I did the folder delete trick and it kicked my performance back to 60.Is there a 30fps limiter somewhere in the files? Getting a lock of 30fps with vsync off or on. Also my files are encrypted or something for some reason. Also, which file to delete again?
KB for me, mouse was way more accurate obviously. On Suicide Run, it's crucial to be pretty accurate.
I did the folder delete trick and it kicked my performance back to 60.
My games/spec ops/ delete config folder.
I wonder what it's like playing this game as a non-American.
azentium said:Also, I can't help but feel frustrated when the game makes the player out to be a remorseless, twisted killer. I am constantly railroaded into situations where I simply can't do anything but kill soldiers or civilians. I am frequently told about the horrors of war, yet I am almost never given an alternative approach to the different scenarios. For the entirety of the game, I am told, "HEY BRO, KILL ALL OF THESE PEOPLE OR DIE". Towards the latter half of the game, the game does a 180 and chastises me for completing the mission objectives. Honestly, what does the game expect me to do? Stop playing? The player shouldn't be talked down to when she literally cannot make any meaningful decisions in the game.*
I agree with your sentiments, is my below post an accurate representation of your thoughts?I rented the game this week and just finished it off (only 4.5 hours on Normal); I had no interest in the game but wanted to check it out solely on the concept of the narrative and storytelling, and I really enjoyed it a lot. This is a game that I'd say no one should buy, but almost everyone should play. If I didn't know any better, I'd say that the super-generic title "Spec Ops: The Line," was an attempt to Rickroll the type of audience that loves Dudebro Spec Ops Military Shooters into second-guessing themselves.
Also, speaking as an American, I find a wonderful sense of poetic irony in this game releasing around July 4th. The soundalike of Hendrix's Star-Spangled Banner is a really wonderful touch; just in case people aren't aware of the history or interpretations behind Jimi's Hendrix rendition of the US national anthem, check out a few articles like this one. I thought the song was just noise until a friend pointed out the musical interpretations, and now I think it's fantastic. I think the inclusion adds elements of thinking about nationalism and service without actually touching on it much in the game.
As a whole, the gameplay was super-mediocre, and the narrative is likely full of holes and stumbles, but the dev team can't be applauded enough for actually having the balls to put these themes into a game. I really enjoyed walking through it.
General game and story discussion:
My favorite parts of the game were the loading screens and messages. I'm assuming the messages are just randomized, but for me, right after Lugo died, the next respawn loading screen I had was of Adams staring blankly off to the side with the message "This is all your fault." It had a lot more impact than I thought it would. And then the next message I got was "You are still a good person," as if Walker was just repeating it to himself constantly.
All of the general taunting messages you get as the game progresses just twist the knife deeper as you go on; I think the most haunting one I got was something along the lines of "If Lugo made it out of this thing alive, he'd probably suffer from a major case of PTSD; so if you think about it, he's really the lucky one."
As far as some people's criticism about player agency and the lack thereof, I don't think the player not being able to just say "fuck it" and leave Dubai removes any of the story's impact. I see it as the player not having any choice because Walker doesn't see himself as having any choice.
I think the distinction you're missing is that this isn't supposed to be an RPG where you are creating your own persona of Walker; you're just following along with a guy that's already damaged goods. He's a top-tier, single-minded Delta Force Spec Ops badass. Creating a game that gives a soldier in Walker's shoes the opportunity to make a "no-kill playthrough" would miss the point about how fucked up his situation is. Why would he ever question anything beyond carving the world into Good Guys and Bad Guys? This isn't punishing the player, it's just tracking Walker as he's forced to deal with his own bullshit instead of just saying "It's not my fault!" or "We had no choice!" like he does throughout the entire game.
Even as early as Chapter 2 or 3, when you start gunning down American soldiers and Adams and Lugo keep saying "What the fuck? Why are we doing this?" Walker unhesitatingly responds with "We were defending ourselves" or "We had to, we had no alternatives." He's not in a state to question that, which is ironic because IIRC he also justifies killing members of the "traitor" 33rd with a line that goes something like "orders that aren't right aren't worth following." He's a quivering mess when he stands still and thinks about everything, which is why he never does that until the very end of the game, when he's the only dude left standing.
But to your point about not having any meaningful decisions in the game -- which is true -- I think that's only a problem if your think empowering the player is a requirement for a good game. Walker's not a good guy; he could theoretically turn around and bail out right at the beginning of the game, but a) he mentions something about it not being a good tactical decision, likely to cover up that b) he's a flawed character and turning around is an option a "good" soldier would never even consider. These Colors Don't Run, and all.
It's not really internally inconsistent. Your problems mainly stem from your already-existent external knowledge of Dubai, alongside pacing problems or suspension of disbelief.
