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** If that's not enough, consider this: the MultipleEndings may be [[spoiler:Walker being forced to relive Dubai over and over again, for as long as it takes him to learn the lessons the "game" has to teach, presumably by reaching the least horrific ending]]. Ye gods, thoughts like that are enough to make a pacifist of anyone.
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* In the ending where Walker is confronted with the Shadow Konrad pay attention to Walker's lips. During this scene Walker has comparison shots, one of the imaginary Konrad standing in front of him and another shot of the reality of no one actually being there. As Konrad says, "It takes a strong man to deny what's right in front of him.", you can see that Walker's lips are moving, as if he were speaking but no words are coming out. Walker is speaking on Konrad's behalf! Walker is talking to himself as if he were Konrad and then the hallucination compensates by making his voice sound like Konrad, this allows Walker to deny the truth that's standing right in front of him. We don't see Walker's mouth moving while the Shadow Konrad can be seen because that is taking place inside Walker's head, Walker's mind is the last refuge where he can deny the reality of everything going on around him, thus making Konrad's confrontation a BattleInTheCenterOfTheMind. Did I just blow your mind?
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** FridgeLogic: that's no better than a KillerGameMaster {{Railroading}} his players so they will get mad at him so he can teach them a lesson about anger management. He's still guilty of railroading and {{Troll}}ing.

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** FridgeLogic: that's no better than a KillerGameMaster {{Railroading}} his players so they will get mad at him so he can teach them a lesson about anger management. He's still guilty of railroading and {{Troll}}ing. Alternatively, that's like saying a hunter is no longer guilty of setting traps once the target falls into the trap.
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YMMV sinkhole. Fridge pages are by their very nature subjective, so it\'s redundant.


** [[YourMileageMayVary Of course, said mentality also involves some degree of MST3K to be applied.]] Dropping anvils is fine, but actively blaming the player for playing a product the only way that is allowed [[RageAgainstTheHeavens is dubious at best]] precisely because it brings up the issue of Real Life blame *and* makes it very clear that the person responsible for the sorry state constructed is *not* the player, or even Walker or Konrad, but [[WallBanger the developers]] for teasing at an alternative but not giving it. Which also carries the lovely UnfortunateImplication that [[spoiler: Walker literally had no choice and/or might have even been *right* to descend into the depths of monstrosity.]] [[BrokenAesop Nice Job Breaking It, Dev Team.]]

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** [[YourMileageMayVary Of course, said mentality also involves some degree of MST3K to be applied.]] applied. Dropping anvils is fine, but actively blaming the player for playing a product the only way that is allowed [[RageAgainstTheHeavens is dubious at best]] precisely because it brings up the issue of Real Life blame *and* makes it very clear that the person responsible for the sorry state constructed is *not* the player, or even Walker or Konrad, but [[WallBanger the developers]] for teasing at an alternative but not giving it. Which also carries the lovely UnfortunateImplication that [[spoiler: Walker literally had no choice and/or might have even been *right* to descend into the depths of monstrosity.]] [[BrokenAesop Nice Job Breaking It, Dev Team.]]

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** [[YourMilageMayVary Of course, said mentality also involves some degree of MST3K to be applied.]] Dropping anvils is fine, but actively blaming the player for playing a product the only way that is allowed [[RageAgainstTheHeavens is dubious at best]] precisely because it brings up the issue of Real Life blame *and* makes it very clear that the person responsible for the sorry state constructed is *not* the player, or even Walker or Konrad, but [[WallBanger the developers]] for teasing at an alternative but not giving it. Which also carries the lovely UnfortunateImplication that [[spoiler: Walker literally had no choice and/or might have even been *right* to descend into the depths of monstrosity.]] [[BrokenAesop Nice Job Breaking It, Dev Team.]]

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** [[YourMilageMayVary [[YourMileageMayVary Of course, said mentality also involves some degree of MST3K to be applied.]] Dropping anvils is fine, but actively blaming the player for playing a product the only way that is allowed [[RageAgainstTheHeavens is dubious at best]] precisely because it brings up the issue of Real Life blame *and* makes it very clear that the person responsible for the sorry state constructed is *not* the player, or even Walker or Konrad, but [[WallBanger the developers]] for teasing at an alternative but not giving it. Which also carries the lovely UnfortunateImplication that [[spoiler: Walker literally had no choice and/or might have even been *right* to descend into the depths of monstrosity.]] [[BrokenAesop Nice Job Breaking It, Dev Team.]]


