Ah, cool. I hope some of the bigger questions are asked and answered. Is this the podcast that is replacing the old Hotspot as well?Sorry for pimping my own podcast, but yesterday Kevin VanOrd, Jeff Gerstmann and I interviewed Walt Williams, the lead writer of Spec Ops: The Line. I think it went really well.
Warning: Spoilers Galore!
Link
Thanks! One thing I forgot to mention is that I appreciated that they tried to do the Vietnam War soundtrack without resorting to the obvious classics. They could have used Ride of the Valkyries, but they didn't... and they definitely could have used Fortunate Son but they decided against it. (Even Black Ops couldn't resist ).
Ah, cool. I hope some of the bigger questions are asked and answered. Is this the podcast that is replacing the old Hotspot as well?
Ah, cool. I hope some of the bigger questions are asked and answered. Is this the podcast that is replacing the old Hotspot as well?
I don't think its a bad game and the gamey bits actually work in the sense that they don't mesh, but only up to a point.It's like they had a cool idea for a story, but decided to attach it to a pretty bad game, complete with a bunch of "gamey" shit that really doesn't mesh well with the story they are trying to tell.
No, they used Dies Irae during theWait... they didn't use Ride of the Valkyries? I could have sworn I heard it.
The shooting is antithetical to the actual story being told though. It's like Uncharted games, where you have to divorce the fact that Drake is a murdering psychopath who kills thousands of people from the fact that he's supposed to be a human being.It's a SHOOTING game after all. I have no clue why people are complaining about the gameplay that has plenty of shooting.
Oh god, press B to vault is the worst thing ever.I don't think its a bad game and the gamey bits actually work in the sense that they don't mesh, but only up to a point.
I actually like that the game starts like any other third person shooter in terms of gameplay and objectives before pulling the rug out from under you. It uses our familiarity as a vector to infect us, so those gamey bits might have been necessary. But its a difficult balance to achieve, and it hits just short of the mark.
But in terms of mechanics the shooting is solid, powerful and meaty. I'd agree that allied AI and the cover system definitely needed some more work though.
Ah, well, I had a ton of questions about the story and the game play. In fact, I surprised myself with how long that post was. lolWe covered a ton of topics. He even dropped a few details about the story that I hadn't picked up on.
And the tentatively titled GamePlay is the replacement for The Hotspot. This interview is not the normal format, though.
Its better than assigning it to A like Ghost Recon: Future Soldier. I've lost stealth or been downed more than a few times in that game because I went flying over cover into gunfire rather than sliding deftly behind bulletproof safety.Oh god, press B to vault is the worst thing ever.
My problem is that A to cover and vault is one of those things that has been ingrained into me through numerous TPS games. That's just the button that you press to vault over cover. So there have been dozens of times that I press A, snap out of cover instead of vaulting over it, and then got shot in the face.Its better than assigning it to A like Ghost Recon: Future Soldier. I've lost stealth or been downed more than a few times in that game because I went flying over cover into gunfire rather than sliding deftly behind bulletproof safety.
No, they used Dies Irae during the.little bird escape sequence where Radioman sings along
Just like holding A to sprint rather than one-tapping it in Spec Ops. Same with cover being one-tap instead of hold, and both of those things lead to some of the complaints about movement and cover not working - we're ingrained to expect different behavior.My problem is that A to cover and vault is one of those things that has been ingrained into me through numerous TPS games.
Yeah, I can see that happening. lolAh, you're right. I guess I just had "famous classical piece during helicopter sequence" in my mind and defaulted to Ride of the Valkyries.
I understand why Gears does hold-A to sprint though - because in that game, they want to penalize you for choosing to run instead of walk. Spec Ops requires running a lot more than Gears though.Just like holding A to sprint rather than one-tapping it in Spec Ops. Same with cover being one-tap instead of hold, and both of those things lead to some of the complaints about movement and cover not working - we're ingrained to expect different behavior.
