A little late, but in the Bible it is described that the eyes are akin to a window to the soul. So there's definitely something to that little bit of detail. Ever seen the eyes of someone mentally and physically disturbed? It's like looking into an abyss.
Thank you for reminding me how special this game is. God what an insane, beautiful experience effectively disguised as a COD clone. Great video, looking forward to hearing that sweet voice some more. Subbed.
It is humbling over and over again to see how much people take out of the game we did. To see how much the effort and pain we went through to get this out of the door actually shows in the final product and in your experiences is just great. Thanks for sharing your thoughts! This is really something special for somebody that has spend more then 5 years of his life being part of building this game.
Thank you for making it happen. I've wanted to buy the game for years since I tried the demo and I finally did a couple of days ago and finished it; I still enjoyed it. Hard to find an enjoyable game nowadays that manages to make you think and even question your own train of thought rather than try to sell and impress. Sincerely, thank you sir.
Thank you for giving players a great experience. It is 2018 and Spec Ops The Line videos are still being watched and the gamers are still playing it. It still looks great. Many people where blown away just from the 1st playthrough, many analyzed the game. It is experience worth revisiting. It was and still is something different there is too few games which forces the player to think about actions (and I do not mean a simple choices), too few games touching serious subjects, forcing the player to think about what just happened what does the story tries to tell me, how should I interpret it. This game will be remembered by many!
You missed my favourite part. (I think it is just after the white phosphorus or around the radio) As you are shooting oncoming waves of "enemies" your conversation starts to become confused as to who your enemy really is. All through the game, when your cursor goes over an enemy soldier, it turns red. At this point it remains the same as if you have it over a friendly soldier, only you still have to shoot and kill them. It was subtle, but mind bending.
Actually, do you know what specific part of the game you're referring to? I just replayed and I didn't notice that happening after the white phosphorus. I thought I saw it in Chapter 13 when rescuing Adams but that was just because the game thinks the Deagle has a shorter range than it actually does.
Aw man, this is SO great. It's one of my favourite games ever, but the reason I haven't written about it more is because I felt I couldn't say anything about it that hadn't already been said. You managed to do that, and with a great deal of panache. Hat's off to you, sir.
One thing that stuck with me after playing was noted here: the constant descent of the characters from the tops of buildings our outside of the sandpit, to lower and lower levels of those same buildings and even to the ground level. A literal "descent" into madness.
I don't know if it really counts as visual, but I've noticed another pattern, and while it's probably unintentional and just something an obsessed mind has come up with, I still think it's interesting enough to note. The way I see it is that Walker's possession of weapons, and which weapons he has, at times show his control of the situation. This starts at the beginning of the game, where he has the most uniform weapons in the game, one of them being the weakest pistol, showing how he's, for the time being, still following orders/with the best of intentions. The first time he loses his weapons is when he's separated from Adams and Lugo at the bottom of the pit. He soon regains control as they arrive to help him again. Next up we have the start of chapter 11 where he's without weapons again. This control is somewhat returned when he takes out Riggs, giving him the revolver. This shows his power/control, but only over Riggs' ultimate fate. He obviously regains his complete control again with Adams and Lugo meeting up again. Note how this occurs a little bit more frequently as the pattern goes on (chapter 6, chapter 11, chapter 13, etc) Next loss of control occurs in chapter 13, but since Walker still has contact with Adams, the squad member who is most loyal and follows his orders more, he still has some control (shown with the Desert eagle he has after the crash). Next we have the end of chapter 14. Once Adams pushes Walker off the building and tells him to run Walker is left alone. He has no chance at a rescue mission, no squad and no weapons. He's weakened and all that he has left to drive him is revenge against Konrad. He regains a weapon only when confronting Konrad, which shows he has control again: control over his own fate. Ironically, keeping Walker alive through to the Epilogue shows another addition to the pattern. Walker has rearmed himself. Not just that, but he has the most powerful weapon and sidearm in the game, one of which being the AA-12 with the Damned 33rd insignia on the side. This shows how Walker finally has actual control. He's not bound by the control of others, not the government he once served or the ideals he once held. He's now in control of his own destiny, and that of others. All his other choices didn't matter, but his choices now matter. He decides if more or less people die and if he himself dies. Like I said, probably just coming up with a pattern that doesn't exist, but it's just my take on it.
