Reviews from

in the past


standard shooter gameplay
fantastic dark story
welcome to dubai

Esse aqui foi foda demais, tem nem oque dizer. Tudo nesse jogo é bom, a direção de arte é foda, as OSTs são surpreendentemente muito boas, e a gameplay não deixa a peteca cair, com diversas setpieces durante a campanha, isso sem falar da história, que despensa apresentações, pesada pra caralho, faz desse jogo uma das melhores obras anti guerra que eu já vi.

Uma experiência curta, mas é consistentemente de alto nível por toda a sua duração

una experiencia de unas 4 a 6 horas muy intensas, el juego y sus situaciones te ponen en constante flujo de emociones, bastante recomendado el jugar.


QUE JOGAO!! uma das melhores histórias de "guerra" nos games.

Someone should write a 2 hour long video essay about this game.

Yager Development and 2K Games delivered a visceral experience to gamers with Spec Ops: The Line.

The game is packaged as a generic military shooter, if you saw it on a shelf you’d think it was a clone of other more popular franchises like Call of Duty or Medal of Honor. So subversive and sly is this delivery method of bold storytelling via a conventional genre, it’s as if Tyler Durden himself sneakily broke into every store and replaced every disc with his version of what a military shooter should be.

You play as Captain Martin Walker dispatched with a Lieutenant and Staff Sergeant to the remains of Dubai to discover what has happened to Lieutenant Colonel John Konrad. Konrad was previously sent with a battalion to help evacuate the population of the city amidst the worst sandstorms ever recorded. These violent storms overcame the city and ravaged it completely, rendering it a post-apocalyptic wasteland.

By the time you arrive, it’s a sight to behold. The aesthetic and level design of Spec Ops is superb. Broken skyscrapers dot the landscape like fossils, buried among dunes are beached yachts, and most strikingly of all, remnants of the world that once was.

Roaming through dilapidated ruins of a garish city like Dubai is a surreal experience that only the video game medium can deliver, with materialism draped around every corner, from ads for fashion designers to rows of ignored jewellery in store shelves, the only things of worth in Dubai for the survivors are bullets and water.

The survivors are what propel the story into dark waters, as you will be spending the entire game fending off waves of fellow American soldiers who have their own motives, their own issues for the violence enacted during the six or so gaming hours you spend in Dubai.

The story of Spec Ops is brutal, and this is coming from a somewhat jaded player who’s seen too many horrors reported in news, and also too used to playing the same goddamn story over and over again, saving the world blah blah blah. Spec Ops takes its cue from Apocalypse Now with the main character hunting a rogue soldier who has succumbed to madness, yet the closer we get to finding Konrad the more unhinged we become by the hard choices we are forced to make navigating the dusty sand-swept roads of the city-state.

Unlike other games masquerading as multiple-choice-givers, this one has some real meaty choices offered to the player, ones that genuinely affect you as you will be making the decision based on your own moral compass or beliefs. Though they don’t branch off into wildly different story paths, each choice does help create a slightly different narrative to look back on once you’ve finished. There are two major choices offered at the end that do make a big difference however, and again it’s up to your own personality to dictate how you believe the story should be resolved.

And what a story it is. A particular sequence involved phosphorus attack which was not only shocking in its graphic detail but of how the game makers do not hold back their punches in immersing you, the hapless player, into the grotesqueries of war. This is most definitely not a black and white story, you will get your hands horribly dirty, and personally I felt mild horror while playing, which considering the tradition of video games, is a remarkable feat. Doubly so considering this isn’t some arty independent game, but a mainstream military shooter. Medal of Honor, for all its dedication to realism, wishes it had half the courage of Spec Ops.

For all my praise so far, it’s time to head back down to Earth: it is a corridor shooter, and you are limited in where you can run around. To counteract that there are a few ingenious instances of taking advantage of the sandy environment to destroy your enemy. There was a particularly awesome moment upon shooting a big glass window and watching sand pour in to envelop them.

The action is intense with swarms of soldiers washing over you, but unlike other games, you’re not plagued by infinite spawns, and your team-mates are more than able to hold their own, even when they’re down and need medical aid they can hold onto dear life for a substantial amount of time.

