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Why Spec Ops: The Line Mattered

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    Hey, Mark here.
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    So, this week, you may have seen the news
    that 2K has permanently removed the game Spec
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    Ops: The Line from all digital storefronts…
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    due to expiring licenses.
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    And - if you’re not really aware of the
    game - you may have been surprised to see
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    so much outcry for the removal of what seems
    to be a… pretty generic, brown-tinted, standard-issue
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    military shooter… from the era of endless
    military shooters.
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    But, well, that was always the magic of Spec
    Ops: The Line.
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    In this game you play as Captain Walker on
    a covert recon mission in Dubai - which has
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    been largely buried under a catastrophic sand
    storm.
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    And it starts out like your average shooter
    - with all the expected trappings of a modern
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    military-themed game.
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    You know: turret sections, a cover mechanic,
    collectible intel items, enemies yelling in
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    a foreign language, and AI squad mates with
    snarky dialogue.
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    But, pretty soon… things start to take a
    turn.
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    You end up fighting against American soldiers.
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    An ally is killed.
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    You’re presented with awful moral choices
    - where there’s usually no good outcome,
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    no matter what you do.
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    You witness how Walker begins to change - his
    generic combat barks go from professional
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    to detached, to unhinged, and his appearance
    becomes tattered and ragged.
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    And then, in chapter eight, we get the game’s
    most infamous scene.
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    The player is led to believe that they’re
    firing mortars on an overwhelming enemy force
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    - only for it to turn out that you’ve just
    dropped white phosphorus on an encampment
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    of innocent civilians.
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    You’re then forced to walk among the dead
    and witness the true horror of your destruction.
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    It’s a pretty harrowing scene that marks
    Walker’s true descent into madness and trauma
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    - one that’s marked by visions and hallucinations.
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    SOLDIER: "Walker! What are you doing?"
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    Spec Ops: The Line is an uncompromising depiction
    of the psychological trauma of warfare.
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    Lead designer Cory Davis says “by the time
    you get to the end we really wanted to express
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    as strongly as possible what can happen to
    the psychological state of somebody who goes
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    through these horrible events.”
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    So while it might start as a standard military
    shooter, towards the end of the campaign it
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    feels more like a horror game.
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    In fact - the unreliable narrator, the hallucinations,
    and the way you seem to always be descending
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    deeper and deeper into the heart of Dubai…
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    well this game often feels more like Silent
    Hill 2 than Call of Duty.
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    But Call of Duty is exactly what developer
    Yager had in mind when making this game.
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    Because Spec Ops was not really about war
    - it was about war games.
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    It was ultimately a response to all the military
    shooters that had cropped up in the wake of
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    9/11, and especially after the massive success
    of Call of Duty 4: Modern Warfare.
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    Games like Call of Duty, Battlefield, and
    Medal of Honor were almost jingoistic propaganda
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    pieces - showing American intervention as
    heroic and necessary.
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    These games turned war into a spectacular
    rollercoaster of set piece explosions, and
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    depicted soldiers as mythic one-man armies.
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    They featured startlingly realistic depictions
    of modern military hardware - and literally
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    paid licenses to the companies that manufacture
    real-world guns.
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    There might be some moments of reflection
    or horror in these games, but it could be
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    argued that these are often simply there to
    rationalise the rest of the gameplay.
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    In his book Playing War, Matthew Thomas Payne
    refers to these as a sleight of hand, saying
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    they “underscore the need for exercising
    and maintaining military vigilance by personally
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    visualising and experiencing horrors”.
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    And so before Spec Ops launched in 2012, that
    was basically all you saw in military games.
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    Other mediums, like films and books, were
    always a lot more balanced.
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    There are some films that show war as noble,
    important, and necessary - but they’re balanced
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    out with films that depict war as an unmitigated
    nightmare.
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    Stuff like Jacob’s Ladder, Platoon, Full
    Metal Jacket, and Spec Ops’ most obvious
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    influence, Apocalypse Now, depict things like
    war crimes, civilian casualties, and PTSD.
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    But video games didn’t really have that
    same balance.
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    The vast, vast majority of games showed warfare
    in just one light.
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    I mean, sure, there had been some games that
    were critical of war.
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    Atari’s Missile Command was made to subtly
    suggest the sheer hopelessness of defending
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    against a nuclear war.
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    Amiga classic Cannon Fodder made a note of
    showing the graves and the names of those
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    who had died in combat.