I asked my brother whether those buried when you use the contextual sand piles died quickly or if they suffocated slowly. When both agreed that they probably took a while to die.
I found an answer to that. After I buried enemies under the sand I walked past the place and there were choking and grasping sounds. So, they were dying slowly and painfully. I nearly felt it. God, no enemy deserves this.
Truthfully, the part that got to me the most was Konrad's little chat with us (player and walker.) . Walker never had to go to Dubai, just like the player. He could have stopped, just like the player. He went in, expecting to be a gallant savior, just like the player. His actions have only brought death, ruin, and suffering, just like the player. *"Do you feel like a **_hero_** yet?!?!"*
Thanks for this great video man. This is one of the best games I've ever played. It captures the darkness of war so intelligently that its almost surreal.
I'd never be able to add so much new to the table to a masterpiece that has been talked about so much. You made one of my favorite games of all time even better!
I loved this game I liked the story and was confused and had a whole circle of emotions when I made it to the end, but once I started to figure out the meaning and understanding of the game I thought it was amazing how well it was done. Probably in my all time top 5's
Game has really nice touches. Like starting players, Walkers line is "Gentleman, welcome to Dubai". At the end selection if you select denial, in next scene, prologue, player is now wearing Konrads jacket and name tag and after killing everyone the last line is "Gentleman, welcome to Dubai".
Excellent video! You put into words the things I was seeing throughout the game. And now I want to go back and play it a third time. Rare for me to play shooter twice, let alone 3 times.
This is like an art film. So much to interpret. I wonder if there are other games that do this. Developing characters, working with the color pallette, making the scenery meaningful to the story. Does anyone know of such a game?
I really like this analysis! Just finished this game, and went looking for other in-depth viewpoints. I overlooked much of the imagery you pointed out, and I feel like I'm back in literature class, discussing symbolism in novels. Good job, and keep it up!
The descending in the game is related to the descending in the book Heart of darkness which the game is loosely based on. John Konrad is intentionally similar to the book author Joseph Konrad. You missed mentioning how much visual clues are hidden but suggesting that Walker is wrongdoing.
Wow, good work Mr Thinreaper, I wouldn't have spotted these metaphors and similes myself. Thanks for pointing them out though, this is very thought provoking and add a whole new layer to this already great game, keep this up with other games, I'm enjoying this.
My fav part playing spec ops is when i see my name as "special guest" or something like that in the intro credits. And after finishing the game, i dont know if i should be happy seeing myself as the "special guest", its just creepy, considering what happened.
Spec Ops The Line was the very first story driven game I've ever played. Be it shooting down dozens of jets in Ace Combat, sitting through thousands of dialogue in Fate/Stay Night or performing ridiculous Heat Actions in in Yakuza. My opinions on games I've played afterwards have become completely skewed because for me, the themes and story of The Line is my mental norm and base line expectation.
I don't think the sandstorm represents strictly the failures of Western intervention or the lack of ability thereof, but the inevitability of chaos. A lot of the imagery and themes indicated no correct choice besides inaction, which is implied from the beginning has a heavy moral consequence of being a bystander to innocent death of a natural disaster. It's not that walker was misled by his moral absolutism, but that MOMENTUM against nature was ineffective and counter productive. Like the zen garden in Conrad's penthouse. How many Saudi Royals or American Colonels are keeping a Buddhist tool of meditation? It's literally a SAND box that one grooms and organizes regularly only to clear away. That might warrant its own video: the Buddhist ideas and themes of sand and how that represents the submission to nature and natural phenomena of chaos and destruction.
