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Spec Ops: The Line: Completed!

Posted on 21/10/2013 Written by Xexyz

The title seems overly jovial, but in some ways it's fitting.  I'm glad I've finished the game, relieved in some ways, because the last few hours were the most harrowing experiences that videogaming has ever given me.  If you've not played the game, do yourself a favour and do so now.  Play it to completion, no matter what choices you make throughout.  Do not read the rest of this post until you've done so.

Right.

As I said in my previous posts, I was finding that there was an increasing gulf between the choices I was playing and the way my character was acting in cutscenes.  As I moved through the game, I was less and less willing to kill everything in my path, but was forced to do so as this was the only way to progress.  The path to reach the radioman was full of commentary on the people I was killing - they had wives and children, they were close to retirement, they never wanted to be a soldier.  As I jumped into the helicopter, some of the broadcasts were starting to ring true.  Were we really the good guys? What were we trying to achieve?

The game dealt with the descent into uncertainty really well.  It wasn't just the changes to characters' actions and dialogue, but little things such as the messages on loading screens and the way the characters dress changed.  Walker's burnt face and ragged clothes were a far cry from the immaculate uniforms he started in.

Not right at the start, however.  The first mission of the game is actually repeated later on, flying through Dubai in a helicopter, shooting down others.  Why are there so many helicopters, when the population is considered stranded?  Where did they come from?  Most games wouldn't have had me questioning this, since the narrative would already have been full of holes, but the world and path in Spec Ops is robust enough for things like this to matter.  There must be a reason for the helicopters, and that reason was becoming very uncomfortable.

The last few missions continued this story.  The endgame meant that I started to question everything that had happened, unsure of what was real and what wasn't.  As an example, one of the flashbacks shows the soldier and civilian hanging and Walker being told to make a choice.  These people flit between being living, breathing, struggling, and being lifeless corpses.  Was Walker imagining their life at the time, or is it now that he is seeing that they were both going to die anyway?  Or are both cases true?  They were once dead, but Walker saw them as living through his insanity or through the fact that he was replaying the passage of time in his mind as he lay dying?  Did Walker actually die in the helicopter crash in the very first mission and the rest of the game is his recollection of how he got to that point - and what would happen afterwards?

One of the great things about this game is that these questions are not answered and it's left to the player to make their mind up.  Depending on the final choice of the game - an abstract choice of whether to kill the player's demons or himself - there can be an epilogue which can reassure players that much of the game was imagined, but that in itself leads to more questions - did Walker actually kill people in his delusion or were the street empty?  Had the 33rd died long before Walker reached them?  Did his companions actually exist - and if they didn't, why did Walker's mind kill them off?

It's rare for a game to explore such deep questions and difficult situations, and even rarer for a game that does try to be more than a superficial shooter to not make a huge deal of it.  This game started as a relatively generic shooter, but transformed through its story into one of the best narratives I've experiences.  I can't recommend it enough - but you'll already know that, since you've completed it, haven't you?

Filed Under: Gaming Diary Tagged With: completed, Playstation 3

Red Dead Redemption: stupid horse

Posted on 16/10/2013 Written by Xexyz

I finished Spec Ops, but it's a game worthy of a much longer completion post than I currently have time for.

I've heard increasingly good things about Red Dead Redemption, with praise becoming more concentrated the further we get from the release date.  Indeed, RDR was one of seven games to which Edge recently awarded a retrospective ten - of which, RDR was the only one which I hadn't played.  Wanting something that was open-world, outside the standard space or city location, this seemed the obvious game to play next.

It started off incredibly slowly.  A train ride, with random people talking about mundane details.  Given control of my character, I veered all over the place, walking slowly and bumping into walls.  I'm not sure if this is due to the PS3 controller - which is pretty awful - or the game, but after controlling Assassin's Creed II I feel pretty disconnected from John Marsden.  I'm fighting against the controls, rather than interacting effectively with them.  After two hours of play, it's settled down a bit, but when I get on my horse I still have real difficulty turning around to ride off.

