I like to think that's sort of the point. It uses tired shooter tropes to ridicule (for lack of a better term) standard shooters. In any case, I'll post the Extra Credits videos about the game because they
need to should be posted.
EDIT: the videos do say it, but these are spoilery and you shouldn't watch it if you don't want anything spoiled for you.
Spec Ops: The Line (Part 1)
Spec Ops: The Line (Part 2)
So I spoke to Walt Williams a bit and there's a clear divide between the writing team and the game design team. So for example, he didn't like how that silly water tanker scene played and never wanted you to have infinite grenade ammo. That was something the game design team put in...
So I don't know how much intent you can put into the gameplay. And even then, average encounter design is still average encounter design. You can't really excuse it by saying it fits with the story. Certainly you wouldn't excuse bad acting or bad lighting in a film just because it happened to be thematically convenient.
I remember when there was a spate of "parody" games that tried to make fun of bad game design... except their own games replicated the very design that they were trying to mock.
I think an important aspect of Spec Ops that doesn't get enough attention is the evolving dialogue throughout the game, as well as the evolving aggression.
I'm sure many just breezed right through the game and didn't even really notice the way Walker's execution animations subtly change throughout the game. At first it's somewhat human, snapping their neck swiftly or putting a bullet in their head, but by the end of the game when Walker has completely lost it his execution moves become savage and brutal. Repeatedly smashing the enemy's head into the ground while letting out animalistic sounds. Or even worse jamming the muzzle of the rifle all the way into the enemy soldier's mouse and watching as the muffled soldier frantically screams for help while waving his arms, only to be put down. Fucking brutal.
And on a related note, I asked Walt about the VERY videogamey aspect of the executions. It does the idiotic Uncharted 2/3 thing where if you kill someone with an execution, somehow they spit out extra ammo and grenades.
And he admitted that he didn't notice that "problem" because he never executed any enemies when he played through the game. That was yet another element that he had no control over or awareness of and one of the game designers put it in. Maybe for balance issues? I don't know. But it was one of the more sillier moments of the game.
In a post Spec Ops world I'm fascinated to see if we'll get anything from Six Days in Fallujah. I feel like there is some serious room for a survival-horror style military game (Which is exactly what a deployment to a war zone is, a survival of horror) which Six Days purported to be.
Spec Ops the line has you shooting US Army soldiers, I feel like Six Days is decidedly less controversial.
http://en.wikipedia.org/wiki/Six_Days_in_Fallujah
Or maybe it will just suck, but I like the premise.
That game is dead. They took the engine and turned it into that multiplayer XBLA shooter that no one played.
(And looking on wikipedia, it looks like that game bombed so hard that the company disappeared and it was pulled from Steam).
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Oh yeah, I also ended up buying the Spec Ops book. What the hell. lol