This game is a masterpiece and nothing like Call of Duty. COD is a war propaganda where as Spec Ops The Line is basically Heart of Darkness and what can war do to a country
What I don't get is why are you talking about Conrad being an antagonist in the game and as if he really is in the game's finale. I doesn't seem it was to avoid the spoler given you already spoiled the base point of the game. As I remember it, when Walker reached Conrad - he was already dead (as he commited suicide some time ago) and Walker was just "chasing ghosts". The whole surreal finale takes place in Walkers head - so the extravagant suite and the themes connected to it are not really about Conrad, but about Walker...?
I actually tried quite hard to talk about the game without explicitly spoiling it. I make references to things that, if you have played the game, you will obviously know is quite a big spoiler, but hopefully anyone watching who hasn't played it won't pick up on anything because I don't actually mention or show exactly what happens in the end. But you're basically right. I mean, regardless of whether or not he is real or imagined, Conrad as a character still exists within the story and his role is of the antagonist. But everything he embodies and stands for is a reflection of Walker's psyche and his inner conflict, and that contradiction with the knowledge of what happens at the end should hopefully just add depth to the point I make at the end of the video, that Conrad, the antagonist Walker is fighting against, embodies everything Walker is fighting for (i.e. he's at war with himself).
Hey man. I didn't like Spec Ops: The Line that much and therefore am firmly in the "ambitious, but failed experiment" camp, but I gotta say, I really enjoyed your video and you're raising some great points. Goddamn, I might even play it a second time because of you... Binge-watching all your other videos now - keep up the great work! Subbed.
Thanks man! That's really kind of you to say, I really appreciate it! Hope you enjoy my other videos and if you do revisit Spec Ops, let me know what you think a second time around!
REAL PLOT SPOILERS: The plot is,that you stuck in actual hell after you die in the first helicopter scene and your dying brain keeps repeating the same events over and over and. over again...Every time when the screen goes to black after cutscenes means it actually happened,every time it goes into white means it is a Walker's imagination or hallucination of a dying brain, it is confirmed my the devs
spec ops does two things: generic third person console as fuck shooter about 'murica fuck yeah and then using that boring stock setting and crappy generic controls flips your world and view upside down that's why it's a masterpiece of course by thye time anyone plays it they will go "yeah phosphorus scene i saw it on youtube and on watch mojo... let's get over with it." but until you get there a lot happens and a lot happens after that
One comment about the art design in this game...the art design and mechanics for the weapons was absolute dogshit. Granted, that's only relevant to me, a guy who really appreciates small details on weapon modeling. Regardless, art direction was a fucking 10/10! I gotta say though, that moment at 7:55 is gonna haunt me as one of the most intense moments I've ever had in ANY video game I've played!
That is probably the game I want to do an in-depth review on more than any other game out there right now but unfortunately I haven't played it because I don't own a current gen console :( Rest assured though, whenever I one day can afford a new console, Mirror's Edge Catalyst will be the first game I play and review!
Thanks! I'm not sure how much a month subscription to PS now costs but surely cheaper than buying all of those games separately? They're all worth playing so yeah, I'd say worth it!
Do you not think that you are reading in to this too much? Aren't a few of your examples YOUR mening applied to Spec Ops's visuals? That you might have drawn a your own connection between the visuals and the theme of the game (not that there's anything wrong with that, I just think that this "speculation" should be acknowledged or mentioned)
One thing I don’t like is the holier than thou attitude that you were wrong to attack the 33rd even though they drew fire first. Same thing goes for the insurgents that attacked you in the beginning of the game. In any sane persons mind they would defend themselves no matter what. Walker was completely right to defend himself and his team from being killed. Everything else: like the white phosphorous scene is equal parts the 33rd (for basically hiding behind civilians) and Walker for not attempting to find a way to navigate through. Walker is considered a villain for some valid reasons and for some really dumb reasons too. The game does give you pause when it wants to say something, but I feel like painting Walker/You as the bad guy when everyone was in the wrong is completely pointless. Nobody was unscathed in the story and Walker is far from the most sinful person in the game.