The first two hours have been incredibly impressive, though.  The environment is immense; I've rarely felt quite so awed by the size of a game's world, particularly since there are no artificial barriers pushing me down corridors or restricting access to the next area.  I've not felt the need to ride to further towns yet, but I've ridden a fair bit around the countryside and come across odd shacks and dwellings.  I found an old lady who was waiting for her groom so she could get married - I later found out that he'd died several years before.  I was accosted by a man asking for help to save his friend who was being hanged.  I didn't manage to shoot the rope in time but I did kill the bandits who hanged him.

The combat mechanism feels much more refined than I remember from GTA IV or other Rockstar games.  Locking on with a single shoulder button feels quite natural, but there's flexibility for more accurate aiming when needed.  I've particularly enjoyed a couple of shootouts I've had while riding my horse at speed.  It's one area where the controls do work, but maybe too well - I was once riding through town and accidentally pointed my gun at a bystander, who then started shooting at me.  Of course, shooting him back wasn't the done thing and I found myself being arrested for murder.  Not fun.

So, so far, a good variety in missions, great world, interesting characters, occasionally frustrating controls.  I just need to learn the route between Armadillo and the McFarlane Ranch so I don't keep on running into the cliffs and getting stuck.  This is where the Wii U's gamepad maps would be invaluable.

Filed Under: Gaming Diary Tagged With: Playstation 3

Drop 7: I hate 1s

Posted on 13/10/2013 Written by Xexyz

Stupid pieces who never disappear and just get in the way.  Grrr.

Filed Under: Gaming Diary Tagged With: iPhone

Spec Ops: The Line: uncomfortable viewing

Posted on 07/10/2013 Written by Xexyz

Not just viewing in fact; participating. The violence in the game is a bit overpowering at times, particularly in scenes after you've told your character to make a certain decision.  Yes, I wanted to kill the sentry, but I didn't really think it was necessary to pummel his face over and over again with the end of my rifle.  The main character, Walker, is a bit of a psychopath in cutscenes, which contrasts with his behaviour through the rest of the game where I'm quite cautious and willing to let my colleagues take the shots.  That's always the danger in story-led and character-led games - when you give the player the choice of how to play, you are losing the control over the character's behaviour.

Nevertheless, I'm enjoying this immensely.  I've played it for well over the "six hours" that many have said is the time it takes to complete, and have reached midway through Chapter 12.  I died twice trying to reach a helicopter and then called it a night - but there's no danger that I'm not going back to it.


Filed Under: Gaming Diary Tagged With: Playstation 3

Spec Ops: The Line: discretionary killing

Posted on 07/10/2013 Written by Xexyz

This wasn't next; Animal Crossing New Leaf was next, of course, but that's just ever present.

I've heard good things about this, in terms of the storyline, need to make decisions, the way in which the story is told, and the length. I've played through the first five chapters so far, and am enjoying it a lot - the action is varied enough without requiring constant relearning, and the setting is quite spectacular - the ruins of Dubai after a sandstorm, with several hundred metres of sand piled against buildings.

I'm finding it quite tough in places - I've died three times so far - but checkpoints are well placed. I just wish my teammates were a little less gung-ho - I keep on having to heal them in the middle of a battle.

Filed Under: Gaming Diary Tagged With: Playstation 3

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97: I’m Feeling A Bit Squiffy
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G’morrow beautiful friends! Here to waft away the damp, darkened skies of the season (or maybe make them damper and darker), it’s Episode 97 of the ugvm Podcast. The podcast you love to subscribe to but hit skip when it comes up on the playlist. Yeah, we know. It’s OK. We don’t get paid either way.

In this episode, deKay, Kendrick and Toby “entertain” you with fun game related news and chat, which this time round includes speculation on Valve’s new hardware triple combo, a show report from the Valorant Champions event in that there Paris (France, not Texas), and one of the team became A Magnificent Man in a Flying Machine. Oh, and Kendrick has bought a new VR headset. Yes, Hell has finally frozen over. Not only that! We have gaaaaaaaaames!

97: I’m Feeling A Bit Squiffy
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