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![]() ![]() The trio come across a continually looping radio message from Colonel John Konrad stating “Attempted evacuation of Dubai ended in complete failure. Walker is accompanied by his elite Delta Force team of First Lieutenant Alphanso Adams and Staff Sergeant John Lugo. Quick synopsis: You play as Captain Martin Walker on a recon mission in a post-catastrophe Dubai following a serious sandstorm that has cut off any surveillance, air travel, and most radio broadcasts. As I feel the story is something worth experiencing, I’d urge you to stop reading now and go play Spec Ops: The Line as not to ruin the best aspect of the game. Yes I did say “first play-through” about a game I felt was lacking in terms of gameplay as after I finished it, I instantly started a new game just so I could experience the story again.Īt this point I’d just like to point out that I’m about to reveal major plot points and spoilers for this game. So this is the part of Spec Ops: The Line that had me hooked even if during my first play-through I didn’t realize why at the time. Yet despite the lackluster and repetitive gameplay that bored me…something kept me playing until the end. There are a few segments where they try to inject some variety with a scene where you hijack some tankers or split the team up a little, but overall, its a very ‘rinse and repeat’ experience that quickly grates. Its a gameplay style and mechanic I just find all too dull rather soon. You have some very slight influence on your two teammates with basic ‘kill this guy’ orders and that’s about it for the whole game. Its one of those cover/shooter games akin to Gears of War – you know the kind where you control a hero and a team of two other squad members.Įnter an area where a mass of enemies come at you all guns blazing and you and your team hide behind the nearest cover as you gun down the bad guys, move on and repeat throughout the entirety of the game. I was less than halfway through the game when I started to feel that fatigue set in and its not a very big game either, I’d say a fairly competent player could get through the whole thing in around five or six hours on normal difficulty. Okay so the gameplay for Spec Ops: The Line left me very bored – so much so that I really don’t have that much to say about it. Right here I’m going to look at why Spec Ops: The Line left me feeling both unsatisfied and utterly enthralled at the same time. I finished the game and was left speechless while the end credits rolled…but the overall impression the game left on me was a very mixed bag for two very distinct reasons, one a gameplay issue, the other a story and design one. I had heard a lot about it despite never actually playing the game myself until recently. For me, Spec Ops: The Line is one of those titles. Despite this, the game was a commercial failure, which led to the announcement that there would not be a sequel to the game, effectively ending the Spec Ops series.Thanks to the Xbox One’s backward compatibility feature, we are able to play the games we may have missed first time around. It was also awarded and nominated for several end-of-the-year accolades, particularly for its story, and has garnered a cult following in the years after its release. Spec Ops: The Line received generally positive reviews from critics with praise given for the narrative and its themes, while criticism was targeted at the online multiplayer and generic third person gameplay. The game was banned in the United Arab Emirates for its depiction of Dubai in a state of destruction.Īnnounced in December 2009, the game was released internationally in June 2012 for Windows, PlayStation 3 and Xbox 360. The game's soundtrack is a mix of licensed music and original music composed by Elia Cmíral. The game suffered from multiple delays, and the development team used this time to refine the story and increase the gameplay's pace. The game was designed to be "physically opposing", causing players to question their thoughts about treating war in a video game as entertainment, and tasks players to make a variety of morally ambiguous decisions. Yager started the game's development in 2007, taking inspiration for the setting and story framework from various media, including Joseph Conrad's 1899 novella Heart of Darkness and the 1979 film Apocalypse Now.
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