Konrad is arguably just as bad for not giving up on a cause that was hopeless. Dubai was doomed, he tried saving it and then doomed it even further. Sure: you can say that the 33rd was just as bad, but Konrad should have tried putting a lid on things before it spiraled out of control. His men were his responsibility.
Too bad the game had seen its DLC cancelled, where we could have played Adams after Walker's death and make our way back to the starting point. But the idiots at 2k felt like they HAD TO make a multiplayer instead.
Should damn trends then. Game comes out w/o multiplayer and lotsa people yells "what a crap, won't buy this shit, it has no multiplayer". So it was added just to be.
Game: "You pulled the trigger. You are holding the gun." You: "You gave me the gun. You ordered me to pull the trigger." Don't hate the player, hate the game. If the game, or your commanding officer, or your country, or whoever asks you to do something and tells you it's the right thing to do, the only thing to do, and then gets mad at you for doing it, there is a problem. - Andrew Vanden Bossche, author of Video Game Morality Play
You know, in the beta version of the game, there were options to have Walker obey orders to leave Dubai at the start or even fight without using the white phosphorus, but too many beta testers took those options. So the developers had to take those choices out because it ruined the stupid narrative.
Game: "You pulled the trigger. You are holding the gun." You: "You gave me the gun. You ordered me to pull the trigger." Don't hate the player, hate the game. If the game, or your commanding officer, or your country, or whoever asks you to do something and tells you it's the right thing to do, the only thing to do, and then gets mad at you for doing it, there is a problem. - Andrew Vanden Bossche, author of Video Game Morality Play
It might have just been my computer resolution, but I noticed Walker's eyes started looking like cracked glass near the end of the game.
A little late, but in the Bible it is described that the eyes are akin to a window to the soul.
So there's definitely something to that little bit of detail.
Ever seen the eyes of someone mentally and physically disturbed?
It's like looking into an abyss.
Yeah, in the late game they look dark and dead
No it's apart of the game
In some shots his eyes seem black, almost non human
Thank you for reminding me how special this game is. God what an insane, beautiful experience effectively disguised as a COD clone. Great video, looking forward to hearing that sweet voice some more. Subbed.
NakeyJakey pause!
Damn jakey I really need you to make a spec ops video some time it would be nice to hear what you have to say about this masterpiece!
This game is amazing. You should also do a video on it
holy shit i just lost my mind, nakeyjakey actually knows about spec ops the line, just imagine the possibilities
NakeyJakey Jakey!
It is humbling over and over again to see how much people take out of the game we did. To see how much the effort and pain we went through to get this out of the door actually shows in the final product and in your experiences is just great. Thanks for sharing your thoughts! This is really something special for somebody that has spend more then 5 years of his life being part of building this game.
Thank you for making it happen. I've wanted to buy the game for years since I tried the demo and I finally did a couple of days ago and finished it; I still enjoyed it. Hard to find an enjoyable game nowadays that manages to make you think and even question your own train of thought rather than try to sell and impress. Sincerely, thank you sir.
Thank you for your help in creating this eye-opening, morally challenging experience that I'll not be forgetting anytime soon.
Thank you for giving players a great experience. It is 2018 and Spec Ops The Line videos are still being watched and the gamers are still playing it. It still looks great.
Many people where blown away just from the 1st playthrough, many analyzed the game. It is experience worth revisiting.
It was and still is something different there is too few games which forces the player to think about actions (and I do not mean a simple choices), too few games touching serious subjects, forcing the player to think about what just happened what does the story tries to tell me, how should I interpret it.
This game will be remembered by many!
André Dittrich you made history beloved!!!! Thank you
Thank you for this amazing game.