You’re able to command the squad with only two options, one of which only under prompted moments, which is to stun the enemy, giving you the opportunity to finish them off. The regular attack command option is to press R2 (on PS3) and highlight an enemy, directing your squad to concentrate their fire on the target.

I’m of the opinion if you’re going to do something, do it right, and I think Spec Ops does it right. Rather than complicate matters, they chose to keep things simple. I’d rather this, than it be over-complicated and shit. I’m already having nightmare flashbacks to Half-Life 2 and my witless companions constantly disobeying my orders. Spec Ops’ attack command feature is also disabled in sandstorm conditions, so there is a tiny tactical aspect to it as well.

As mentioned, the visuals to this game are excellent, but what I really found impressive was your avatar. The main character’s appearance becomes more ragged with each chapter, outdoing Uncharted’s depiction of Nathan Drake in terms of attention to detail in order to support the narrative. You can only carry two weapons, and each one is pictured on your person, and not vanishing into thin air. It’s the little things that count.

The game carries big ideas, the most prevalent must surely be allegorical to the USA’s fraught involvement in Iraq and Afghanistan, and the impact they’ve had on soldiers. Putting aside the obvious reality that horrors are seen during the course of any war, but in those particular examples, how do you move on with your life when no clear victory is even decided? Why did we go? What did we accomplish?

Surprisingly, the game even has time to throw in a few meta self-referential jokes which stuck out like a sore thumb, and yet amused me. As if the writers, Walt Williams and Richard Pearsey, were on such a roll they decided to have their cake and eat it.

This game, this story, will stay in my mind for a long while, and that is perhaps the greatest compliment I can give it.

A must-play military shooter for anyone remotely a fan of the genre, an examination of PTSD; of accountability; of collateral damage, the dark journey all soldiers undertake when they pick up a rifle.

esse jogo é fora da curva, vc se envolve profundamente na trama do personagem e o mais louco de tudo, é q não tem final feliz, super realista pra um jogo q conta o trauma q a guerra faz, além dos danos q causam no psicologico (estresse pós-traumatico)

Was very surprised with this one! I at first expected it to be quite generic but gave it a go after seeing people say the story was really good, and it held up. The gunplay was fun, the story has great twists, some scenes were shockingly dark and unexpected and it was a nice change from the usual generic war story shootter game.

Amazing game, short and beautiful, there's no other military shooter like this, it explores what war is really like, and by the end, it truly subverts your expectations of a military shooter, even made me feel bad about playing it in the first place.

It's not the masterpiece I thought it was going to be based on its reputation, but it's still fine nonetheless

For the French - https://lacritiquedumoment.wordpress.com/2024/05/16/spec-ops-the-line/

Повесть о том, как отряд из трёх человек умудрились устроить геноцид в разрушенном Дубае.

Great story. I could live with it being a mite less shooty and an hour or two shorter but minor nitpicks.

This review contains spoilers

Because of the nature of the story, it’s impossible to discuss Spec Ops: The Line without spoiling its contents. Having said that, I do think this is one of those titles every gamer will play at some point in their lives, so let this review stand as less of an overview and more of a discussion regarding its merits.

Minor spoilers discussed for the original Modern Warfare Trilogy as well as Black Ops I and II


Spec Ops: The Line is one of those games I both admire and unadmire -- it takes a thought-provoking approach to military shooters, only to subvert them in the most erroneous way possible, and while I would’ve loved to have seen more titles like it, I ultimately can’t recommend the game itself as a must-play venture.

It should be noted in advance that the story we got was not what was fully intended by the writers: in an article published on Cracked.com back in 2016, Spec Ops co-writer Walt Williams disclosed multiple changes the narrative underwent during development (be forewarned spoilers are present), and so I am definitely sympathetic to the fact that the story would’ve been more consistent had things gone as originally planned(+). That said, because of the high reputation Spec Ops continues to hold among the gaming community, consequent criticisms will be unadulterated regardless of this piece of prescient knowledge.