But once I got used to Spec Ops button presses I actually preferred them over the Gears standard, especially tap-A to sprint (which gives you tighter control mid-sprint) and B to mantle over cover. The problem is that even hitting the right buttons doesn't 100% guarantee you'll attach to cover in Spec Ops which is annoying and deadly at times.
And while the AI command mechanic is mostly useless, it does come in handy to use when you're wounded and regenerating behind cover.
Hold it over an enemy until you see their outline and then release. If the enemy is nearby Adams will open up with his LMG and/or throw a frag. If they're at a distance Lugo will move into position, sight up and then take a sniper shot. Sometimes it can take a while for them to take down their targets while at other times its pretty instant.I couldn't even get the AI thing to work. I'd hold the triangle over bad guys and nothing would happen.
Yeah, it was just really finnicky so I ended up giving up on it. In terms of cover, I'd just find the nearing piece of obvious cover and use that. Chest-high wall syndrome. lolHold it over an enemy until you see their outline and then release. If the enemy is nearby Adams will open up with his LMG and/or throw a frag. If they're at a distance Lugo will move into position, sight up and then take a sniper shot. Sometimes it can take a while for them to take down their targets while at other times its pretty instant.
But like I said, I tended to get the best use of it when I was healing behind cover and wanted to take targets down without exposing myself. Its also useful against heavies, and Lugo can provide some decent sniper fire when he's already setup in a good position.
Also, in terms of cover you might be surprised just how much there is to get behind, and the prompt doesn't always show up. Just tap when close, or hold if you're in motion. Even then though, its not 100%, even for the exact same piece of cover you hid behind a few moments ago. That inconsistency sucks.
Edit: I wasn't really satisfied with the writer's explanation of themortar sequence. You have a choice, but the game funnels you into a direction anyway. It's just very much a Bioshock moment and I don't think he should apologize or try to spin that in a different direction.
Yeah, I thought that was lame. There -is- no choice that you can make (that matters) in that segment.That's not a choice, imo. Given that the entire game is about the choices you make, the fact that they took that particular, and oh so crucial, choice away from the player really weakened the game for me.There -is- no way to get through that scene without using the mortar.
Yeah, that's the possible ending that I talked about in the post on the last page. I'm glad that I wasn't over-reading the game, because it's so easy to think a text is doing more than it actually is (and most of the time, that's the case).I enjoyed the interview quite a bit though. I loved the part where Williams states that one of the interpretations of the game is that. I'd never seriously considered that as a possibility. Also, I'm amused that Nolan North was cast as Walker before Uncharted II even came out.you are dead through most of it, having died in the helicopter crash at the beginning of the game
I have to replay the game, even though I don't want to, given Williams's comments about the transitions.fading to black transition = reality; fading to white transition = hallucination
Good game, even though I have some reservations.
Yeah, that's the possible ending that I talked about in the post on the last page.
Just went back and read your review - good comments there.
I've got to head off to bed, but in any case, I'm really glad that Amazon put this on sale since there's no way I would have purchased it at full price (wasn't even on my radar screen, honestly). On the whole, I'm glad I played the game, even though I have issues with the lack of agency in some scenes. It's just so refreshing to see a developer attempt to color outside the lines once in a while.
I enjoyed the interview quite a bit though. I loved the part where Williams states that one of the interpretations of the game is that. I'd never seriously considered that as a possibility. Also, I'm amused that Nolan North was cast as Walker before Uncharted II even came out.you are dead through most of it, having died in the helicopter crash at the beginning of the game
I have to replay the game, even though I don't want to, given Williams's comments about the transitions.fading to black transition = reality; fading to white transition = hallucination
Good game, even though I have some reservations.
