6 人中有 6 人（100%）觉得这篇评测有价值
Mediocre cover-shooter with a "message" that couldn't be transported in a more hamfisted way. I guess it wants to be clever (compared to most other games in the genre it is definitely somewhat smarter), making you question your motives and the enjoyment you get out of killing for the sake of your own entertainment or some such. Didn't quite work for me, to be honest. Can't really pin it down to either lacking characters that I did not get invested in or the general signs that the "hero" slips into madness and it all could well be a fever dream. It boils down to you making "tough" moral decisions - the result of these decisions being revealed to you (exploitation, ho!) - the game telling you that you are ♥♥♥♥ed up (and kinda forcing you on a path that often times seems quite illogical but is needed for the big revelation at the very dramatic end).
What really sets this game apart from the rest (for me anyway) is the incredible setting. Since the early nineties I hated desert-settings. Green-yellowish sandscapes everywhere you look were just not very visually pleasing and didn't offer much variety. Now, Spec Ops on the other hand is quite unique by offering you a glimpse of what a place like Dubai being swallowed by the desert could look like. And it is bloody amazing. Skyscrapers half-buried in dunes make for excellent postapocalyptic vistas. The insides of all these monuments of decadence slowly decaying and rotting away with the last remaining survivors scuttling through the underground mazes of floors and basements like insects in a hive. It is an amazing backdrop for any kind of game. But the sand is actually part of the experience not just background-decoration, as you will encounter sandstorms, quicksand-situations and buildings just crumbling under tons of sand. Let me just put it this way: fans of urban decay will be delighted!
Now, if you changed the color-saturation to "vibrant", these setpieces also look downright fantastic. This has to be the most colorful military-shooter ever, but it is never gaudy or too bold - with some scenes really sticking out, like the march through the desert at the beginning. Three shadowy figures in front of a bright glowing, orange-ish background. Quite artsy and wouldn't look to out of place in a frame on a wall. But seeing it in motion is even better. Also, the scale of the locales is fantastic, you really get an idea of the massive size of these buildings and the great tragedy of them being swallowed whole. I am a bit in love with the concept, to be honest.
As mentioned before, as a game it is rather mediocre. You played any number of cover-shooters, you know EXACTLY what this feels like sans chainsaw-guns and heavy metal curb-stomping. The shooting parts have a tendency to last a bit too long (eventhough the game takes just about 5 hours) and it starts to get ridiculous once you have killed 30-40 men in a single fight - three men taking on an entire infantry division? I do like the flanking opportunities built into most areas where fighting takes place. It feels tactical enough to make switching cover and gaining the high ground an actual thing rather than an option. Slowly gaining the upper hand in a combat zone was fun and the game never had any hiccups in terms of control or anything else of the sort. But ultimately, the game itself is just means to an end - the defining feature of the game, as devs probably wanted it, is the story - but as far as I am concerned it really is the setting, the setpieces, the overall art direction with its splendid appliance of color and the grand realization of ruined Dubai.