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I thought after the white white phosphorous attack on the civvies you went crazy but then againt Konrad knew way to much about what you did throughout the game. After you bashed in that guys head who looked like Adams, Konrad comments on what you just did.
I didn't shoot Konrad because he was all in my head and i thought the chracter just finally lost the rest of his marbles.
The writer clearly wants to make movies. The story wasn't all that surprising or shocking. Games != Movies, Movies != Games.
Do not play this game if you want to play a game.
Very bad checkpoint placement, basic level design, absolutely stupid friendly AI, tacked on environmental elements. The core combat mechanic, the cover system is annoying to get in and out of, they mix the same key for running with getting into cover? it doesn't work well.
How many times do they "reset" the player, taking away all the items you have. Frustrating to say the least. Terrible game.
You can like the story as much as you like, all it's elements have been done before (and better, not in game though, for good reason), the end wasn't shocking as it was probably meant to be.
Good video explaining things though, there are definitely things in there that most people wouldn't pick up on during the first play through such as the colour fades. That's just poor game design though. If you need someone else to explain something about your game. Then you failed to communicate your ideas - which isn't what you want to do. Games do it a lot though, so can't be too harsh there. I couldn't play this game again, the combat is just so frustrating.
You really, really want to be careful about declaring any particular feature/action of the game to cause it to be horrible, without considering the intentions/effects. ie, "No vehicles?? WORST GAME EVER." Resetting the player's guns is actually not a bad idea - storywise, it enforces the feeling of disempowerment - struggling against superior odds and prevailing (Obviously, you don't want games where you can use The Redeemer at any point without penalty) and ensures that players aren't penalized for entering new areas without suitable weaponry.
PS. Mixing the run and cover buttons is exactly what Gears of War did for four games. It's a massive franchise now. You're often running into cover, so it makes sense.
And I'm not sure it's really possible for the themes of the game to have been in any movie. Anytime a movie involves a tragic hero, I can sit back in my chair and sigh at him, thinking "What a fool. How could he have not seen all this coming? This is his fault, and his alone." When I played Spec Ops though, I really couldn't deny that Walker never pulls the trigger without me clicking my mouse; that everything horrible that happens in Dubai is, at least partially, because of me. That when Walker repeatedly insists "This isn't my fault!!" it sounds just as hollow as when I say it towards the game. None of that can happen in a movie.
If outside-the-media discussion should never, ever be required to get something out of a game, I guess you can readily dismiss the hundreds of great literary classics that are assigned reading in English classes. ("Class, can anyone tell me what themes Hamlet is touching on by 'To be, or not to be?' ") Plus, the deeper themes of this game are not something that people should be -required- to be interested in. The goal is to make people absorbed, and want to think about the game more. But if they're not, then forcing information into the player's face to claim a "deeper story" is not going to be so appreciated.
I don't think anyone can fault people who personally found nothing satisfying from the game, but it's incredibly obnoxious to insist that everyone should find it to be horrible. I really, really didn't like The Witcher 2 because of its badly-designed combat, but I can't exactly personally deny that so many other people found its story to be very well-written and off-the-beat.
This game brings powerfull message, something like movie Apocalypse Now.