ronald Reagan's comment that the nine scariest words in the English language are, "I'm from the government and I'm here to help."
  • What Could Have Been: The story was originally going to be an even greater homage to Apocalypse Now then it ended up being. According to Word of God Konrad was going to be like Colonel Kurtz conducting illegal search and destroy missions in nations that the US was not supposed to be at war with. In the same way Kurtz was in Cambodia and Laos, Konrad would be infiltrating Iran using Dubai as a base of operations. The U.S Government would then send Walker to assassinate Colonel Konrad and terminate his command just like Willard did to Colonel Kurtz. This was changed mid-development so that Walker would simply be sent to conduct recon on Dubai, with Konrad actually trying to help Dubai.
    • As noted elsewhere on this wiki, Yager Development had no desire to include a multiplayer component in the game, and have openly criticized its publisher-mandated inclusion.
    • Several members of the team (including writer Walt Williams here) have stated that they would have preferred had achievements not been present in the game, as they thought they detracted from the emotional force of some sequences.

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