Brothers in arms? – Fighting against U.S. soldiers in Spec Ops: The Line

A few months ago, at PAX East, I got an opportunity to play a new military third-person shooter by Yager Development called Spec Ops: The Line. I enjoyed how deadly the gameplay was compared to most third-person shooters (which, aside from Max Payne 3, all feel like their firearms shoot bits of popcorn and hydrangea petals instead of sub-sonic motes of hot lead), but I didn’t think it was anything terribly special. Imagine my surprise, then, when I saw several gaming journos I respect extolling the praises for Spec Ops: The Line on Twitter. Most acquiesced that it had its share of problems, but they all went on to discuss its story, how the moral choice system actually affected their experience with the game, and recommending it in spite of (maybe even because of) it being a military shooter.

Well, hell, I thought. Here’s a new game from an unproven developer taking on a long-dormant franchise that petered out around 2001. I’ll see your interesting story and raise you $60.

I played it for about an hour and a half last night, retreading all of the sections that I demoed at PAX and delving much deeper into Spec Ops: The Line‘s man narrative. Just like at PAX, I still like how I need to actually use cover to survive and how Spec Ops punishes sloppy play, and I dig how I can issue orders to my teammates like targeting a specific enemy or throwing a flash grenade; minor league stuff compared to the Ghost Recons and ARMAs of the world, but it injects enough variety into a cover-based, spectacle-driven shooter that helps it stand out. But most of all, I’m becoming more and more excited for the story as I progress further and further. Suffice it to say, Spec Ops: The Line is a long way from the gung-ho, Oorah patriotism and heroism found in games like the Modern Warfare series, and the dark edges permeating nearly every story beat give me the feeling that events could go South for everyone in a hurry.

The largest spot of darkness I’ve encountered so far, one that gave me the most pause while playing, happens about an hour or so into Spec Ops: The Line‘s single-player campaign. Your team of crack commandos is ordered to enter the now-storm-ravaged city of Dubai in hopes of finding any survivors, either civilian or from the 33rd Army Division who were sent in to facilitate everyone’s exit. Players begin the game by rescuing several hostages from bands of insurgents (from where? Who cares?), looking and playing similar to tons of military shooters already in existence.

Then, in chapter four, everything changes.

After fighting through a luxurious hotel, Captain Walker and his squad realize an American is controlling the enclave of insurgent fighters. Walker discover a band of surviving American soldiers, remnants of the 33rd, but instead of welcoming Walker and co., they draw their guns and greet everyone with a hail of bullets.

If I can credit Yager with one thing, it’s subverting my expectations of engaging in combat. By opening Spec Ops: The Line with the chapters of shooting at anonymous insurgents, Spec Ops dulls you to the humanity of the enemy you’re fighting, making them feel like by-the-book extremists from any other military game from the past five years. Then, when you’re instead asked to shoot United States Army soldiers, Spec Ops eggs you into shooting at fellow American soldiers with the same glib heartlessness it did when the objective is killing faceless, nameless “insurgents.” Walker makes a comment about needing to defend themselves, but it’s strained at best.

Moreover, the sensation of firing on American soldiers, targets that don’t have the Other-ing fig leaf that Middle-Eastern terrorists do in other shooters, never feels less than icky. Your opponents shout between each other in English, calling for help, giving orders, or reporting on fellow downed soldiers. It’s unnerving, and I think it’s Yager’s way to get gamers to reexamine their take on in-game violence; to see how Spec Ops treats American soldiers, soldiers that have families, children, and dreams for when they get back home, like faceless grunts, and invite players to extend the same empathy to future assailants that look differently or speak a different language.

It reminds me of the Connecticut missions from Call of Duty: Modern Warfare 2. Back in 2009, I had never seen America repel a foreign invasion in a videogame; the sight of Russian troops taking cover in small-town shopping centers reminded me of how I would find cover in bombed-out shops in games like Medal of Honor: Allied Assault, and I found new identification with previous gaming environments by recognizing that people used to live there. Digital people, perhaps, but people nonetheless.

With Spec Ops: The Line, Yager is having a troll at the consequence-free violence perpetuated by the rest of the gaming industry, easing us into the idea that we’ll be shooting at “foreign enemies” for the remainder of the game and instead flipping expectations by making the enemies our own countrymen. In Dubai, people will die by your hand, and I hope that more gamers will give pause when gunning down waves of faceless grunts, recognizing that ultimately they’re just like them.

No need for aiming assists in Max Payne 3

Right now, I’m reviewing Max Payne 3 for Gamer’s Guide to Life.com. Since there’s no actual embargo anymore, I feel okay in telling you that I like what I’ve played, as well as confident that the forces at Rockstar Vancouver won’t breach through my window and smash my head in with empty bottles of whiskey and pharmaceuticals for doing so. I enjoy the shooting mechanics so far, what with the Bullet Time® and Shoot Dodge™ing*, but I’m having the most fun with the aiming system. Max Payne 3 features several settings for aiming, including the ability to turn off the game’s targeting-assist. When I played Max Payne 3 earlier this year at PAX, I had trouble wrangling headshots out of the game’s auto-aiming system, so I disabled it shortly after firing up my Xbox 360. I waste more ammo with the snap-to system turned off, but I’ve slowly gotten better about training my cursor on baddie foreheads, and I’m starting to appreciate the level of skill it takes to aim au naturel.

After a few missions, just to see what would happen, I turned the auto-target back on for one firefight. Much to my surprise, I found that Max Payne 3‘s thrilling slow-motion gun battles feel significantly less thrilling when the aiming mechanics more closely resemble Call of Duty. In fact, with the auto-target on, Max Payne 3 goes from a stylish shooter made in the vein of John Woo action films to a gritty, high-def version of Duck Hunt.