You missed my favourite part. (I think it is just after the white phosphorus or around the radio)
As you are shooting oncoming waves of "enemies" your conversation starts to become confused as to who your enemy really is.
All through the game, when your cursor goes over an enemy soldier, it turns red. At this point it remains the same as if you have it over a friendly soldier, only you still have to shoot and kill them. It was subtle, but mind bending.
Does it really do that!? I never even noticed! That's really cool, the game is absolutely packed full of little details like that, such a clever game.
Yep. I have never seen anyone ever talk about it either, it is my favourite part. That and the helicopter.
do you mean the teleporting heavy in the mannequin store?
Actually, do you know what specific part of the game you're referring to? I just replayed and I didn't notice that happening after the white phosphorus.
I thought I saw it in Chapter 13 when rescuing Adams but that was just because the game thinks the Deagle has a shorter range than it actually does.
Aw man, this is SO great. It's one of my favourite games ever, but the reason I haven't written about it more is because I felt I couldn't say anything about it that hadn't already been said. You managed to do that, and with a great deal of panache. Hat's off to you, sir.
Thanks man, that means a lot! Really appreciate it :)
Got your awesome channel through this review....
Subbed to you both
At 6:55, notice the white flags.
One thing that stuck with me after playing was noted here: the constant descent of the characters from the tops of buildings our outside of the sandpit, to lower and lower levels of those same buildings and even to the ground level.
A literal "descent" into madness.
Lower and lower untill you meet him upstairs
I don't know if it really counts as visual, but I've noticed another pattern, and while it's probably unintentional and just something an obsessed mind has come up with, I still think it's interesting enough to note.
The way I see it is that Walker's possession of weapons, and which weapons he has, at times show his control of the situation. This starts at the beginning of the game, where he has the most uniform weapons in the game, one of them being the weakest pistol, showing how he's, for the time being, still following orders/with the best of intentions. The first time he loses his weapons is when he's separated from Adams and Lugo at the bottom of the pit. He soon regains control as they arrive to help him again.
Next up we have the start of chapter 11 where he's without weapons again. This control is somewhat returned when he takes out Riggs, giving him the revolver. This shows his power/control, but only over Riggs' ultimate fate. He obviously regains his complete control again with Adams and Lugo meeting up again. Note how this occurs a little bit more frequently as the pattern goes on (chapter 6, chapter 11, chapter 13, etc)
Next loss of control occurs in chapter 13, but since Walker still has contact with Adams, the squad member who is most loyal and follows his orders more, he still has some control (shown with the Desert eagle he has after the crash). Next we have the end of chapter 14. Once Adams pushes Walker off the building and tells him to run Walker is left alone. He has no chance at a rescue mission, no squad and no weapons. He's weakened and all that he has left to drive him is revenge against Konrad. He regains a weapon only when confronting Konrad, which shows he has control again: control over his own fate.
Ironically, keeping Walker alive through to the Epilogue shows another addition to the pattern. Walker has rearmed himself. Not just that, but he has the most powerful weapon and sidearm in the game, one of which being the AA-12 with the Damned 33rd insignia on the side. This shows how Walker finally has actual control. He's not bound by the control of others, not the government he once served or the ideals he once held. He's now in control of his own destiny, and that of others. All his other choices didn't matter, but his choices now matter. He decides if more or less people die and if he himself dies.
Like I said, probably just coming up with a pattern that doesn't exist, but it's just my take on it.
I asked my brother whether those buried when you use the contextual sand piles died quickly or if they suffocated slowly. When both agreed that they probably took a while to die.
I found an answer to that. After I buried enemies under the sand I walked past the place and there were choking and grasping sounds. So, they were dying slowly and painfully. I nearly felt it. God, no enemy deserves this.
holy shit i completed the game twice and never found out about that
Walker: I hate sand. It's coarse and rough and gets everywhere.