I enjoyed the interview quite a bit though. I loved the part where Williams states that one of the interpretations of the game is that. I'd never seriously considered that as a possibility. Also, I'm amused that Nolan North was cast as Walker before Uncharted II even came out.you are dead through most of it, having died in the helicopter crash at the beginning of the game
I have to replay the game, even though I don't want to, given Williams's comments about the transitions.fading to black transition = reality; fading to white transition = hallucination
Good game, even though I have some reservations.
Walker is aware that he has seen this before, im really hate this death/hallucinating/indoctrinated theories but it explains the deja vu he feels.
Listen to the podcast that Gigglepoo linked.What? No. They're just making a little joke that we've already played this sequence in the intro. Occam's razor, you guys.
Also, "the last act of X is all the main characters dying dream" trope is a huge pet peeve of mine since it gets thrown around as an alternate interpretation of every movie ever and people feel oh so clever for coming up with it /rant
Well, at least in Spec Ops, it's thematically consistent that theHe confirms that it's one interpretation, and IMO, it's a shitty interpretation that's sacrifices everything after it for the one "cleaver twist"way to create multiple endings for your game but invalidate them all by having your character dead this whole time, devs
I couldn't see where they went either in this situation.BTW, when there was that one CIA guy being held captivewas there any way to save those civilians? During the cutscene a soldier moves them behind some cover, but when the cutscene ends, they're gone. I looked all around but couldn't see them. So I shot the guys holding the CIA agent because how else was I going to save civilians that disappeared into the ether?
He confirms that it's one interpretation, and IMO, it's a shitty interpretation that's sacrifices everything after it for the one "cleaver twist"way to create multiple endings for your game but invalidate them all by having your character dead this whole time, devs
BTW, when there was that one CIA guy being held captivewas there any way to save those civilians? During the cutscene a soldier moves them behind some cover, but when the cutscene ends, they're gone. I looked all around but couldn't see them. So I shot the guys holding the CIA agent because how else was I going to save civilians that disappeared into the ether?
LOL their is always limited thinking people like you everywhere. Normally this stuff is more fun to come to on your own, but this is a time one of the creators actually just said "fuck it, this was the intention." It is not abnormal for an artist to put a subtext into their work. In fact most memorable art has it in some form.What? No. They're just making a little joke that we've already played this sequence in the intro. Occam's razor, you guys.
Also, "the last act of X is all the main characters dying dream" trope is a huge pet peeve of mine since it gets thrown around as an alternate interpretation of every movie ever and people feel oh so clever for coming up with it /rant
Spec Ops has inspired more conversations in the GameSpot offices than most games in recent memory. We invited lead writer Walt Williams to tell us about turning shooter tropes on their heads, why more military games don't have a message, and whether Spec Ops is supposed to be fun.
Anyone else want to chip in on this because I'm curious too. Wonder if anyone made the other choice and how they did it.
I know right? I thought it was going to suck and I was getting bored then suddenly.... it got really fucking awesome.Admittedly I am not a shooting enthusiast so take this opinion with a grain of salt but I'm enjoying Spec Ops way more than I anticipated. I've tried a couple of shooters this year and funnily enough the ones I've actually liked all the way through are some of the ones deemed "mediocre" by the general public.
Sorry for pimping my own podcast, but yesterday Kevin VanOrd, Jeff Gerstmann and I interviewed Walt Williams, the lead writer of Spec Ops: The Line. I think it went really well.
Warning: Spoilers Galore!
Link
While I really liked what they did with the game, the calls for a sequel just feel very weird to me. But I am interested in whatever Yager does next and whether they are allowed the freedom to explore even more in whatever it is that they do.im really wanting to see some sales figures because 2k/Yager definetley deserve a shot at the sequel.
While I really liked what they did with the game, the calls for a sequel just feel very weird to me. But I am interested in whatever Yager does next and whether they are allowed the freedom to explore even more in whatever it is that they do.
While I really liked what they did with the game, the calls for a sequel just feel very weird to me. But I am interested in whatever Yager does next and whether they are allowed the freedom to explore even more in whatever it is that they do.