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** FridgeLogic: that's no better than a KillerGameMaster {{Railroading}} his players so they will get mad at him so he can teach them a lesson about anger management. He's still guilty of railroading and {{Troll}}ing.
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* Captain Walker's name counts as a MeaningfulName alluding to what he does in the story. His last name Walker is derived from an old Scottish/English tradition where military officers that were give the job to inspect the land of their lords/kings would take on the last name of Walker, because they did this by [[ExactlyWhatItSaysOnTheTin walking through said land]]. Martin is derived from Mars the Roman God of War. Martin Walker basically translates into, "Inspector of War." Captain Walker is a Delta Force operator, an elite soldier, and his job is to inspect the ruined Dubai for survivors.

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* Captain Walker's name counts as a MeaningfulName alluding to what he does in the story. His last name Walker is derived from an old Scottish/English tradition where military officers that were give given the job to inspect of inspecting the land of their lords/kings would take on the last name of Walker, because they did this by [[ExactlyWhatItSaysOnTheTin walking through said land]]. Martin is derived from Mars the Roman God of War. Martin Walker basically translates into, "Inspector of War." Captain Walker is a Delta Force operator, an elite soldier, and his job is to inspect the ruined Dubai for survivors.
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* Captain Walker's name counts as a MeaningfulName alluding to what he does in the story. His last name Walker is derived from an old Scottish/English tradition where military officers that were give the job to inspect the land of their lords/kings would take on the last name of Walker, because they did this by [[ExactlyWhatItSaysOnTheTin walking through said land]]. Martin is derived from Mars the Roman God of War. Martin Walker basically translates into, "Inspector of War." Captain Walker is a Delta Force operator, an elite soldier, and his job is to inspect the ruined Dubai for survivors.
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**** In other words, some people [[CompletelyMissingThePoint probably need to play the game a couple more times before editing this page.]]
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* Something broadly similar to this has already been mentioned above, but fuck it, I feel like gushing. On the trope page for YouBastard, they mention the potential hypocrisy in deploying this trope, in that the player/viewer/reader might well think, "Why are you criticizing me? Nobody forced ''you'', the creator, to make the movie/develop the game/write the book etc. You're just as guilty of what you accuse me of as I am." What really amazed me about this game was that not only does it pull the YouBastard card, but the developers have ''already anticipated'' that the players would have that reaction to them doing so. It's one thing for a game to attack the player for carrying out all kinds of horrible, violent actions; it's quite another for a game to do so and anticipate that the player would react by insisting it wasn't their fault, that they were forced to do so, and incorporate this reaction into the plot. I'm not aware of any other work that has done something so audacious, and if ''Spec Ops'' is the first, then we're seeing a real milestone in the development of YouBastard as a trope in itself.
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*** Metal Gear Solid 2 had a similar joke on behalf of the player, the villain told you to turn the game console off, which most people think is just a 4th-wall breaking joke but it is actually true. You the player could not stop the bad things that happened in the story, you couldn't spare Raiden from his fate of being a puppet. If you wanted to avoid that all you had to do was listen to the villain and turn the game console off, by stopping and letting go none of the evils of the story have a chance to happen. However the story ends on an optimistic note in that Raiden now has the freedom to make better choices in the future despite the consequences of his (and your) actions. This simply brings up the question: Is is worth it to learn from your mistakes or to avoid them?

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*** Metal Gear Solid 2 MetalGearSolid2 had a similar joke on behalf of the player, the villain told you to turn the game console off, which most people think is just a 4th-wall breaking joke but it is actually true. You the player could not stop the bad things that happened in the story, you couldn't spare Raiden from his fate of being a puppet. If you wanted to avoid that all you had to do was listen to the villain and turn the game console off, by stopping and letting go none of the evils of the story have a chance to happen. However the story ends on an optimistic note in that Raiden now has the freedom to make better choices in the future despite the consequences of his (and your) actions. This simply brings up the question: Is is worth it to learn from your mistakes or to avoid them?



[[spoiler:'''Konrad''': No matter what happens next don't be too hard on yourself. Even now, after all you've done, you can still go home. ''Lucky you.'']]

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[[spoiler:'''Konrad''': -->[[spoiler:'''Konrad''': No matter what happens next don't be too hard on yourself. Even now, after all you've done, you can still go home. ''Lucky you.'']]
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Removed superfluous example; said example simply states what happens in one of the endings and does not contribute or expand on anything (i.e. there is a killing machine in the middle of the desert). Also added ending spoilers to an example.


* If you shoot the soldiers coming for your rescue in the ending, what will happen next? "Welcome to Dubai, gentlemen!" you have an insane, highly trained killer out there somewhere, who already killed some of your buddies, and was perfectly capable of tearing through Damned 33rd with just two men on his side. "Welcome to Dubai, gentlemen."
* "No matter what happens next don't be too hard on yourself. Even now, after all you've done, you can still go home. Lucky you." These are the poignant words Konrad shares with Walker. What if Konrad isn't just talking about Walker but you the player as well? The player gets to turn off the game and go home. Men like Walker don't get to turn off the trauma of war they have witnessed by flipping a switch, even after all you have forced Walker to do you get to go home perfectly intact, Walker will have to live with these choices for the rest of his life while you go home trauma free. Lucky you indeed.