Truthfully, the part that got to me the most was Konrad's little chat with us (player and walker.) . Walker never had to go to Dubai, just like the player. He could have stopped, just like the player. He went in, expecting to be a gallant savior, just like the player. His actions have only brought death, ruin, and suffering, just like the player. *"Do you feel like a **_hero_** yet?!?!"*
Found this game while im on a Ghost Recon crave. Very excellent game and great analysis.
This is absolutely amazing stuff.
I know it's a year late, but bloody hell, what a video!
It's a shame this channel never took off. This is one of the best game analysis on RUclips!
Thanks for this great video man. This is one of the best games I've ever played. It captures the darkness of war so intelligently that its almost surreal.
I'd never be able to add so much new to the table to a masterpiece that has been talked about so much. You made one of my favorite games of all time even better!
Awesome! This game's art direction deserves more attention - like your channel.
I loved this game I liked the story and was confused and had a whole circle of emotions when I made it to the end, but once I started to figure out the meaning and understanding of the game I thought it was amazing how well it was done. Probably in my all time top 5's
Game has really nice touches. Like starting players, Walkers line is "Gentleman, welcome to Dubai". At the end selection if you select denial, in next scene, prologue, player is now wearing Konrads jacket and name tag and after killing everyone the last line is "Gentleman, welcome to Dubai".
You deserve more subs. Well done, pleasure to watch.
Excellent video! You put into words the things I was seeing throughout the game. And now I want to go back and play it a third time. Rare for me to play shooter twice, let alone 3 times.
This was superbly written my friend 👌
6:45 I always thought that image looked a lot like Sauron from LotR.
This is like an art film. So much to interpret. I wonder if there are other games that do this. Developing characters, working with the color pallette, making the scenery meaningful to the story. Does anyone know of such a game?
This is amazing... Bravo!
Great video, one of my favorite games of all time.
Excellent video, I'm so excited to have found your channel, it looks like you've done a lot that I'm going to enjoy!
Incredible analysis ! Good job
This was a great video! Looking forward to more content from your channel in the future :)
I really like this analysis! Just finished this game, and went looking for other in-depth viewpoints. I overlooked much of the imagery you pointed out, and I feel like I'm back in literature class, discussing symbolism in novels. Good job, and keep it up!
The descending in the game is related to the descending in the book Heart of darkness which the game is loosely based on. John Konrad is intentionally similar to the book author Joseph Konrad. You missed mentioning how much visual clues are hidden but suggesting that Walker is wrongdoing.
Yeah the descending theme is present in both Apocalypse Now and Heart of Darkness.
You forgot the detail that when you walk past a green plant and turn back again it dies out showing that u are not doing any good
I'm not the biggest fan of this game, but this is a great analysis of the visuals, and gave me more appreciation for them in the game.
Outstanding work.
Wow, good work Mr Thinreaper, I wouldn't have spotted these metaphors and similes myself. Thanks for pointing them out though, this is very thought provoking and add a whole new layer to this already great game, keep this up with other games, I'm enjoying this.
My fav part playing spec ops is when i see my name as "special guest" or something like that in the intro credits. And after finishing the game, i dont know if i should be happy seeing myself as the "special guest", its just creepy, considering what happened.
Super late but this was a fantastic video, really showing off something different then what others display
cinematography in video games in general are overlooked.
Spec Ops The Line was the very first story driven game I've ever played.
Be it shooting down dozens of jets in Ace Combat, sitting through thousands of dialogue in Fate/Stay Night or performing ridiculous Heat Actions in in Yakuza. My opinions on games I've played afterwards have become completely skewed because for me, the themes and story of The Line is my mental norm and base line expectation.
Great videos as always :)
I don't think the sandstorm represents strictly the failures of Western intervention or the lack of ability thereof, but the inevitability of chaos. A lot of the imagery and themes indicated no correct choice besides inaction, which is implied from the beginning has a heavy moral consequence of being a bystander to innocent death of a natural disaster.
