parts
Spec Ops: The Line
A Five-Part Analysis, Part 1
Trevor | January 25, 2013
A first person narrative of my experiences while playing Spec Ops: The Line, a game that made me contemplate morality, heroism, and the very nature of video games as a medium for a story.
Two important notes:
When Spec-Ops: The Line finishes downloading on steam, I click play with as much dismissiveness as anyone can click a Left Mouse Button. Looking at the screenshots, I can’t help but feel I’m about to play something I’ve played before. I expect I will see rooms filled with half-built walls and stacked boxes. I expect to hear phrases like “tango down,” coupled with the occasional military gibberish I can’t make sense of. Most of all I expect the game to try and edify me as the stalwart hero of America, comparable only to a certain shield-wielding, blue spandex wearing captain in my patriotism.
There are times while playing chess where you look into your opponents eyes, and you can see something calculating, something troubling. Something that says the piece you just moved isn’t long for this world, and neither is the match. They wanted you to move there, and you did it. I think the folks at YAGER may have had that look on their face during the entire development of this game, because the entire game is a trap set especially for someone who steps into Spec Ops with a mindset like mine.
At the title screen I’m greeted by an image that supports my expectations. A giant American flag, waving over a cityscape of Dubai. I wonder if I’ll be saving Dubai from a rebellion, or deposing some nameless dictator.
I press start, and immediately I’m gunning down helicopters over Dubai. I’m confused. Someone is yelling at me to shoot more and keep them off us, so I do. I’m starting to piece together that nothing is wrong; I didn’t somehow skip half the game. This is most likely an en media res moment. I ride it out and wait for answers. Eventually a helicopter I’m firing on loses control (as is liable to happen after I’ve fired a million rounds into it). It veers towards me as sirens blare. People scream. The screen goes black.
When the screen returns, narration starts. My former Commander, Colonel Konrad, ended up stuck in Dubai during the worst sandstorms in the cities history. Instead of retreating with his unit as commanded, Konrad “volunteers,” his 33rd battalion to assist the locals stranded in the desert, defying orders in the process. They don’t make it out in time, and get trapped behind the storm wall. Six months later we’ve picked up a repeating message from Konrad. “Attempted evacuation of Dubai ended in complete failure. Death toll too many.” My team, a special ops group known as Delta Force, is sent in to investigate.
Once I hear the name of the commander, I prepare a Heart of Darkness checklist I can mark off. (In retrospect, I suspect YAGER wanted me to pick up on this.) The clues are laid out early. A character is named Konrad. A small team is being sent in to a remote, isolated area. The Captain narrating mentions he has former ties to this rogue Commander, and once trusted him completely. Dubai has erupted into uncivilized chaos, and no one knows what is happening within. Everything screams Apocalypse Now in a new, barren environment.
Now I’m introduced to the cast. Within only two minutes of the team walking through the desert, I realize I know these characters. I’ve seen them before in countless movies and games. Lugo is the resident joker, cracking inappropriate quips. Adams is my straight man, who keeps telling Lugo to shut up. Then there’s Captain Walker. The one I’m controlling. He keeps the team pushing forward.
“Find Survivors, then radio back to base once outside the storm wall,” he tells them. I’ve played enough games to know that can’t be what happens.
It doesn’t take long for Walker and his team to be fired upon by locals. I make note of the fact they’re predisposed to hating us, and can’t help but think Konrad and his 33rd may be responsible for this. Lugo tries to talk them down. He appears to be the only one amongst us to speak Arabic.
Adams see’s nothing good coming from trying to talk this out. He encourages me to blow out glass and bury our attackers in sand.
I do, and move on.
For the next fifteen minutes, everything progresses as I’d expect for a run-of-the-mill shooter. I take cover behind walls, put crosshairs on heads, and pull the trigger. Occasionally the game reminds me of other actions I can take. The right bumper is dedicated to “marking” targets for Adams and Lugo. There’s some context sensitive action with it as well. If many units are grouped together, Adams will throw a stun grenade. If I mark a sniper in the distance, Lugo gets out a sniper rifle and drops them for me.
I jump on to the next rooftop and instantly fall under fire. My nameless enemies, whoever they might be, start pouring out of an adjacent building. The firefight ensues for a few minutes. Then everything shakes and rumbles.
The sand parts, and we’re swallowed up by the nothingness below.
Spec Ops got my attention in that moment. I wasn’t sure yet if it would keep it.
Continued in Spec Ops: The Line, Part 2.
(view all parts)