Spec Ops: The Line

Players: 1 Offline Player, 2+ Players Online
Publisher: 2K Games
Genres: Third-Person Shooter
Release Date: June 26, 2012
Developer: Yager Development
MSRP: $59.99
Platforms:
Although in the Spec Ops series, The Line does not take any story elements from previous games, but rather introduces its own storyline. The game will follow the story of player character Captain Martin Walker (voiced by Nolan North) as he is sent into a post-apocalyptic Dubai with an elite Delta Force bravo team.

Penetrating the Heart of Darkness: Capt. Martin Walker, 10.0 out of 10 based on 5 ratings

He hated all this, and somehow he couldn’t get away.

Note: The following contains spoilers, you have been warned.

“The mind of man is capable of anything.”
-Joseph Conrad, Heart of Darkness

The duality of the human race is often a common trope in any form of fictional media. Mostly stemming into a form of moral dualism, the classic “good vs. evil” scenario is so prevalent in modern media that its practically a cliché of itself at this point. Such themes have been explored for years, but perhaps the most complex and morally macabre is the novella Heart of Darkness by Joseph Conrad.

The tale of a man sailing down the Belgian Congo during the days of imperialism, Conrad’s story shows the duality of human nature and how a person can be good and evil at the same time, offering a real sense of what makes human beings morally ambiguous. It is this sort of moral complexity that boils down to perspective of the characters through their actions and reactions, breathing life into other common archetypes such as the anti-hero and the tragic villain.

Many of these themes also bleed into the descriptions of the world. Heart of Darkness contains beautiful yet dangerous landscapes; deep jungles filled with danger at every turn, yet majestic in their descriptions by the protagonist Marlow. In between are small “settlements” of imperialistic camps that serve as a dark reminder of the evils of imperialism, showing the “pillaging” of the world. The entire atmosphere helps sell the story, creating a sense of impending chaos as the world around Marlow grows darker and dangerous, a stark contrast to the more majestic descriptors the jungles of the Congo have during the day.

Perhaps the most important aspect is the symbolic treatment of the character of Kurtz. A man who essentially succumbs to his darkness, Kurtz fashions himself as a “god” among the natives, a man who wishes to never be found within the Congo jungles. Because of Marlow’s fascination with Kurtz, he attempts to make contact with him and bring him back to civilization, only to find that Kurtz, half deranged and severely ill by the novella’s end, is beyond “saving.” Uttering his famous last words before dying, Kurtz shows the complete transformation of how man can become fully savage and deranged. This, coupled with the thesis that moral ambiguity is more true to mankind, makes the Heart of Darkness a modern classic.

Of course, waxing poetic about a 110 year old novella for a few paragraphs may seem like a strange way to open an article pertaining to a Delta Squad Captain, but without the brief description of the themes of Heart of Darkness, the rest of this episode would be mired with esoteric thoughts. The Captain in question, of course, is Martin Walker of Spec Ops: The Line, perhaps the most pretentious game I have ever played, and keep in mind I liked Mass Effect.

Walker is part of a three man Delta team to investigate the remains of the city of Dubai in the United Arab Emirates after a major sandstorm essentially cut off the city from civilization. Another objective is to ascertain the whereabouts of a Col. John Konrad, the man in charge of the evacuations in Dubai and also a former company commander whom Walker served under. At first glance, Walker and his two compatriots, Adams and Lugo, are dealing with a routine mission of search and rescue, but very quickly the situation goes south, to the point where the entire Delta Squad are soon fighting for their lives against the 33rd Battalion, an army regiment under the command of Konrad.

In a case of unfortunate circumstances, Walker and his team are essentially in the wrong place at the wrong time, at least at first. Information gleamed from random tape recordings of the “Radioman,” a eerily laid back DJ whose voice is heard throughout Dubai, showed that the 33rd occupied the city after the failed evacuation, and conducted brutal atrocities, such as executions and murder, to maintain a semblance of order in the now decrepit city. Members of the 33rd rebelled and formed a group of Exiles, essentially causing a civil war to erupt within the ruins of Dubai.

The before and after of Martin Walker, the degradation of his physical appearance becomes more bloody and piecemeal as the game goes on.