I don’t usually feel this way about games with snap-to targeting. I’ve always thought Call of Duty‘s auto-aim was one of its most ingenious design decisions (it allows for less-skilled players to move through the game like a badass, broadening the series’ appeal), and it’s never bothered me in myriad games that have copied it. Yet, for some reason, turning the aim-assist off feels like the “right” way to play Max Payne 3 and anything less seems tantamount to cheating.

I think design objective is a big part. The recent Call of Duty games are all about putting the player in the thick of huge, bombastic setpiece moments, and the fast-paced, deadly gunplay helps facilitate this; survive from point “A” to point “B,” and do it with as little friction as possible. It’s all very fun, but it also doesn’t leave much room for deeper, less-straightforward ways to shoot stuff up real good.

Max Payne 3 feels different, even from other third-person action games. Max Payne 3‘s gunplay is rich and layered, like it’s the main event of the game rather than a way to shuttle players from one setpiece moment to another. Max can seek cover, dodge, enter bullet time, and rack up revenge kills, allowing for a wide range of options during firefights. Using auto-targeting to hone in on enemies feels cheap, like I’m not enjoying the game “properly.” It’s almost as if the game is saying, “Yeah, he’s dead, so what?” whenever I kill an enemy; “Did you have fun taking it down, or did you enjoy how we did it for you? LOL!”

The thing is, the game wasn’t as fun when I could immediately put an enemy in my sights. It becomes automatic, simply another thing I have to do on the way to the next big gameplay moment. Which is a poor way to play Max Payne 3, because there are no setpices, at least that I’ve come across so far. Each gunfight is its own reward to participate in, challenging to survive and gratifying to master; lining up three headshots in one leap all by myself may end up being one of my favorite gaming moments this year. Automatically targeting each baddie with a pull of the left trigger button squanders the thrill of using Max Payne 3‘s many combat elements in favor of reductive simplicity, similar to reading a plot summary to The Sixth Sense immediately before watching it, or someone telling a joke and immediately explaining it afterwards.

I’m now very curious to play fire up Modern Warfare 3‘s campaign again and try playing it without auto-aim, if it’s even allowed. The game has such a linear, driving focus, and I wonder if stopping to actively aim would cause the game’s pacing to suffer.

Last point: playing without auto-aim fits well with the slightly old-school design that Max Payne 3 adheres to. After all, Max collects healing items instead of regenerating health automatically and can hold more than two weapons at a time. With the auto-aimed turned off, Max Payne 3 becomes a worth successor to the PC and Xbox* classic; without it, Max Payne 3 changes into yet another post-Modern Warfare shooting game with a third-person camera angle.

Playing without snap-to targeting is devilishly tricky and I don’t recommend everyone try it, especially since the difficulty ramps up something fierce during later chapters. All the same, I will continue to enjoy working for my kills in Max Payne 3 sans auto-aim, just the way I didin the first game. Some things weren’t meant to change.

PAX East 2012: Spec Ops: The Line (Gamer’s Guide to Life – 4/16/12)

2K games occupied a rather large portion of PAX East real estate this year, with a few of their booths representing some of the biggest on the floor. One such booth was for Spec Ops: The Line, with rows upon rows of TVs, Xbox 360s and PlayStation 3s, and happy gamers trying out the publisher’s new third-person shooter from Yager Development.

Also in the booth was a bombed-out wreck of a bus, which helped demonstrate some of game’s themes, e.g. there will be lots of blowed-up stuff to hide behind. It was impressive nonetheless.

At any rate, my colleague and I were able to swap back-and-forth between playing the game and watching, and I came away with enough of a feel for the game to write a preview. Enjoy.

Title: “PAX East 2012: Spec Ops: The Line”
Outlet: Gamer’s Guide to Life
Publish Date: 4/16/12

The Spec Ops franchise has long lain dormant, with its most recent entry, the budget-priced Spec Ops: Airborne Commando, releasing all the way back in 2002.

2K Games and Yager Development are gunning to breathe life into the ailing license with Spec Ops: The Line, a follow-up and reimagining of the tactical shooter series.

Read the rest at Gamer’s Guide to Life.

Review: Uncharted 3: Drake’s Deception (Gamer’s Guide to Life – 11/7/11)

Hey there folks! It’s been a bit of time since I’ve posted, and for that I apologize. The good news going forward: I’ve been throwing myself at more projects with VG Tribune and Gamer’s Guide to Life, so we’ll be seeing slightly more periodic updates in the future.

Case in point: today’s entry, a review I did of Uncharted 3: Among Thieves for Gamer’s Guide to Life. Because the piece was done for a specific website, I think it would be a party foul if I published the whole text here; we need hits, after all! I don’t feel any shame about posting a link, though, which you can find below. Not the most elegant solution, yes, but it’s the only one that really seemed like a good idea at the time. I’d definitely be open to other ideas, but I’m settling with this one for now.

Title: “Review: Uncharted 3: Drake’s Deception
Outlet: Gamer’s Guide to Life.com
Publish Date: 11/7/11

“Uncharted 3: Drake’s Deception shows developer Naughty Dog knocking it out of the park once again, with perhaps the strongest entry in the series yet. Though it sports a few legacy weaknesses that gave previous entries trouble, Uncharted 3 still delivers an expertly-paced and ultimately satisfying adventure that ranks it amongst the best games of 2011.

Read the rest at Gamer’s Guide to Life.

Check back again soon for more reviews, impressions, editorials, and trivial lists.

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