The problems stem from multiple sources, but I suppose the premise is as good a place to start as any: a semi-apocalyptic timeline wherein Dubai is ravaged by horrendous sandstorms (err, more than your garden variety anyway). Prior to the events of the game, a battalion of US soldiers nicknamed the Damned 33rd opted to disobey orders and evacuate the city, resulting in a loss of contact with their overseers. Months later, a lone transmission broadcast by the infantry’s Colonel Konrad causes the US Government to send in a small Delta Squadron to conduct reconnaissance and find out what exactly transpired.

It may sound solid to an outsider, but Americans holding a basic understanding of their military will know just how nonsensical everything is upon closer inspection. For starters, on what planet would a US satellite be unable to see through dusty wind? We’ve had this technology nailed to a tee going back to the 60s, let alone the 2010s timeline of Spec Ops, yet you mean to tell me no such spacecraft was capable of keeping track of Konrad’s movements?

The idea of HAVING to send in personnel becomes further idiotic the second you find out the CIA had previously infiltrated Dubai, meaning the government already had a source of information on the ground! Are you honestly going to tell me with a straightface that the DOD and CIA were not communicating with one another in any capacity (the same two agencies that, mind you, worked hand-in-hand during the Cold and Iraq Wars?).

And let’s talk about Konrad - even if I bought into the idea of him disobeying orders, in what world are the thousands, let me repeat, thousands of soldiers under his command going to go along with a mutiny (let alone the innumerable Captains and Lieutenants)? This was clearly a homage to Apocalypse Now, which served as a major influence on the plot, but the difference is, there, Kurtz oversaw significantly less troops, making their switch in allegiance all the more believable. Here, though, there’s no reality where a mass of armyheads would betray their country because a single higher-up said so.

The final stretch of incredulity extends to the actions done by main protagonist himself, Captain Walker, and while significantly less heavy than their aforementioned forebears, they end up being arguably the worst of the bunch given their purpose in jumpstarting the plot: that is Walker’s decisions to ignore orders. Unlike Konrad’s men, Walker is, at the very least, explicitly portrayed as a by-the-book veteran, so why is he not following such basic protocol as reporting in attacks by members of the Dubai populace? Long before he snaps, why is he not doing the very thing he was explicitly asked to do ala sending in information about the status of Dubai (it’s not like he forgets this mission since his squadmates are constantly reminding him every other scene)?

I know fans will retort that every military game takes creative liberties for the sake of storytelling, a notion I agree with, yet Spec Ops’ errors struck me as a bit hypocritical given its themes of deconstructing such titles over their lack of realism. Plus, unlike Call of Duty, a couple of easy rewrites would’ve gone a long way towards ameliorating, if not outright correcting, these issues (++).

But look, we’re just dancing at the outskirts -- Spec Ops biggest issues are two-fold: one, its inability to craft morally-grey situations; and two, its aggravating attempts at critiquing player agency.

Regarding the first, Spec Ops’s storyline operates under the banner of “the road to hell is paved with good intentions,” a fascinating concept that’s been privy to some of the best storytelling in fictional media. However, the problem with Spec Ops’s version is that it’s more interested in manipulating gamers than actually weaving a good tale - almost every “ambivalent” scenario Walker and his buddies come across is deliberately obscured for the sake of a gotcha moment (a tactic that feels less like organic development and more like shock value). Real ethical murkiness seeps from having a decent understanding of the facts and consequently making a Scylla & Charybdis decision: that is knowing things could go north or south, but ultimately concluding that the outcome of one justifies its selection over the other.

Sadly, only once does the game do anything akin to this, with the rest of the story otherwise consisting of Walker being tricked into committing acts of Genevic violence, and what makes this particularly annoying is that you’re almost always responding out of self-defense. The Damned 33rd constantly ignore Walker’s words and shoot on-sight, in turn forcing players to engage in extended firefights that give way to those aforestated war crimes, and as a result, I never once felt guilt-tripped by Walker’s deeds because I knew things would’ve played out differently had the issues been forthright over this force-feeding method. Yes, in wartime, you’re never acquainted with all the facts, but as I more than illustrated above, the game wasn’t exactly heavy on veritable recreations from the get-go.