Walker and his men press forward, attempting to stop Konrad and his iron rule within the city. Along the way however, it becomes increasingly clear that Walker and his men are slowly becoming unhinged by the violence surrounding them. Early in the game we see them as clean cut, professional looking soldiers acting by the book and staying calm and collected, even in combat situations. But the final acts of the game, Walker and his team are ragged and disheveled, bleeding profusely from wounds and shouting expletives wantonly, almost resigning to a sense of pure enjoyment of their handiwork.

This is just one aspect of Spec Ops that supplants Walker as a dynamic character; his overall change visually during the game. It is a physical representation of the metamorphosis from light to dark, shown in the wear and tear Walker receives while in Dubai. This sort of physical degradation is almost analogous to how the characters of Kurtz and Marlow begin to, or have already, eroded into a sort of “savage” version of themselves. It is also a subtle tip to the hat to Walkers eventual fate, that of a man effectively embracing his own personal heart of darkness.

In fact, Spec Ops: The Line is ridden with symbolism that grant Walker and his journey more weight. The opening sequence, for example, shows Walker at the helm of a helicopter gun, shooting down other copters in the sky just as a sandstorm kicks in and knocks Delta Squad into the sandy sea. It is a great action moment, one that rivals Call of Duty in terms of spectacle, but it is without context. Later, the very same scene plays out in-game, to the point where Walker has a moment of déjà vu regarding the whole scenario. And by this time, numerous events have transpired to slowly crack at the very psyche of Walker’s state of mind. In particular note is perhaps the games most chilling scene, the white phosphorus strike.

After reaching a cordoned off entrance into the inner city of Dubai dubbed “the gate”, Walker and his team find a mortar and rounds of white phosphorus, a weapon of immense mass destruction that was used against them previously in the game. Realizing that this weapon is their only option of pressing forward, Walker fires several mortars into the throng of 33rd soldiers below them. After the bombing, he and his team move slowly through the chaotic scene around them, only stopping to realize that innocent civilians were also caught in the blast.

It really is a chilling moment. Walker, fixating for a moment on a woman holding a child, both of them burned and mangled beyond recognition while Adams and Lugo argue over their choice in firing in the background. In many ways, this is the moment that breaks Walker, that penetrates his darker nature deeply. For it was after this moment we see the signs of Walkers physical transformation manifest fully, as he tries to vainly claim that their actions were forced. “They will pay for this.”, despite the fact that he himself pulled the trigger.

It is also a subtle commentary at the modern shooter conventions as well. Unlike how the No Russian mission in Modern Warfare 2 was done to shock players for killing civilians, yet slyly commentate on the differences between realistic and fantastical violence. Spec Ops, in contrast, takes the same approach and makes such an action both haunting and degrading to the player, saying that even fantastical depictions are demeaning. It is not fun to use drone cameras to strike bad guys with an incendiary weapon, especially when your enemies are U.S soldiers and civilians. It is played seriously, and as a result it changes Walker, disturbing him deeply while forever embracing his own darkness.

Much like The Heart of Darkness showed the atrocities of imperialism and, in Joseph Conrad’s view, the destruction of the world for progress. Walker’s actions in Spec Ops: The Line, essentially echo such thematic elements through the subversive use of common gameplay mechanics in the AAA war shooter. The spectacle of Spec Ops is gone, replaced with real death, and the game knows it. From that point forward, the loading screen mocks your very purpose for playing, reassuring the player sarcastically that its all just a game, simultaneously chastising you for playing it. It also changes the meaning of the games opening in the helicopter. No longer just another moment to entice players into spending money on large action sequences, now it serves another purpose with context, it shows the final stand for good Walker has before a near-fatal crash.

All of this, of course, gears up to an unforgettable finale. Jumping ahead to the games endings, we see Walker, battered and broken, walking weakly into the penthouse tower where Col. Conrad is stationed. His cohorts Lugo and Adams were killed, as were most of the 33rd battalion. The city itself is in shambles, and the remainder of the water supply was destroyed by the CIA, which Walker unknowingly assisted in their plans after an infiltrating CIA operative named Riggs promised that the water would be used to maintain peace within Dubai. The situation is grim, and Walker is close enough to death to be uncaring about his own fate.