I think the distinction you're missing is that this isn't supposed to be an RPG where you are creating your own persona of Walker; you're just following along with a guy that's already damaged goods. He's a top-tier, single-minded Delta Force Spec Ops badass. Creating a game that gives a soldier in Walker's shoes the opportunity to make a "no-kill playthrough" would miss the point about how fucked up his situation is. Why would he ever question anything beyond carving the world into Good Guys and Bad Guys? This isn't punishing the player, it's just tracking Walker as he's forced to deal with his own bullshit instead of just saying "It's not my fault!" or "We had no choice!" like he does throughout the entire game.
Even as early as Chapter 2 or 3, when you start gunning down American soldiers and Adams and Lugo keep saying "What the fuck? Why are we doing this?" Walker unhesitatingly responds with "We were defending ourselves" or "We had to, we had no alternatives." He's not in a state to question that, which is ironic because IIRC he also justifies killing members of the "traitor" 33rd with a line that goes something like "orders that aren't right aren't worth following." He's a quivering mess when he stands still and thinks about everything, which is why he never does that until the very end of the game, when he's the only dude left standing.
But to your point about not having any meaningful decisions in the game -- which is true -- I think that's only a problem if your think empowering the player is a requirement for a good game. Walker's not a good guy; he could theoretically turn around and bail out right at the beginning of the game, but a) he mentions something about it not being a good tactical decision, likely to cover up that b) he's a flawed character and turning around is an option a "good" soldier would never even consider. These Colors Don't Run, and all.
About the water:
At the end he is walking past gushing fountains and an aquarium. I didn't get it. The whole thing about destroying the water made no sense when there was abundant water.
We should have a spoiler thread for this game too.
Water, water every where, nor any drop to drink.
So, I was just looking at the VGA Trailer with which they announced this game.
Best trailer ever. Watched it many times.
But the game has changed substantially. The old UE3 without Lightmass kinda looked better?
Or maybe they had to scale back some of the scenes for consoles?
IDK.
Definitely watch the trailer if you've played the game, link is in the Pic:
What do you guys think?
This game had a storied development with over a year of delay.
I was one of the first waves in the private multiplayer beta about a half a year after the trailer and it looked quite different back then.
I wonder what happened?
Based on that trailer The Line was on track to become the brownest game ever. I'm glad they changed the look.
So, I was just looking at the VGA Trailer with which they announced this game.
Best trailer ever. Watched it many times.
But the game has changed substantially. The old UE3 without Lightmass kinda looked better?
Or maybe they had to scale back some of the scenes for consoles?
IDK.
Definitely watch the trailer if you've played the game, link is in the Pic:
What do you guys think?
This game had a storied development with over a year of delay.
I was one of the first waves in the private multiplayer beta about a half a year after the trailer and it looked quite different back then.
I wonder what happened?
Seriously. The color and vibrancy of the game made for a nice contrast.Based on that trailer The Line was on track to become the brownest game ever. I'm glad they changed the look.
So, I was just looking at the VGA Trailer with which they announced this game.
Best trailer ever. Watched it many times.
But the game has changed substantially. The old UE3 without Lightmass kinda looked better?
Or maybe they had to scale back some of the scenes for consoles?
IDK.
Definitely watch the trailer if you've played the game, link is in the Pic:
What do you guys think?
This game had a storied development with over a year of delay.
I was one of the first waves in the private multiplayer beta about a half a year after the trailer and it looked quite different back then.
I wonder what happened?
Water, water every where, nor any drop to drink.
Just played through this game in one sitting, and I don't even like military shooters. My only real gripe with the game is that you kill ALOT of people...I mean some of those gun fights go on for a bit.
But everything else, the story , the characters, the choices, the setting, the ending, the dialogue...I loved it all. One of the most memorable games i've played in awhile.
Bravo Yager Dev guys...you made a game in a bloated genre and crafted something truly unique. If this isn't my game of the year it will probably be my (Nier) game of 2012. It just came out of no where and rocked me.
Beat the game in 4.6 hours according to Steam, so it was really short, but wow I loved it. Was only like 15$ from Amazon, so I'm probably biased, but the campaign was worth my price of admission. Too bad everytime I try to play multiplayer I end up just hosting a game that no one joins.
This game took me 9 fucking hours haha. Started on the hardest dificulty available, plus I looked in every nook and cranny.
Loved it. Truly a special gem, this is a game we'll be talking about for a long time. I'll replay it soonish to get a different ending.
You mean $25 right? Unless you had saved up Amazon bucks or something.
I haven't read Heart of Darkness or seen Apocalypse Now, but can someone explain me the relation between those two and Spec Ops? I hear that there are a lot of similarities but that it isn't a straight adaptation.
I can't speak to Heart of Darkness as its still on my to-read list, but Apocalypse Now is one of the greatest things ever put on film. I couldn't recommend it more.I haven't read Heart of Darkness or seen Apocalypse Now
Also, the part whereAdams comes out of the door and starts shooting and talking was really crazy. I knew it wasn't right because he reacted to gunshots just like a 'heavy', but I couldn't get my mind around what was going on.