Interestingly, the infamous White Phosphorus scene exhibits this flounder best, with Walker gulled (read - coaxed) into using the eponymous incendiary against an opposing unit, unaware that there are civilians in the mix. Despite the intentions of the writers, it just didn’t work for me because there was never any indication that citizens were moved to this area, nor a single reason why this particular weapon had to be employed when previous scenarios had you gunning down similar numbers of troops amass no problem. Ironically, what I found far more haunting (and what I wish had been focused on instead) were the sundry of burning troops you meander past following the ordeal: hearing their screams and singeing, it genuinely dawned on me just how sickening my actions were, something I can’t say occurred with the so-called “plot twist”.

Another notorious part involves Walker being deceived (noticing a trend here?) into helping a CIA crony sabotage the Dubai water supply; a scene that only prevails because the game deliberately turns Walker into a moron (+++) in addition to conveniently killing off every exposition-y character who would’ve told him the truth about the agent (whose motivations, on their own merits, are full of horsefeathers++++). Contrived is the perfect word to describe this part because that’s the kind of framing the game unfortunately utilizes in order to render its many tragedies a success. Compare this to Assassin’s Creed I or Witcher 2 where Geralt and Altair were put into decently-detailed scenarios in which you were able to make a concerted decision: a decision that may have caused more damage than good, but never once seemed coerced.

Still, in spite of my disagreements, I actually would’ve commended Spec Os had it not indulged in that aforementioned secondary quandary of emotionally-blackmailing players as though they did something wrong. It does this through its death screens (no doubt a parody of the CoD equivalent) which, if you’re lucky, you won’t be seeing too many of courtesy of how infuriatingly condescending they can get. You get such pretentious polemics as: “This is all your Fault,” “Do you feel like a Hero?,” and an additional one about the parching of Dubai’s citizens that I didn’t jot down verbatim (amongst others+++++), all of which struck me as wholly unnecessary because it’s not like the game provided a pacifist route or legitimate choices for players to willfully exert agency on.

Now of course, being a beloved game, I’ve heard counterarguments to some of these qualms, namely that Spec Ops is a deliberate response to Call of Duty’s cartoonish approach to war, a claim that makes no sense to anyone who's actually played those games. Like seriously, from Black Ops II on-back (i.e., the titles that were out at the time of Spec Ops’s release), can anyone actually think of a moment where actions against civilian targets weren’t treated seriously? The chemical gas attacks in MW3, the death of Noriega’s sister in BOII, the nuclear explosion in MW1, Castro’s assassination attempt in BO1, etc…all led to serious consequences for the protagonist(s). Even No Russian (a mission which, by the way, provided far more player agency than any chapter in Spec Ops ever did) literally resulted in the advent of World War III, so I genuinely don’t know what commentary the devs were going for if this was actually their intention.

Another big rebuttal I’ve heard is that Spec Ops was meant to be critical of gamers who decide to play war titles without thinking about what they’re doing, a facet that, if true, would genuinely trigger me. Nothing pisses me off more than when a video game’s grand or ulterior message is to not play it -- the purpose of any published title, irrespective of its tangents, should always be to be experienced. Telling players that they were dumb to embark on a journey advertised to them would be deceptive, sly, and downright egotistical on the part of the writers.

Perusing the Wikipedia article will inform you that the writers wanted to showcase a realistic decline in the mental state of soldiers at war, something that is generally overlooked in conventional military shooters. Now, I’ve never served in the armed forces (and I suspect neither have Williams and Richard Pearsey); however, I’ve read enough books and spoken to enough veterans to feel confident in saying that this psychological change is not as instantaneous as the hackneyed approach Yager Development took here, condensing a months-long process of deterioration and dehumanization into what feels like the span of a few days. Walker’s transformation, in particular, is preposterous because it entails him immediately developing a split personality, something that literally doesn’t happen overnight. To add salt to the wounds, the game rips-off Black Ops 1 by treating this as a plot twist (though unlike BO1, the dialogue here is overtly-obtuse to the point of not lending an organic layer to said revelation).

Listen, I know I’ve been rambling, but it’s only because I’m passionate about video game storytelling, and I feel Spec Ops could’ve done a better job executing its well-intentioned parameters. It generally tells a good tale about the fall of three men trying to do the right thing, and honestly succeeds in its depiction of PTSD (the spontaneous screaming/acts of violence, Walker’s nightmares): it’s just everything else was severely lacking in either tangibleness or believability. Even as an adaptation of Heart of Darkness it stumbles because you just don’t get a sense of Konrad’s (i.e. Kurtz’s) descent into madness due to the game shoving most of that backstory into optional collectibles (more on that later). There’s also a whole spiel I have about the “true ending” that I’ll detail in the notes section (++++++).

