Here is our breakdown of the game. The next installment will come tomorrow. Just a reminder that the stuff in the gold boxes is Taliesin. You know, paragraphs like the one you’re about to read.
Here we go folks, the long-awaited spoiler post… Which is probably going to turn into two or three posts by itself. Oh well. As a heads up, I implore you to pay special attention to that spoiler warning. I’m probably going to get into more detail than Shamus, covering not just the general outline of the story but specific events and details too. If you haven’t completed the game but you want to, think carefully before reading on.
This game is not one of those deals where the whole story turns on a single plot-twist. Instead, it’s a reveal, done in stages, gradually changing your perception of the world, the characters, and eventually the genre. It’s smart, it’s properly paced, and it’s never heavy-handed.
The beautiful thing is how the game eases you into the bog-standard cover-based tactical shooter tropes before it starts messing with you. You begin with a really cliche trio of characters: There’s the main character, the wisecracking loose cannon, and the guy who begins with the character concept of Not A White Person. You’re all special forces type guys. You’re on a mission and the main character is some kind of nondescript war hero and an okay guy. The mechanics are standard. The cutscenes and pacing are standard. It’s all there, telling you this is a game you’ve played a dozen times before.
Relax. Shoot some dudes. Kill some time. No big deal.
This is how the game eases you down the death-spiral.
Continue reading 〉〉 “Spec Ops: The Line:
Operation FUBAR Part 1 of 2″
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.