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Spec Ops: The Line Review

danielrbischoff By:
danielrbischoff
06/29/12
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE Action 
PLAYERS 1- 8 
PUBLISHER 2K Games 
DEVELOPER YAGER 
RELEASE DATE Out Now
M Contains Blood and Gore, Intense Violence, Strong Language

What do these ratings mean?

Heart of Darkness meets Call of Duty.


In high school, I read Joseph Conrad's long trek up the river and hated every second of it. I thought to myself "Why do they make us read this? What's the point?"

It's odd that I echoed those same sentiments in the first two-thirds of Spec Ops: The Line, a game by Jager and published by 2K that draws heavily from Conrad's novel and the film it inspired, Apocalypse Now. Why did I have to play this game? Why does it keep going on and on? What's the point?


The Line deals with the realities (and un-realities) of war and conflict heavy-handedly, appropriately, seeking to impart some knowledge on the gamer that you are not a hero. No, you are a violent, murderous individual with a penchant for death and destruction. Somewhere in there, you're a soldier.

Too often, military first-person shooters glorify the actions that only seem "good" because of their label. The loading screens in Spec Ops make direct reference to this. Late in the game, after you've lost all sense of your humanity and seen the atrocities of war first-hand, the game asks you point-blank: "Do you feel like a hero?"

Another loading screen asked me something to the effect of "The US Military does not condone the killing of unarmed combatants, but this isn't real so does it even matter?" I may have never noticed these subtle prods if it weren't for the impossible difficulty spikes towards the end of the game.


One section required myself and another squadmate to fight off three separate waves of difficult enemies on a sand dune. In addition to five high-level opponents, an armored car dropped a knife-wielding psychopath and a heavily armored AA-12-toting bullet sponge. Needless to say, I got a little frustrated at a challenge I wasn't really prepared for.

The best games give you a set of tools and slowly teach you how to use them. The Line gives you cover mechanics, a selection of firearms, and a pair of commandable squadmates. In the beginning, you'll need none of these. It felt as if my bare hands would suffice.

By the end I was banging my head against a wall in frustration. At first I refused to lower the difficulty despite the fact that the game offered. I walked away, but when I came back the next day and ran into the same wall, I dropped it down a notch and waltzed through to the end.


Difficulty spikes aren't the only problem. In eight hours of gameplay, six of it is spent almost entirely in sand. The oppresive nature of the desert probably affected me as much as the fog did Charles Marlow. There were times I'd enter a building and sigh in relief at the blues and greens and nuanced lighting, only to be directed to shoot out the roof so a bucket of sand could be dumped on the enemies within.

Despite this, The Line is certainly competent enough, and set pieces make for entertaining fodder between narrative sequences that inspired a critical eye, of which my junior year english class required of me.

On more than one occasion, Jager presents the player with "choices" but leaves only one option available. In one such sequence, players have to use White Phosphorous to wipe out an army of soldiers in their way. This also results in the killing of hundreds of civilians.


Not only is the player character's mind being ripped apart, but the squadmates argue and fight under the duress too. "He made us into killers," one screams. In another section, the other squadmate shoots an unarmed opponent and argues against protests with "What did you think was going to happen? He sent every armed man in Dubai at us!"

I wasn't prepared for what Spec Ops: The Line was selling, and hated every second of the experience at first. Slowly, I started to "get" the narrative. I started to understand why I was playing the game at all.

US Soldiers don't shit and fight and DIE in the desert to be heroes. They do it because their country and commanding officers ask it of them. And when they come home? What happens then? They're forced to swallow the disillusions and insults Call of Duty lobs at them. They're belittled in nearly all forms of media that make light of their dark struggle. [And they don't get the healthcare they need... ~Ed. Nick]

The gamer in me hated much of Spec Ops: The Line. The critic in me loves it. Like anyone else of two minds, I'm forced to decide which side of the line I stand on.
Spec Ops: The Line
fullfullfullfullempty
  • Conrad inspiring Konrad
  • Strong narrative
  • Multiple endings
  • Choice? In war?
  • Difficulty spikes
  • Monotonous environments
  • Late-game visuals and set pieces
  • Little bits of absurdity
  • Competent mechanics and multiplayer
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Comments
  • Lethean
    Lethean

    Joined: Jan 2001
    Posted: Jun 29th, 2012 at 3:36 pm
    I enjoyed reading the review but one thing has me puzzled. You cited choices as a positive but stated " ...presents the player with "choices" but leaves only one option available". So how can you mark it as a positive when it's more the illusion of choice than anything?
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 29th, 2012 at 3:39 pm
    It is both the illusion of choice and the eventual reality of choice that make that a positive remark in the review. I struggled with giving enough detail to illustrate this point, but not enough detail to ruin it for anyone who decides to play for themselves.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 29th, 2012 at 3:56 pm
    And I guess, to add and be honest, I really liked that this was a game with a clear and pointed message to the player. In situations where choices are present, but not available to you, it's plain as day that this bucks the "Shoot everyone, win the war" trend in military games.

    I can recall a specific instance around the middle of the game where it seemed like I had no choice, but replaying it I found that I could actually carve my own path and it was planned for too. It wasn't like I broke the game, it was a choice that wasn't apparent or even presented to the player, but I made the decision and was rewarded with something many players might not see.

