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As far as the choices you do have go; they are relatively meaningless and they are there mainly to get you actually thinking of these things. They are certainly not there to let you choose the path of your story, or mold your character besides the shades.
And the game critizes COD and the like by doing exactly what COD does. It attacks the concept of hero character in a modern shooter by doing exactly what these games do, putting a hero character in there and playing it out exactly like a COD would. Except it changes things towards more realism, how these things would affect humans and gives a situation that actually doesn´t need a hero(but doesn´t tell you that). And that works far better as criticism than doing shooter that simply doesn´t follow these lines. Maybe that would have objectively been a better game, but it´s hard to say.
It's explained as well that the part where you are launching the white phosphorous via computer is a jab at CoD as well, as it reduces human lives to nothing but white blips, yet is the peak of excitement and action. I believe it's described as the "ultimate power fantasy".
Seriously, just listen to it, it's really insightful.
The main idea of having a game is interaction and roleplaying. Playing as the main character, you soon find yourself identifying with him and also to act your own mind. When the game (after a few hours down) then suddently cast all that aside to FORCE the player to make an obvious "cruel" mistake to tell a story, that rips the character away from the player. Its like the game creators saying: "we know you wouldnt do that, we know you are not that stupid ... but we really need you to be or the game won't continue" -> That, in my view, is bad gamedesign. Happens way to often in many games. You see a trap. You want to avoid it. But you have to spring it, since the game wont let you be that smart. It disconnects. Problem with spec ops is, its not just "one trap" ... its the definig part of the game. Its the trap/mistake the whole story is based around.
In the end, the game even brings up the question of why walker and his men didnt turn around, stopped, or tried a diffrent approach, since dubai kinda didnt need them at all. A question I asked myself throughout the game (even before the gate). So on the one side I felt part of the world and connected to the character, yet distant from their behaviour. The only choice you have is stop playing the game ... which is kinda stupid after paying for it and all ^^ . So you keep playing because you dont want to "end" the game, not because you feel driven by the motivation. Thats sad, because this game could have been so much more!
And what buggs me the most is, that the entire story could have worked without this disconnect at "the gate". Let's say instead of slaughtering the whole platoon by """""choice""""", how about a situation where the player is surrounded, unarmed, and the phosphor weapon is the only way to survive. Maybe with some sort of countdown, you know, a door about to break down. Then the player would have been REALLY left with no choice, but would have been forced by the situation, not the gamedesign. Since walker still put himself in this spot by not turning around, the whole guilt-idea would still have worked.
So in the end, I still feel really disappointed. Sad to see this great potential wasted.
At the same time both The Walking Dead and Spec Ops make you suffer along the way. You WILL run into situations that'll go horribly wrong and there's nothing (meaningful) you can do about it. You're just not in control of everything, bad things will happen no matter how hard you try.
... and I really appreciated that kind of lesson, that so few other games care to teach or even hint at.
However, I still agree somewhat: the mortar situation could have been handled better and I would have at least liked to storm into the crowd and try to shoot my way through it... even if that would turn out to be unwinnable and I had to turn to the mortar anyway.
/edit:
I disagree with that. At what point in the game before the mortar incident did you ever have a choice? You weren't acting your own mind, you were following a set path through a tiny corridor and the mortar incident is just as much a part of that as every generic gunfight before.
You talk about the disconnect between the player and the "hero" - I'd say this is very much intended: you are not Walker, you merely follow his descent into darkness and witness all the awful things he'll do. Things, that are also very common to other games in the genre, where you'd normally not even think once about questioning yourself and your motives over what you just did. It just so happens that Spec Ops is very much aware of these faults and makes this a central part of its message.
In war you don't get to choose. There is no 'good' choice in war and there was no 'right' choice in that part of the game.
Walker, Lugo and Adams had propably only 4 magazines for all their weapons. There's a batallion of enemy troops beneath you. They had only two choices, use the W.P or get gunned down.
The game was marketed for people who play these games where you play as a generic US soldier #18383910 and shoot millions of russian/iraq soldiers. You aim at them with your mouse/controller and the crosshair turns red, that means they are the enemy. You shoot your way through the game, and in the last mission you kill/capture the Evil Bad General. The game ends with you and your squadmates drinking a beer ripping in peace and at their dead buddies. The deaths you caused we're justified and you don't feel bad for those people you killed.
In these shooters you're supposed to do whatever the text popping up on the screen tells you to do, because otherwise you won't be able to finish the game.
Besides, if you could've avoided the W.P incident, the game's story wouldn't have had such a huge turn, you wouldn't have:
Engaging in a war means nobody leaves with clean hands. At the end of the day, it's not about right or wrong but who piles up the most bodies. You will either be pitted into a situation where you see no other choice than getting your hands dirty or you catch a bullet and die.
No. This game is not made for you to roleplay, or for you to engage with the protagonist. You are an external observer with a unique view into Walker's mind. You control Walker to engage you in the proceedings of the game, but you aren't him. There's a reason this game is in the third person and not the first.
The fake choice was there to make you feel like you hold a share in the responsibility of the results of the actions. The game wanted to make you splutter about how you didn't have a choice, and this isn't how it was supposed to end. That's exaclty what you were supposed to think. It's all a butal takedown of the modern shooter, it shows what it's actually like to be in a modern conflict, as opposed to the action hero ♥♥♥♥♥♥♥♥ of CoD type games.
The entire concept behind this game is that it isn't meant to engage the player on the level of a traditional game. It isn't meant to be fun or exciting, it wants you to feel how gray and unclear modern conflict really is, it wants to wade through the fog of war. The game seeks to engage you through the emotions it makes you feel, it's a video game drama. It is meant to be meaningful, not fun.
Here's a video which analyzes the major themes of Spec Ops. It's from Extra Credits, not a web-series that I follow by any means, usually can't stomach the silly animations or his voice but he brings up some good points nonetheless.
http://www.youtube.com/watch?v=cJZIhcCA2lk
Oh one last thing, about when Konrad tell you why you simply didn't stop, He's not just referring to Walker but to you aswell. You still kept playing the game even after all the horrible things you did. The game's talking to you and asks you why didn't you put the controller down or quit the game? none of the awful things would have happend if you didn't continue play. But as Konrad makes clear you, the player, marched on (kept playing) to feel like something you are not...a hero. I suppose the only way to win (not have anything bad happen) at Spec-Ops is to not play at all. This idea is also supported from another line from Konrad, about how he realize that he's not protecting Dubai from the Storm but from you, again you as in the player.
I did it for the achievement. :)
The 33rd weren't really bad guys that Walker made out to be. Sure they were committing atrocities but they only did so to keep order in Dubai which for the most part were successful until you(the player) shows up and ruins everything. In the beginning of the game, you break the treaty between the Insurgents and the 33rd when you decide to go into the city causing all the events of the game to unfold. The soldiers of the 33rd and Konrad sacrificed a lot to keep the city alive but then Walker (you) begins killing them and eventually ends up dooming the entire city when you help Riggs destroy the water supply. I know it's only a game but your actions cause the entire population of Dubai to die, you are a mass murderer, you are the villain. If you don't see anything horrible about that then that is on you as a person I guess.