Like I said though, this is a story you will get invested in, and that’s honestly due less to the script and more to the stupendous voice work and chemistry of the main stars. Nolan North, of course, needs no introduction, his performance as Walker arguably standing at the top of an already-esteemed resume. The way he vocally depicts Walker’s crumbling mental state and increasing anger, in particular, deserves immense praise as a gold standard in voiceover work. His coworker, Omid Abtahi, does an equally superb job as thirdmate Lugo, often being handed the most fervently-charged dialogue behind North, and successfully orating it.

Christopher Reid takes the reins as Walker’s second-in-command Adams, and he’s admittedly the weakest of the trio, failing to astutely exude the multitudinous emotions his character undergoes. Still, his camaraderie goes a long way in the game (his conversations with Walker, in particular, being a consistent highlight).

The remaining NPC cast is admittedly hit-or-miss. Jake Busey, for example, is surprisingly good as the shock jock Radioman Delta Squad overhears for most of the game, but he’s unfortunately counterbalanced by Bruce Boxleitner’s Konrad, who not only lacks Brando’s pristine elocution, but dons a nasal impersonation of Kiefer Sutherland from Phone Booth (he also gave the man a bizarre accent for no apparent reason).

If you’ve heard anything negative about Spec Ops, it’s probably had to do with its shooting mechanics, though I honestly feel the lion’s share of these perceived issues would’ve been ignored with better soundwork: firearms lack impact, bullet blasts resound the same across every non-metallic surface, and you don’t hear enough sand crunching in spite of the abundance of grains. Had things been more visceral, particularly during gun battles, I genuinely think a lot of people would’ve flipped their opinion on the gameplay as it’s honestly fine, occupying your standard cover shooter system of pick-and-pop. There are a few enemy varieties (including juggernauts straight out of MW2), but the battle strategy remains the same, and I guarantee you any deaths you accumulate will derive primarily from running out into open areas.

The biggest supplement to the whole shebang is a Mass Effect-esque command squad wherein, at the click of a button, Lugo & Adams can be directed against a specific target. The AI for the duo is actually quite good, with the two of them not only following orders well, but actually hitting/pursuing their targets to a tee. The only downside is the inability to give them specific directives in terms of what tactics to employ (i.e., whether to lob a grenade, provide suppressing fire, snipe, etc….), leaving their choice-of-attack up to either RNG or the occasional on-screen prompt. When they do go down, you’re able to revive them with a quick tap, though be forewarned this does leave you open to bullet fire.

On that note, Spec Ops is definitely more realistic than its contemporaries in terms of damage calculation as, even on the normal difficulty, Walker can only take a few hits before his screen goes red. And seeing as how you’ll rarely be up against minimal foes, you’ll definitely want to avoid darting into the open kamikaze-style lest you wish to die quickly.

But that’s at least understandable - what isn’t understandable are some of the bizarre gamepad calibrations: the semi-tank control scheme where you have to rotate Walker separately from the camera in order to dictate his direction; running being relegated to a singular button tap; and vaulting being keyed to same button as melee.

I talked about the intelligence collectibles earlier, and those are definitely more akin to the backpacks from Spider-Man than their Call of Duty counterpart in the sense that they’re recordings which divulge vital information on either something that occurred before the events of the game, or on present thoughts from Walker on something at hand. They’re excellently scribed and definitely provide integral lore in a way the main campaign never does, but the problem is you have to go out of your way to locate them. I don’t know who thought this’d be a good idea over placing them directly in the player’s path, and what’s worse is, if you want to view them later, you have to exit the game and select them from the title screen despite certain ones pertaining to the specific chapter they’re found in -- tl;dr, it made no sense.