    I hope that helps to explain the "+Choice? In war?" report card mark.
  • WILLS_COOL_MODE
    WILLS_COOL_MODE

    Joined: Oct 2010
    Posted: Jun 29th, 2012 at 5:07 pm
    You ****ing nailed it in that second last paragraph. I was in the military, and plan to be again once I finish university, and the amount of kids telling ME what does and does not happen in the military because of Call of Duty is ****ing mind boggling. I would have people arguing with me about the way the military works, EVEN AFTER I tell them I'm in it, and it's all due to the way it's portrayed in the media. It's not a ****ing action movie, it's not fun for the most part, it's a job, and it's one of the hardest ones out there.

    Excellent review Daniel, I'll probably pick this game up.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 12:27 am
    Good to hear. I've never served and don't plan to, so I hope to maintain deference to those who have/do.
  • sliverstorm
    sliverstorm

    Joined: Jun 2007
    Posted: Jun 29th, 2012 at 5:48 pm
    Yeah, this is a great review. Kudos for actually describing the game in a way that is valuable to your readers instead of getting lost on a tirade about the horrors of war *cough*PAR*cough*.

    Bonus kudos to Nick Tan, who runs a tight editorial ship.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 12:40 am
    Thanks! That means a lot from you! When's the next blog?!
  • TheJx4
    TheJx4

    Joined: Jun 2011
    Posted: Jun 29th, 2012 at 5:59 pm
    "They're forced to swallow the disillusions and insults Call of Duty lobs at them."

    Guess you don't know how popular shooters are in the military.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 12:43 am
    Sure, they're popular, but are they popular because they properly convey war or because they're a means to escape? And on another level, do people become fans of Call of Duty before or after joining the military?

    I'll just take solace in WILL's comment in this regard.
  • TheJx4
    TheJx4

    Joined: Jun 2011
    Posted: Jun 29th, 2012 at 6:04 pm
    Also, it just seems like you're reviewing the game based on what it was marketed on. You don't mention how the guns control, if the movement is smooth, the squad AI...things like that.

    Because, as a potential buyer, I'd like to know those things...
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 12:46 am
    I've found that my reviews improve when I treat words as a currency. In the report card I call the mechanics (what you're asking about) "competent." They don't push anything forward, but they don't detract from the experience in any way. They're there to support the most important aspect of the game: the narrative, which I chose to focus the review on.
  • LawnGnome
    LawnGnome

    Joined: Apr 2007
    Posted: Jun 29th, 2012 at 7:16 pm
    Just curious, but how did you go from a 2.5 in the podcast to a 4.0?
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 12:52 am
    This game makes a horrible first impression. Again: monotonous environments, repetitive gameplay, and it's not until two-thirds of the way through that some of the plot devices and themes come together.

    It's as if... the game WANTS you to hate it in the beginning. That's almost part of the messaging.

    Truly that's a dangerous game to play. Jäger very nearly crossed a line (sorry) that made me want to put the game down and leave it at 2.5.
  • Lien
    Lien

    Joined: Feb 2008
    Posted: Jun 30th, 2012 at 7:46 am
    Wow daniel... you are going full blown on this review here! I've never read a review of yours with such a passion before!
    You changed my mind regarding this game from "Meh" to "I'll get this game and finish it just for the heck of it!"

    Now how about you sit down and drink tea?
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 9:04 am
    What kind of tea?!
  • tinymhg
    tinymhg

    Joined: Jun 2011
    Posted: Jun 30th, 2012 at 10:06 am
    Shroom tea!
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 9:12 am
    As a side note, this experience reminds me of The Darkness 2 in the way the narrative makes the strongest case for play.
  • NecroWolf
    NecroWolf

    Joined: Oct 2005
    Posted: Jun 30th, 2012 at 11:06 am
    I went out and bought this game because of this review. And so far, everything Daniel says is true. It is a really amazing game once you dig your fingers into it.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 1:31 pm
    =D Good to hear! Let me know what you think of the end when you get there.
  • NickKmet
    NickKmet

    Joined: Jan 2007
    Posted: Jun 30th, 2012 at 2:28 pm
    I definitely have become more interested in this game since reading your review, Dan. I really thought there was no chance I'd be getting it, but now I kind of want to.
  • danielrbischoff
    danielrbischoff

    Joined: Nov 2009
    Posted: Jun 30th, 2012 at 2:50 pm
    It's definitely worth playing, just depends on whether you buy to buy full price or rent.
  • oblivion437
    oblivion437

    Joined: Nov 2006
    Posted: Jul 29th, 2012 at 11:31 am
    I've read accusations that the game is essentially a skinner box tricking the player into believing that what happens is really their fault.
    Spoilers follow:
    Spec Ops does this (as in the White Phosphorous scene) by presenting Hobson's choices. If you avoid using the mortar, you'll inevitably fail - if you use the mortar, even after exhausting all your ammunition, you kill a bunch of civilians. It cannot be avoided - you have no choice and yet somehow you (the player) are to be indicted for a choice you didn't really make. I wonder if the designers/writers don't understand that being fictional, the universe is theirs, they're the authors/God of it and are therefore responsible for everything that can and does happen in it. It's as though they said, 'here, do this thing, you can't not do it, do it!' *player does it* 'You evil bastard! Why did you do that?!? The only way you can stop this is by not playing!' *turns it off* *developers still have player's money*
  • Yossarian29
    Yossarian29

    Joined: Jul 2008
    Posted: Aug 16th, 2012 at 2:32 pm
    Loved the review, but why the hate for Heart of Darkness?

    "Mistah Kurtz? He dead."

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