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Their attempt to shock you and say, "look what you did!", "this is your fault!" fell absolutely flat to me. I had no compassion for the character I was controlling. My "choice" was simply watching a cut scene where he orders his men to press on and find the survivors.
Now if you were the person who played the game and made the same choices as the lead character or didn't think much about what you were doing then I think this game made a bigger impact on you. I can totally see that and think you had a more meaningful experience than I did.
However, I don't see the game as moaning and attempting to guilt trip you. I see it more as trying to make you understand the choices--if there really are any--that people make. Further, it does nail the "War is Hell" spin you see in stuff like Full Metal Jacket.
But you mention the game forcing you to make immoral decisions...certianly the game forces you to make decisions...but who is to say how immoral or moral they are? It's a nice philosophical twist I think, and it makes you (or at least me) weigh the choices and debate if one really was better than the other.
I totally understand your position though. The game does get a little "YOU DID THIS TO ME" at some point. Plus the moral choices are few and kinda obvious--and the WP scene is really annoying. The seen is obviously used to push Walker's character and story along (demonstrated by the reflection in the computer), but somehow they try to shift all the moral decisions onto your shoulders. They're trying to have both freedom, though the freedom to choose either A or B, but also force you into contextual story-driving scenes and it really doesn't work. The same can be said for the chopper scene post-Radioman. I didn't want to do all of that, we could have just flown off. But, I had to...for some reason...and now I supposed to feel bad about it?
tl;dr
Game incorperates some fun philosophical stuff despite forcing you into decision-less story scenes every now and then and trying to make you feel bad about it.
It's fine game, but it could be one of the best shooters ever, if only player's decisions was really his own in some way. And I mean no decisions like (mini-spoiler alert) leaving dying person to die(/spoiler alert), but decisions like this with phosphrous.
I haven't read Heart of Darkness (although I have it), Apocalypse Now definitely gets the overall message over better than Spec Ops does.
That's a fair point.
Good point, i remember the WP and i hesitated at first to use it on the Army guys, but after a couple seconds opened up on them thinking that its me (walker) against them. When it prompted me to fire at the (what looked like) civies, i was confused at first since they didn't look hostile, but i opened up anyways thinking if the game says they hostile, they probably are. And then it hit me, when it played the cutsceen with the mother holding her child. What have i done!? But then i realized, i would of done the same damn thing IRL. Them feels....
I for one am not complaining about the lack of choice. At no point did I feel like I was forced to do anything. There's never such a thing as free will in video games. Everything you do is limited to the confines of the game, which is one of the reasons why I don't care for multiple endings or paths, cause that usually dilutes the overall message. Approaching the game with this in mind, I couldn't say that much of the narrative was very effective. In fact, it felt contrived. Perhaps it's because I've seen Apocalypse Now, a movie that tackled similar themes, but had a much better delivery. What Spec Ops needed most was a touch of subtlety. The plot was completely spelled out to the player. The end scene was almost entirely exposition. What you said about turning back anytime and pushing onward was lifted directly from the game's last cutscene. There's simply too much hand-holding. There's something to be said for narratives that are able to convey a message with a bit of ambiguity. Spec Ops did the opposite, hence what we we're left with is an overbearing tale with a sentimental ending that feels unearned.
Not adding anything to the conversation, but your referencing of Apocalypse Now is quite relevent. I've yet to see the film, but both Apocalypse Now and Spec Ops: The Line are based on the novel Heart of Darkness by Joseph Conrad (also where Yager concocted the name for the Spec Ops character John Konrad).
I hadn't really thought about that but you're right, what it needed was some subtlety.
Err... The colonel was dead the whole time. Didn't you see the ending? It was all a guilt-induced hallucination.