Graphics are the one area Yager truly went all-out on as Spec Ops has aged incredibly well. Character models, in particular, boast extraordinary detail you’re not liable to finding in a lot of games these days, beginning with the fact that you can actually see streams of sweat on Walker’s face alongside the progressive-accumulation of caked dirt and dried blood. Character diaphragms enlarge in an arc motion when breathing, compared to the balloon-shaped expansion typical of most releases, and texturing, as a whole, is incredibly deep, adorning textiles and architectural materials equanimously. Though primarily in desert-strewn areas, you’ll often duke it out in exteriors reminiscent of the 33rd’s past history (makeshift gyms/army barracks) or interiors mimicked off of real-life locations from the iconic city (the Dubai Mall, Burj Khalifa, various resorts), both of which do a phenomenal job giving a lived-in feel to the world. The use of colors, even under the baked overlay of Spec Ops illumination, were especially fantastic, often giving rise to some of the most gorgeous vistas I’ve ever had the privilege to witness in gaming -- one room could literally be home to dashes of rainbow, another pure blues, and still another murkier lighting reminiscent of the climax of Apocalypse Now.

The desert is more than a backdrop, with grenades causing cloudbursts, breakable glass giving way to sandslides, and the occasional habūb slipping into battle during scripted moments. Part of me wishes these latter storms, in particular, were randomized over predetermined as such moments of granular chaos were absolutely thrilling: red-orange typhoons terrorizing everything in their path.

Still, the highlight of the game has to be its murals - painted canvases embellished upon numerous walls you run across in your 7+ hour journey. The artisans behind them did a phenomenal job satirizing the military-industrial complex, their works frequently contrasting idealistic propaganda with the ongoing carnage of Dubai. Some of my favorites included a burnt American Flag above a pile of dead soldiers, a hot girl vacation ad next to a guy shooting himself, religious divinity amidst massacred civilians, and a diamond adorned with pig blood amongst numerous others I recommend you seek out.

Other miscellaneous graphical bits I enjoyed were the heat waves that rose from discharged turret barrels, visibly seeing empty magazines fall to the ground while reloading, and those darkly gorgeous loading screen illustrations showcasing Walker in varying poses of melancholy.

In terms of visuals criticisms, I had a couple of minor ones ranging from clouds being stationary to Lugo’s hat lacking proper texture streaming, but my biggest ones concerned two aspects from the desert: one, the extensive brightness of sunlit areas - maybe it was because I just got done playing Resident Evil 2, but there were several places where I felt the lighting was overblown; and two, the inconsistency of footprints - not every sand surface yielded them, and even when they did, they often took the form of instantly-formed blobs rather than an organically crafted boot imprint.

Finally there’s the score by Elia Cmíral, and I was pretty disappointed with it. The biggest issue is Cmíral (and Yager in general) were clearly more interested in recreating those rock-based moments from Apocalypse Now than conceiving something standalone, and they apparently settled on doing so via adding such motifs to almost every single album piece. I’m not lying when I tell you guys that the same electric guitar and drum riffs occupy at least 75% of the OST, and if they didn’t, something harmonically-similar did to the point of being aurally-indifferent. There were also numerous times where the music was completely at odds with the thematic content on display, the worst instance of this being the finale with Walker finally meeting Konrad (seriously - go take a listen to it). I’m usually a fan of alternative rock, but unfortunately I can’t say its use in a serious war game was good pickings (oh, and to add salt to the wounds, your ears are privy to a horrifically screechy rendition of the Star-Spangled Banner via the title screen theme).

And that, in a nutshell, wraps-up all my problems with Spec Ops: The Line. As I said in the beginning, I respect what the writers were trying to do, and it would’ve been great if more video games had built on this formula over sticking with standard AAA templates(+++++++), but the game itself tragically has too many flaws to be worth a solid recommend.

I do believe everyone will play it at some point in their gaming life, and for those who have, I encourage commentary/debate because I acknowledge I could very well be ignorant to some major boon that was simply overlooked.

Then again, if a video game can inspire these kinds of discussions to begin with, maybe it already succeeded at its tasks.




NOTES
+To anyone even vaguely-interested in the process behind video game scriptwriting, I highly-recommend checking out that article irrespective of your views on Spec Ops.


++The Damned 33rd had fallen into civil war, so why not have one faction do the counterinsurgency tactics over throwing in the CIA? And rather than make Walker Delta, why not turn him into a Black Ops soldier? You’re already having him act like one anyway.