Much like Kurtz in the Heart of Darkness, what Walker goes through in his meeting with Konrad is more of a reflection of his own self, rather than what he once was. After finding the body of the deceased Colonel, slumped in a chair with a self-inflicted gun wound, Walker finally realizes the truth about the whole ordeal; that Konrad was not behind the events in the game at all, and that Walker himself, made these events up.

The reveal shatters the expectations of what Konrad really is, an in many respects shakes the core of the player, rather than Walker. Completely unhinged, Walker learns the truth that this manifestation of Konrad is his savage side. A boogeyman created to go forward instead of going home, a chance to be a hero where there is none. Konrad was a delusion Walker falls prey to, a reason to not cast the blame of his actions on himself. We see the hallucinations mount, the moments of insanity creep up on Walker as he slowly comes to terms with who the true murderer in Dubai really is. Himself.

The endings to Walker’s story are varied and open for interpretation, each of them essentially bittersweet in tone at best, and cynical at its worst. The lead writer of Spec Ops, Walt Williams, has even gone on record saying that the endings are all Purgatory for Walker, who he believes died in the helicopter crash witnessed in the games prologue. It is open to interpretation if Walker hallucinates being rescued, being shot or even murdering a squad of U.S soldiers in the epilogue, but considering the choices made beforehand, it is likely that rescue or survival is not possible at that point.

But what is profound is that Walker, despite his behavior, shows how morally complex a human can be. His actions, despite intentions, can be seen as an evil act, one that rivals the savagery that Kurtz alludes to in the Belgian Congo. Walker is essentially Kurtz, irredeemable except upon his own death in many ways, but not fully at fault of his own emotional state because of the horrors he has witnessed. In other respects this actually makes Walker the villain of Spec Ops, with Konrad acting as the protagonist urging Walker to turn back before he continues, only winning in Walkers death by his, or his own hands.

In the end, it comes full circle for Martin Walker. He is a character with character because we see the transformation, both subtly and overtly, as he penetrates his own heart of darkness. The game is a viable tip to the hat of Conrad’s work, and in its own right shows how vile real warfare can be, in a video game world glutted with war shooters. In truth, it shows how even the most righteous of heroes can be delusional, unapologetic lunatics in their own ways if they succumb to that duality within.

Thank you guys for reading this weeks episode! If you have any questions or comments please leave them below, or contact me at my email at Robert@blisteredthumbs.net, or via twitter @LinksOcarina. Until next time.

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Rating: 10.0/10 (5 votes cast)

Spec Ops: The Line Review

While reviewing Spec Ops: The Line, the normally civilized Johnny submitted some insane ramblings about a snail on a razor's edge, and something about "growing regrets, the longing to escape, the powerless disgust, the surrender, the hate." We cleaned it up a bit before publishing.

Sage Reviews - Spec Ops: The Line

Even in the blinding bright desert, the Heart of Darkness still beats...
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Robert G.

All around gamer, teacher, historian and writer, making his home at Blistered Thumbs.

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  1. February 28, 2013 at 05:21am
    In response to Article
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    Rating: +2 (from 2 votes)

    Even though the game has really mediocre mechanics (without the story it would be the blandest 3rd person shooter ever), the way the story moves and how the protagonist spirals into insanity is simply brilliant.

    It really needs at least two playthroughs to appreciate how well the game is designed. On my first playthrough I felt horrible for my actions, I thought that I could do things differently that I could somehow save some of the people that die during the game. But that’s exactly what they wanted me to think.

    On my second try I realized that there was nothing I could do, the actions in the end, weren’t mine but the protagonists. And the creators hide this fact so well that is almost impossible to tell from just one attempt at the game. The only choice we get is how the game will end and -spoiler alert- none of the results is a happy end.

    It’s simply brilliant and if we were talking about a different genre then The Line would stay in history as one of the all time greats.

  2. February 28, 2013 at 04:44am
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    Rating: +1 (from 1 vote)

    Love Spec Ops: The Line. Though I think my interpretation of Walker and the game differ from Roberts. Makes me wanna bust out word and write another character with characters entry.

  3. February 27, 2013 at 09:24pm
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    those endings man. no matter what you chose it’s pretty much a game over o_o

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Penetrating the Heart of Darkness: Capt. Martin Walker

Posted by [ 2 months, 2 weeks ]

What constitutes a good character? Join me in this series as we find Characters with Character. This week is Captain Martin Walker.

