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In another evocative touch, Walker and his men sometimes sneak up behind soldiers and eavesdrop on their quotidian but humanizing banter before - and here the game gives you no choice - ending their lives. As with a real urban firefight, the civilian is just there. In a notable instance, Spec Ops does not reward the player for holding fire, nor does it slap the player on the wrist for shooting an innocent. Philosophers can debate the morals of this instinctual reaction, but killing waves of virtual American soldiers is far more disquieting than shooting foreigners.Įven more unusual for a military shooter, civilian noncombatants exist in the game. Quickly, however, Spec Ops begins to subvert its rivals, as Walker and his men end up going to war with the renegade United States infantry battalion they once intended to rescue. To add to the familiarity, Walker is voiced by Nolan North, whose omnipresence in games makes him either the Harrison Ford or the Kevin Bacon of the medium.
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These are all hallmarks of the genre: an elite Special Operations unit, an absurdly fanciful mission, an alternative-universe story line, not to mention the skyscraper-to-skyscraper zip lines and the dialogue that more resembles stage directions than person-to-person communication. John Konrad, one of several winks in the game to Joseph Conrad’s “Heart of Darkness” and to “Apocalypse Now.” Walker is searching for a missing military hero and veteran of Afghanistan, Col.
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Martin Walker, the playable protagonist, leads a Delta Force unit into an implausibly evacuated Dubai after it has been hit by a series of apocalyptic sandstorms. On its surface, Spec Ops: The Line, developed by the Berlin studio Yager and published by 2K Games, has much in common with its forbears. When WikiLeaks released the ghostly footage of an Apache firing on a group of men in Baghdad, the journalist Christopher Beam wrote in Slate, “The video, shot in black and white from a helicopter circling above a Baghdad neighborhood, will be familiar to anyone who has played the game Call of Duty: Modern Warfare or the sequel, Call of Duty: Modern Warfare 2.” After the Navy SEAL raid that killed Osama bin Laden in Pakistan, a digitally altered image circulated online of President Obama watching the operation with a PlayStation controller in hand.
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No, they are really like a video game: sweaty, intense, full of death.Įvidence of this shift is everywhere.

(This is especially true for my generation, men in their 20s and 30s, most of whom have not served in the military.) The wars are not “like a video game” in the sense meant by those who do not play them: sterile, vapid, devoid of emotion.

After 11 years of fighting, this frame of reference has shifted from the movies to video games. The director John Landis observed last fall, “Almost everyone said, without guile - and it shows how pervasive film is - that it ‘looked like a movie,’ ” adding that film is our “contemporary mythology,” the “shared experience” for people to draw on to help explain the world.Īnd yet, not anymore. When terrorists hijacked planes and crashed them into the World Trade Center, the Pentagon and a Pennsylvania field, the frame of reference the nation turned to in the surreal aftermath was just about universal. It tries to make the player uncomfortable by lingering on the immorality of the first-person shooter. Spec Ops: The Line, a new game for PC, PlayStation and Xbox, takes the opposite approach. At the same time, far-fetched plotlines reassure us that this is all just a game have fun and don’t think too much about what you’re doing. Players are clearly supposed to find the combat, and the real-world settings, a viscerally exciting way to connect to current events. Most military shooters - a subgenre of video games with conventions so rigid as to seem ritualistic - try to have it both ways when it comes to their relationship with actual warfare.