It's not that walker was misled by his moral absolutism, but that MOMENTUM against nature was ineffective and counter productive.
Like the zen garden in Conrad's penthouse. How many Saudi Royals or American Colonels are keeping a Buddhist tool of meditation? It's literally a SAND box that one grooms and organizes regularly only to clear away.
That might warrant its own video: the Buddhist ideas and themes of sand and how that represents the submission to nature and natural phenomena of chaos and destruction.
Excellent video! Subscribed!
I loved this games narrative and themes, dark, intense, cruel, but told in a damned good way. A damn great game.
Joseph Anderson sent me here. Great vid!
This game is a masterpiece and nothing like Call of Duty. COD is a war propaganda where as Spec Ops The Line is basically Heart of Darkness and what can war do to a country
What I don't get is why are you talking about Conrad being an antagonist in the game and as if he really is in the game's finale. I doesn't seem it was to avoid the spoler given you already spoiled the base point of the game.
As I remember it, when Walker reached Conrad - he was already dead (as he commited suicide some time ago) and Walker was just "chasing ghosts". The whole surreal finale takes place in Walkers head - so the extravagant suite and the themes connected to it are not really about Conrad, but about Walker...?
I actually tried quite hard to talk about the game without explicitly spoiling it. I make references to things that, if you have played the game, you will obviously know is quite a big spoiler, but hopefully anyone watching who hasn't played it won't pick up on anything because I don't actually mention or show exactly what happens in the end.
But you're basically right. I mean, regardless of whether or not he is real or imagined, Conrad as a character still exists within the story and his role is of the antagonist. But everything he embodies and stands for is a reflection of Walker's psyche and his inner conflict, and that contradiction with the knowledge of what happens at the end should hopefully just add depth to the point I make at the end of the video, that Conrad, the antagonist Walker is fighting against, embodies everything Walker is fighting for (i.e. he's at war with himself).
Ok, that's fair. It is possible that without playing the game I woudn't be able to fully understand how deep Walkers madness you are hinting at goes.
This game was deep.
man why no uploads
this is gold
Hey man. I didn't like Spec Ops: The Line that much and therefore am firmly in the "ambitious, but failed experiment" camp, but I gotta say, I really enjoyed your video and you're raising some great points. Goddamn, I might even play it a second time because of you... Binge-watching all your other videos now - keep up the great work! Subbed.
Thanks man! That's really kind of you to say, I really appreciate it! Hope you enjoy my other videos and if you do revisit Spec Ops, let me know what you think a second time around!
really really good! can anyone share more channels like this and Joseph anderson and game makers toolkit and writing on games?
REAL PLOT SPOILERS:
The plot is,that you stuck in actual hell after you die in the first helicopter scene and your dying brain keeps repeating the same events over and over and. over again...Every time when the screen goes to black after cutscenes means it actually happened,every time it goes into white means it is a Walker's imagination or hallucination of a dying brain, it is confirmed my the devs
subbed
spec ops does two things:
generic third person console as fuck shooter about 'murica fuck yeah
and then using that boring stock setting and crappy generic controls flips your world and view upside down
that's why it's a masterpiece
of course by thye time anyone plays it they will go "yeah phosphorus scene i saw it on youtube and on watch mojo... let's get over with it."
but until you get there a lot happens and a lot happens after that
One comment about the art design in this game...the art design and mechanics for the weapons was absolute dogshit. Granted, that's only relevant to me, a guy who really appreciates small details on weapon modeling. Regardless, art direction was a fucking 10/10!
I gotta say though, that moment at 7:55 is gonna haunt me as one of the most intense moments I've ever had in ANY video game I've played!
Subbed
Consider doing a Mirror's Edge Catalyst review ?
That is probably the game I want to do an in-depth review on more than any other game out there right now but unfortunately I haven't played it because I don't own a current gen console :( Rest assured though, whenever I one day can afford a new console, Mirror's Edge Catalyst will be the first game I play and review!