Spec Ops: The Line Review

Posted by [ 10 months, 2 weeks ]

While reviewing Spec Ops: The Line, the normally civilized Johnny submitted some insane ramblings about a snail on a razor’s edge, and something about “growing regrets, the longing to escape, the powerless disgust, the surrender, the hate.” We cleaned it up a bit before publishing.

Sage Reviews - Spec Ops: The Line

Posted by [ 10 months, 2 weeks ]

Even in the blinding bright desert, the Heart of Darkness still beats…

Spec Ops: The Line Multiplayer is a Sandy Civil War

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The Controversial Story of Spec Ops: The Line

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Spec Ops: The Line Multiplayer is a Sandy Civil War

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The Controversial Story of Spec Ops: The Line

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Spec Ops: The Line Review

Spec Ops: The Line Review

Penetrating the Heart of Darkness: Capt. Martin Walker, 10.0 out of 10 based on 5 ratings
There are a lot of lines in life. There’s the line at the ladies’ washroom, there’s the line at the bank, there’s the line I drew in the sand, there’s the line that everybody wonders whose is it anyways, the conga, the one that maverick-play-by-their-own-rules cops are out of, power lines, the ones on telephones, the ones that professional drivers take around corners, subway lines, fishing lines, there are even punch lines. So when Spec Ops: The Line was booting up for me, naturally I assumed it was a game about a conga dancing power cable turned rogue cop undercover at an improv television event who desperately needs to go to the bathroom with a snappy pun delivery at the end of it all. I’ve since learned to stop assuming things.

PROS Story, Character, Environment, Music
CONS Multiplayer, Controls, Choices
WTF?! Jake Busey! ‘Nuff said.

Imagine my surprise when Spec Ops: The Line was about a Delta Force detail delving deep into a desolate and derelict Dubai. I suppose that’s what I get for paying too much attention to the SUB-title and not enough to the MAIN title. You follow captain Martin North, I mean Nolan Walker, I mean Martin Walker and his two squad mates Lugo and Adams as they press into a Dubai that’s been devastated by powerfully destructive sandstorms in search of the 33rd, an M.I.A. Battalion, and its hero commander, Colonel John Konrad. Having volunteered the services of the 33rd to aid in the evacuation of Dubai, Konrad’s efforts are revealed to have failed at the beginning of the game, killing many, and it becomes your duty to find and bring them home.

This would hardly be any kind of military action game if everything went according to plan (else it might be called Spec Ops: Look, There They Are!), so as you can imagine, after your arrival in Dubai some people decide you might look better with a few more holes in you. Suddenly, you find the three of you beset by enemies on all sides, with very little idea as to whether or not you have any friends in the entire city, or if it’s even possible to complete your mission anymore.

Raindrops keep falling on my head… and burning holes in my flesh…

Contemporary military shooters are in a pissing contest. It’s obvious that story has become more important to them in the past few years, with single player campaigns continually raising the stakes and dragging more dire Hollywood blockbuster-esque situations out of the writers’ room. Franchise A has a nuke! Well, Franchise B has two nukes! Franchise A responds with a nuke and a biological warfare attack! Franchise B counters with an invasion on American soil! Franchise C appears and goes for the gold with mass graves that get blown up BY nukes, spreading biological toxins EVERYWHERE ON AMERICAN SOIL! Coming next year: Biological bombs! Techno-terrorism! Dub-step nukes that explode more than once and go WUB WUB WUB WUB! Exploding corn chips in your grocery store, killing AMERICAN MOMS! AMERICAN MOMS, INVADING AMERICA WITH BOMBS PSHEWW! BANG! RAT-A-TAT-TAT! WUB WUB WUB! KERBLOOIE!

These situations are certainly dire, but there comes a point where they lose all sense of proportion. It’s practically impossible for a human being to truly comprehend the total effect of a nuclear explosion. Our feelings of “Wow, that’s bad,” hit a limit and we get on with the shooting of bad guys. Spec Ops: The Line strays far away from this formula and focuses more deeply on a personal story. The single player campaign picks apart the role of the soldier, the importance of his mission in increasingly heinous situations, and keeps a very tightly knit cast between the three operatives, and the people they come across during their assignment. When things go bad, they go bad in a very relate-able way, never aspiring to bring more disaster to the situation than you can comprehensibly grasp.