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* If you shoot [[spoiler: What if the soldiers coming for your rescue in the ending, what will happen next? "Welcome to Dubai, gentlemen!" you have an insane, highly trained killer out there somewhere, who already killed some of your buddies, and was perfectly capable of tearing through Damned 33rd with just two men on his side. "Welcome to Dubai, gentlemen."
* "No matter what happens next don't be too hard on yourself. Even now, after all you've done, you can still go home. Lucky you." These are
the poignant words Konrad shares with Walker. What if Konrad isn't just talking about Walker aren't just about Walker, but you the player as well? The player gets to turn off the game and go home. Men like Walker don't get to turn off the trauma of war they have witnessed by flipping a switch, even after all you have forced Walker to do you get to go home perfectly intact, Walker will have to live with these choices for the rest of his life while you go home trauma free. Lucky ]]
[[spoiler:'''Konrad''': No matter what happens next don't be too hard on yourself. Even now, after all you've done,
you indeed. can still go home. ''Lucky you.'']]
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** Bonus points: [[spoiler:after Adams blames Walker for everything, Adams mimes shooting Walker. The ending where Walker still blames Konrad has him following his accusations ''by pointing a gun at him and shooting him.'']]
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** Pay attention to Walker's [[spoiler: reflection]] in the event that you let [[spoiler: Konrad pull the trigger]]; notice anything? Walker's [[spoiler: reflection shows the gun point up at his own head if you let Konrad "shoot you"]], meaning that the whole exchange is about deciding who is responsible and who deserves judgement.
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* Why would Walker have the option to [[spoiler: shoot his reflection in the mirror]] rather than Konrad? Because it isn't a challenge of Walker [[spoiler: shooting the imaginary Konrad's reflection]] before he can hurt him but rather deciding which one of them is responsible for Dubai's hardships. Shooting [[spoiler: yourself]] is symbolic of Walker realizing that all of this has been his [[spoiler: downfall]] rather than Konrad's.

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* Why would Walker have the option to [[spoiler: shoot his reflection in the mirror]] rather than Konrad? Because it isn't a challenge of Walker [[spoiler: shooting the imaginary Konrad's reflection]] before he can hurt him but rather deciding which one of them is responsible for Dubai's hardships. Shooting The act of [[spoiler: shooting yourself]] is symbolic of Walker realizing that all of this has been his [[spoiler: downfall]] rather than Konrad's.

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** It goes even deeper than that. Notice that Walker is wearing [[spoiler:Konrad's clothes in the epilogue. This symbolises Walker's realisation that HE is the villain he thought Konrad was. The kind of villain who would murder American soldiers in a fit of insanity.]]

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** It goes even deeper than that. Notice that Walker is wearing [[spoiler:Konrad's clothes in the epilogue. This symbolises symbolizes Walker's realisation realization that HE is the villain he thought Konrad was. The kind of villain who would murder American soldiers in a fit of insanity.]]


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* At first glance a game like The Line may just seem like a generic third person cover based shooter like Gears of War, with all the typical tropes and gameplay mechanics you would expect, but when looking at the game from the perspective that Walker is hallucinating then a lot of that may be intentional. Walker's hero fantasy might be making him imagine himself to be a video game super soldier and he and his perception of the world react accordingly.
* Why would Walker have the option to [[spoiler: shoot his reflection in the mirror]] rather than Konrad? Because it isn't a challenge of Walker [[spoiler: shooting the imaginary Konrad's reflection]] before he can hurt him but rather deciding which one of them is responsible for Dubai's hardships. Shooting [[spoiler: yourself]] is symbolic of Walker realizing that all of this has been his [[spoiler: downfall]] rather than Konrad's.
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* "No matter what happens next don't be too hard on yourself. Even now, after all you've done, you can still go home. Lucky you." These are the poignant words Konrad shares with Walker. What if Konrad isn't just talking about Walker but you the player as well? The player gets to turn off the game and go home. Men like Walker don't get to turn off the trauma of war they have witnessed by flipping a switch, even after all you have forced Walker to do you get to go home perfectly intact, Walker will have to live with these choices for the rest of his life while you go home trauma free. Lucky you indeed.
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* At first, the game just quietly hints at something horrific happening in Kabul, but after the [[spoiler: White Phosphorus incident]], Walker switches from not bringing it up, to actively cutting people off from talking about it. [[spoiler: You'd almost think he was in denial...]]
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** It's also worth mentioning that Dubai is apparently in the center of an apocalyptic sandstorm. A seemingly ''endless'' apocalyptic sandstorm. You can raise as much controversy as you want back on American soil, but the simple fact of the matter is Konrad went in against orders, and is currently being held hostage by a literal natural disaster. In so many words; they could complain all they wanted, but the sandstorms weren't going to end any faster.
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* If you shoot the soldiers coming for your rescue in the ending, what will happen next? "Welcome to Dubai, gentlemen!" you have an insane, highly trained killer out there somewhere, who already killed some of your buddies, and was perfectly capable of tearing through Damned 33rd with just two men on his side. "Welcome to Dubai, gentlemen."
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*** [[spoiler: And Walker could have left, having confirmed the 33rd are still alive and that a stronger force will be needed to evaluate the situation.]]