@@thinreaper p
I don't like sand. It's rough, coarse and irritating.
thinking about getting PS now for the month to play this, red dead, borderlands two and ni no Kuni.
worth it?
and subbed. Very deep analysis of games! that's so rare now adays. right up there with ACG and WAB
Thanks! I'm not sure how much a month subscription to PS now costs but surely cheaper than buying all of those games separately? They're all worth playing so yeah, I'd say worth it!
Do you not think that you are reading in to this too much? Aren't a few of your examples YOUR mening applied to Spec Ops's visuals? That you might have drawn a your own connection between the visuals and the theme of the game (not that there's anything wrong with that, I just think that this "speculation" should be acknowledged or mentioned)
So, Spec Ops the Line is Appocalypse Now game version?
There's definite similarities, but then they are based on the same source material; Heart of Darkness by Joseph Conrad.
One thing I don’t like is the holier than thou attitude that you were wrong to attack the 33rd even though they drew fire first. Same thing goes for the insurgents that attacked you in the beginning of the game. In any sane persons mind they would defend themselves no matter what. Walker was completely right to defend himself and his team from being killed. Everything else: like the white phosphorous scene is equal parts the 33rd (for basically hiding behind civilians) and Walker for not attempting to find a way to navigate through. Walker is considered a villain for some valid reasons and for some really dumb reasons too. The game does give you pause when it wants to say something, but I feel like painting Walker/You as the bad guy when everyone was in the wrong is completely pointless. Nobody was unscathed in the story and Walker is far from the most sinful person in the game.
Konrad is arguably just as bad for not giving up on a cause that was hopeless. Dubai was doomed, he tried saving it and then doomed it even further. Sure: you can say that the 33rd was just as bad, but Konrad should have tried putting a lid on things before it spiraled out of control. His men were his responsibility.
He could've withdrawn after establishing contact with the insurgents. Walker I mean
Too bad the game had seen its DLC cancelled, where we could have played Adams after Walker's death and make our way back to the starting point. But the idiots at 2k felt like they HAD TO make a multiplayer instead.
Should damn trends then. Game comes out w/o multiplayer and lotsa people yells "what a crap, won't buy this shit, it has no multiplayer". So it was added just to be.
Outro song?
Stormy High by Black Mountain
You missed a lot of thing in this game))
Game: "You pulled the trigger. You are holding the gun."
You: "You gave me the gun. You ordered me to pull the trigger."
Don't hate the player, hate the game. If the game, or your commanding officer, or your country, or whoever asks you to do something and tells you it's the right thing to do, the only thing to do, and then gets mad at you for doing it, there is a problem.
- Andrew Vanden Bossche, author of Video Game Morality Play
US tried to introduce stability and democracy into middle-east?WHAT?)good trolling
I won't believe God exist until i die myself because i believe in multiverse theory so when we die we go in other universe
I don't like sang.
You know, in the beta version of the game, there were options to have Walker obey orders to leave Dubai at the start or even fight without using the white phosphorus, but too many beta testers took those options. So the developers had to take those choices out because it ruined the stupid narrative.
An just fucking stop
games are not movies
>>visuals
10x10px textures
try watching the video. we're talking about visual design here, not texture quality.
OusmandTakeover
go watch movies
games are not them
tsartomato
Somebody steered you wrong, nobody thinks games are movies.
OusmandTakeover
this whole video is about how games should be movies
tsartomato
no, this whole video is how Spec Ops: The Line conveys meaning through visuals
Game: "You pulled the trigger. You are holding the gun."
You: "You gave me the gun. You ordered me to pull the trigger."
Don't hate the player, hate the game. If the game, or your commanding officer, or your country, or whoever asks you to do something and tells you it's the right thing to do, the only thing to do, and then gets mad at you for doing it, there is a problem.
- Andrew Vanden Bossche, author of Video Game Morality Play