Just beat this.
I think people are giving this game far too much credit for its story. Walker's character progression is fantastic, but the surrounding narrative (the "twist" especially) is entirely eye-rolling to me.interesting idea I guess, but I found the gameplay mediocre at best and the story cliche and overreaching.Villains being "figments of your imagination/guilt/past/trauma wow you didn't see that coming!" is played out to the point of ridicule in film, comics, and writing, so why does this game get a pass?
"No John, you are the demons." And then John was a zombie
I can't speak to Heart of Darkness as its still on my to-read list, but Apocalypse Now is one of the greatest things ever put on film. I couldn't recommend it more.
If anyone is in this thread and reading spoilers while still intending to play the game, do not read the spoilers in this post. You have been warned.
Although I agree with your view on the ending, I think that if you had to wait till the ending to have any kind of feedback to what the game is trying to do, it's safe to say this really "is not for you". I don't mean that in a terribly offensive way, but it demonstrates the 'work attitude' instead of 'average player' attitude, if you know what I'm referring to.
Gabriel from Penny Arcade once made this point with Assassin's Creed, if you remember that one.
I also find it highly curious that a reviewer or critic, who presumably has ample knowledge of video game or shooter tropes, would not recognizethe full and complete trope aversion in chapter eight of almost any shooter made to date as such: the vehicle section is the awesome payback section, awww yeeeeah.
This game doesn't just turn it on its head after the event, it announces its presence and gives it proper context ("there's always a choice!"), and when you use it, there is a reflection of Walker in the equipment, removing the player from the "I'm so awesome" and taking him into the "I need to watch someone do something unforgivable" territory. It deserves critical credit for how that particular ludonarrative combines with the framed narrative alone.
The ending is similar to this, but the 'you're a bloody psychopath' is meant to do something else. I agree that as a trope, it was weak, but in the context of what Lupo and Adams do and say during the game, it is properly announced during the game that something -while not making too clear what exactly- is very, very wrong with the situation or Walker in particular. Also, I think the ending flashes your choices of key moments, just very shortly.
The last scene is a 'repeat' of chapter eight really, but now the object is not only something else, it's Walker as well, and you can make the choice he apparently could not make earlier.
what choice did you make? Emphasis being 'you'.
I know some - well, most actually- players (looking at eatchildren for instance) seem to have difficulty reading 'intent' in certain design choices, and treat the product as a set of rules only -what else is a game from the player perspective?-, but that doesn't mean it's not there.
I was really taken by surprise on this one. Did not expect such an emotionally complex story from an arcadey shooter especially after playing the demo.
definitely worth a play.
If anyone is in this thread and reading spoilers while still intending to play the game, do not read the spoilers in this post. You have been warned.
Although I agree with your view on the ending, I think that if you had to wait till the ending to have any kind of feedback to what the game is trying to do, it's safe to say this really "is not for you". I don't mean that in a terribly offensive way, but it demonstrates the 'work attitude' instead of 'average player' attitude, if you know what I'm referring to.
Gabriel from Penny Arcade once made this point with Assassin's Creed, if you remember that one.
I also find it highly curious that a reviewer or critic, who presumably has ample knowledge of video game or shooter tropes, would not recognizethe full and complete trope aversion in chapter eight of almost any shooter made to date as such: the vehicle section is the awesome payback section, awww yeeeeah.
This game doesn't just turn it on its head after the event, it announces its presence and gives it proper context ("there's always a choice!"), and when you use it, there is a reflection of Walker in the equipment, removing the player from the "I'm so awesome" and taking him into the "I need to watch someone do something unforgivable" territory. It deserves critical credit for how that particular ludonarrative combines with the framed narrative alone.
The ending is similar to this, but the 'you're a bloody psychopath' is meant to do something else. I agree that as a trope, it was weak, but in the context of what Lupo and Adams do and say during the game, it is properly announced during the game that something -while not making too clear what exactly- is very, very wrong with the situation or Walker in particular. Also, I think the ending flashes your choices of key moments, just very shortly.
The last scene is a 'repeat' of chapter eight really, but now the object is not only something else, it's Walker as well, and you can make the choice he apparently could not make earlier.
what choice did you make? Emphasis being 'you'.
I know some - well, most actually- players (looking at eatchildren for instance) seem to have difficulty reading 'intent' in certain design choices, and treat the product as a set of rules only -what else is a game from the player perspective?-, but that doesn't mean it's not there.
I know some - well, most actually- players (looking at eatchildren for instance) seem to have difficulty reading 'intent' in certain design choices, and treat the product as a set of rules only -what else is a game from the player perspective?-, but that doesn't mean it's not there.
That's different to mine, I had.Lugo be the heavy and it was a really weird moment. Mostly cause I sided with Adams to save the civilians
Right now on 2nd playthrough on FUBAR and just got past The Gate, so can't wait to see that moment