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** Also, there is no evidence that Walker's team was the first to investigate [[spoiler: And lots of evidence to suggest his won't be the last]]. Combine that with active sandstorms in the area and the usual feeling of "A million is a statistic", and it is quite reasonable that people would accept periodic attempts.
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Kinda missing the point, on all accounts: trying to shush attempts at debate, calling deliberate design \'bad design\' just because you don\'t agree with the message, and above all missing the point in the first place.


**** No need for argument. All this fuss is created by the limitation of the medium. During the incident, player can clearly see [[spoiler: those bunch of refugees on the camera, and can call off the attack on that Humvee and assault it some other way (Remember Walker and Adams later successfully dealt with a Stricker on foot)]]. In the game, the player can not press space and exit [[spoiler: the mortar camera before the Humvee is destroyed]]. The video game medium create choices for audience, but has limitation on dealing with the consequences. In a attempt to deal with such limitation, the developers chose a not so reasonable way to keep things in check. It may be more reasonable if [[spoiler: those refugees do not show up in the camera]]. Then again people may call it DiabolusexMachina, but the game can use some foreshadowing with [[spoiler: Agent Gould]]. Anyway it is just a case of bad design because of the gap between idea and execution.
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* One of Adam's lines to Walker towards the end of the game foreshadows the primary conflict in the ending: [[spoiler:"Lugo's blood is on your hands, not mine." Seems like Walker's not the only member of his team who is desperately trying to push the blame onto someone else.]]
* Your two teammates. [[spoiler:Lugo keeps pushing the mission over saving lives and gets lynched by the very civilians he disregarded. Adams keeps pushing saving lives over the mission and dies helping Walker finish the mission he disregarded.]]
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** The game tries to justify it by saying that the 33rd went rogue and refused to follow the United States' Army's orders. Though you are right, the 33rd is a battalion sized unit which can consist anywhere from 1000 to 1500 people, there is no way in hell that there wouldn't be a massive controversy back home in America about the Army abandoning over a thousand of their troops in some hell hole. The only explanation I can think of is that the CIA did something to get in the way of the investigation, Riggs seems to think it is of the utmost importance to keep the whole affair covered up.
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[[folder: Fridge Logic]]

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[[folder:Fridge Logic]]
* There is no way a unit of the United States Army the size of the 33rd would be abandoned to an ambiguous fate with no contact in a half-destroyed city for ''six months'' before any sort of investigation was sent. Never happen. This might just be a sign that something's wrong, though...
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* The music that is played in some of the combat scenes isn't just flavor, it is there in-universe and being played into your headset by Radioman. [[spoiler:It stops happening once he dies.]]



* The music that is played in some of the combat scenes isn't just flavor, it is there in-universe and being played into your headset by Radioman. [[spoiler:It stops happening once he dies.]]
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* The music that is played in some of the combat scenes isn't just flavor, it is there in-universe and being played into your headset by Radioman. [[spoiler:It stops happening once he dies.]]
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That\'s not what \"literally\" means.


* What is the answer given by the [[spoiler: imaginary]] remnants of the 33rd to Walker about Konrad's location? ''"Upstairs sir. He's always been there waiting for you."'' At first glance, you'll likely take this to mean that Konrad has simply been upstairs on the top floor, waiting for Walker to finish his mission and arrive there to meet him. It takes on an entirely different meaning when you realize [[spoiler: that Konrad is just a figment of Walker's imagination due to dissociative disorder and that the real Colonel Konrad has been dead for two weeks, Konrad literally has been "upstairs", namely in Walker's brain the entire time.]] Not the type of "upstairs" Walker was expecting.

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* What is the answer given by the [[spoiler: imaginary]] remnants of the 33rd to Walker about Konrad's location? ''"Upstairs sir. He's always been there waiting for you."'' At first glance, you'll likely take this to mean that Konrad has simply been upstairs on the top floor, waiting for Walker to finish his mission and arrive there to meet him. It takes on an entirely different meaning when you realize [[spoiler: that Konrad is just a figment of Walker's imagination due to dissociative disorder and that the real Colonel Konrad has been dead for two weeks, weeks. Konrad literally has been figuratively "upstairs", namely in Walker's brain the entire time.]] Not time]], not the type of "upstairs" Walker was expecting.

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