+++The CIA is explicitly depicted as being untrustworthy to the point of Walker’s teammates warning him otherwise.


++++The US Government already disavowed the Damned 33rd, so what exactly was the CIA trying to cover-up? Any war crimes committed by the unit would’ve been condemned the second they came to light.


+++++The slogan that really got under my skin was one that asked whether I even remembered the original reason for coming to Dubai. The answer is yes homie, you created a campaign no longer than your average CoD one: of course I remember what transpired two days ago.


++++++The writers reportedly claimed that Walker died in the helicopter crash and that the last act of the game is actually him in Limbo. Firstly, this doesn’t make much sense given that a lot of major events, including the deaths of his comrades and the Konrad Revelation, are disclosed post-crash, but second, why would you scribe a video game about maintaining convictions to the bitter end, only to take away that ending from gamers? What was even the point in having multiple choices if they were all “fake” by your own admission?

This is truly a case where Death of the Author should be applied in spades as I think leaving the conclusion up to the player is far more wise - you got three different finales representing the three most possible outcomes: one, Walker acquiescing to his guilt and killing himself; two, Walker acquiescing to his trauma and becoming self-brainwashed; or three, Walker ultimately opting to seek help and Dubai’s citizens privy to rescue by the US Military.


+++++++To be fair, the Modern Warfare reboot and (reportedly) BioShock Infinite did similar takes on American Exceptionalism, so perhaps some post-Spec Ops influence did happen.


-I’d say the one aspect of the graphics that is visibly outdated is surprisingly the choice of font. I don’t know how to describe it, but it genuinely looks like the kind of typeface you’d see on early-360 shooters.


-Spec Ops was delisted from Steam, and no one seems to have any idea as to why that happened.

-The sound mixing has Walker sounding louder than his brethren, which can get obnoxious during firefights when he’s screaming orders. That said, I did like how, if one person was out of your vicinity, their voice would be filtered through the radio (I believe ACIII did the same during the modern-day sections).

-Talk about a blast from the past, one of the NPCs here uses an iPod!

-The intro credits throw in your name as “special guest____” if you needed further proof that the writers were disapproving you as much as they were Walker.

Terminei alguns anos atras, tinha ate me esquecido, escutando um podcast da epoca que foi lançado lembrei desta "joia escondida" dos games, o jogo parece que não promete nada mas quando ve, as arvores estao falando vietnamita, melhor, a tempestade de arreia grita em arabe.

у меня не пошла но это легенда игрушка

A BRILLIANT DECONSTRUCTION OF THE CYCLE OF VIOLENCE THAT WAR GAMES PORTRAY. IT IS TRULY IMMACULATE HOW THE ONLY WINNING MOVE IS TO NOT PLAY.

Delisted because some music license expired

This review contains spoilers

Well that was depressing

An important statement. Sometimes that's more valuable than making a fun shooter.

What strats do you guys think speedrunners use to save the most frames during the white phosphorous segment?

só não leva 5 por causa da jogabilidade


An intriguing narrative with the gameplay of your average 2010 cover shooter. The inspiration from Heart of Darkness is clear and well implemented. Recommended if you're looking for something to play in 1-2 sittings.

A masterfully well done narrative that plays with the very aspects of what makes a game a game and what makes someone a hero. Beautifully well told, well paced, and wrapped with fantastic voice actors and writing. Gunplay, on the other hand, is VERY stale and kind of boring but it was enough to keep me distracted I suppose. If you're gonna play this, you're most likely doing it for the story and not so much the gameplay. But rest assured, that Spec Ops: The Line's narrative is most definitely worth those sections of mindless shooting.

Subestimado demaiiiiiis, esse jogo é incrivel!!!

I'm not usually a fan of FPS/TPS war games but this game provides a different story from the typical Call of Duty or Battlefield game. The gameplay isn't very good: I don't like the control scheme and I like FPS over TPS. Where this game shines isn't in its gameplay but in its story. The story is fantastic and the twist works wonderfully. Because the gameplay is much weaker than its plot I can't say it's one of the greatest games I've ever played but it's worth checking out if you want a different shooter game experience.