I told him he was using too much lighter fluid. Now the chicken will be dry.

Yager Development has been very forthright in admitting that they borrowed heavily from Joseph Conrad’s Heart of Darkness when penning the plot for Spec Ops: The Line, and that relationship doesn’t shy away in its presentation. You can expect a lot of psychological issues rearing their heads during the plot, and very tastefully so. But don’t be fooled by the marketing, as though publicity for the game appears to be very fond of the word “choices,” there aren’t that many actual story affecting dilemmas you’ll find yourself confronted with. Some choices are there, but they’re mostly underwhelming and take a back seat to the extremely strong and compelling narrative. This isn’t bad though, as it gives the chance for an excellently crafted tale to shine without having to account for choices-for-the-sake-of-choices in the plot. Even the music used (I squealed once in delighted recognition when Mogwai’s “Glasgow Mega-Snake” started blaring during a firefight) is chosen and placed expertly, keeping the mood sufficiently tense and gripping, never substituting spectacle in place of substance.

7/10

Spec Ops: The Line Review

While reviewing Spec Ops: The Line, the normally civilized Johnny submitted some insane ramblings about a snail on a razor's edge, and something about "growing regrets, the longing to escape, the powerless disgust, the surrender, the hate." We cleaned it up a bit before publishing.

Sage Reviews - Spec Ops: The Line

Even in the blinding bright desert, the Heart of Darkness still beats...
  1. July 16, 2012 at 09:41am
    In response to Article
    VN:F [1.9.21_1169]
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    Never since Homefront have I’ve been badly affected at how the effects of White Phosphorus on the human body was portrayed. That was the most memorable aspect of the game. How it unfurled like something out of Black Ops was excellent. Its too bad the gameplay was mediocre, generic even. And the pace of gameplay was just too stacked to each other to truly feel the effect of the story, although I can see how clever the developers used the pace of the gameplay to the story’s advantage.

  2. July 08, 2012 at 03:05am
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    Is the multi worse than Ghost Recon Future Soldier? I ask because the server issues they’re having have made GRFS unplayable for me and I was hoping this would be a solid back-up plan.

    • July 16, 2012 at 03:32am
      In response to jmpittman0220
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      I don’t know, honestly. I didn’t bother picking up Ghost Recon: FS when I started reading reports that there were widespread bugs that wouldn’t even allow the mouse to work. I can say I didn’t have a very good time playing The Line’s MP though. It was pretty dull.

  3. July 03, 2012 at 01:02pm
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    “There are a lot of lines in life. There’s the line at the ladies’ washroom, there’s the line at the bank, there’s the line I drew in the sand, there’s the line that everybody wonders whose is it anyways, the conga, the one that maverick-play-by-their-own-rules cops are out of, power lines, the ones on telephones, the ones that professional drivers take around corners, subway lines, fishing lines, there are even punch lines. So when Spec Ops: The Line was booting up for me, naturally I assumed it was a game about a conga dancing power cable turned rogue cop undercover at an improv television event who desperately needs to go to the bathroom with a snappy pun delivery at the end of it all. I’ve since learned to stop assuming things.”

    Best fucking paragraph i’ve read in ages. Great review, Johnny!

    • July 03, 2012 at 09:35pm
      In response to pariah
      VN:F [1.9.21_1169]
      Rating: 0 (from 0 votes)

      Thanks! I didn’t think initially that I was going to feel that good about reviewing this one, but it turned out pretty good.

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Penetrating the Heart of Darkness: Capt. Martin Walker

Posted in Blistered Thumbs Official [ 2 months, 2 weeks ]

What constitutes a good character? Join me in this series as we find Characters with Character. This week is Captain Martin Walker.

Sage Reviews - Spec Ops: The Line

Posted in Bennett The Sage [ 10 months, 2 weeks ]

Even in the blinding bright desert, the Heart of Darkness still beats…

Penetrating the Heart of Darkness: Capt. Martin Walker

Posted by [ 2 months, 2 weeks ]

What constitutes a good character? Join me in this series as we find Characters with Character. This week is Captain Martin Walker.