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    And Metal Gear Solid has always been staunchly
    critical of the military industrial complex.
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    But Spec Ops felt different because it was
    a triple A game from a big publisher, and
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    it looked exactly like all the other games
    being released around that time.
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    Which was absolutely the point.
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    Spec Ops was designed as a cheeky rug pull.
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    The creators wanted Call of Duty fans to pick
    it up and play it because it seemed like yet
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    another cool game about American soldiers
    killing foreign terrorists - only to be surprised
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    and shocked by what happens in the narrative.
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    The creators wanted players to think twice
    about the narratives, tropes, and genre expectations
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    that they’ve been peddled in the other franchises.
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    That American soldiers are always the good
    guys.
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    That video game players always get to be the
    hero.
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    That when you are presented with a choice,
    you should always be able to pick the option
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    with the best outcome.
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    That war can be entertaining and enjoyable.
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    Lead writer Walt Williams says “I feel like
    with so many military shooters, we sit down
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    and put ourselves in the shoes of someone
    going through combat, and we don't feel anything
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    other than the exhilaration of being on a
    roller coaster.”
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    The creators even wanted players to think
    about the games they buy.
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    Williams said “the feelings that we want
    you to feel, are directly about you as the
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    gamer choosing to sit down and play this game.
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    What does playing this game say about us,
    about the games that we choose to play?”
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    Over time, the game becomes less and less
    subtle about this message.
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    The loading screen tips change from helpful
    notes about weapon stats to fourth wall-breaking
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    whispers in the player’s head.
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    Williams says “we wanted to take it to the
    next level, where the player themself kind
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    of felt like they were under attack.
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    Not as the character Walker, but as the person
    playing the game”.
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    Of course, making a direct attack on the people
    playing your game was always going to raise
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    their hackles - and so Spec Ops was definitely
    the subject of intense debate - and at times,
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    harsh criticism.
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    Some players were frustrated that Spec Ops
    essentially forced them to be complicit in
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    reprehensible actions.
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    Ultimately the only way to progress is to
    kill the people in front of you.
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    Even the white phosphorous scene is mandatory
    - so even if you do twig that you might be
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    about to kill civilians, there’s no way
    to back out.
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    SOLDIER: "There's always a choice."
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    WALKER: "No, there's really not".
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    And so players can feel brow beaten for taking
    terrible actions that they had no actual control
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    over.
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    Williams’ suggestion that players can just
    turn the game off didn’t always wash.
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    And it received criticism for arguing that
    perhaps killing shouldn’t be fun… in a
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    video game where killing is quite good fun,
    actually.
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    Spec Ops is a very competent shooter, with
    a fancy back-of-the-box set-piece feature
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    where you can shoot out glass to bury your
    enemies in sand.
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    This is a game where you can do glitzy execution
    animations, and unlock an Xbox Live achievement
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    for killing 75 enemies with a shotgun.
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    French filmmaker François Truffaut argued
    that there’s no such thing as an anti-war
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    film, because every war film is ultimately
    made for entertainment.
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    That’s perhaps doubly true for video games.
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    But Spec Ops was never intending to make some
    definitive statement about games and war.
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    Williams says “we don't want them to feel
    a specific thing.
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    It's not designed to make you feel bad.
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    The goal that we had going in was that you
    would just feel something."
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    It wanted players to wonder why they didn’t
    feel much of anything when mowing down hundreds
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    of combatants in the latest Call of Duty or
    Battlefield game.
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    It wanted to start a conversation about the
    relationship between war and entertainment.
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    And that conversation is loud and enduring.
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    Despite the game’s low sales, it is one
    of the most discussed, debated, and deconstructed
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    games in the medium.
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    I’ve included links to loads of video essays
    about the game, in the description below.
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    It’s also a conversation that has continued
    through the games released since Spec Ops:
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    The Line.
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    This War of Mine depicts the abject horror
    of war - but doesn’t turn you into a solider
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    or a military commander.
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    Instead, you’re an ordinary citizen just
    trying to survive while your city is under
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    siege.
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    Papers, Please isn’t directly about war,
    but it’s an incredible game that uses its
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    mechanics to show how good people can be lulled
    into making heinous choices.
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    Darkest Dungeon puts a focus on the psychological
    stress faced by its cast of warriors.
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    Undertale gives you a choice in how you deal
    with every enemy and boss in the game -
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    ruthless violence, or diplomacy?
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    And The Last of Us: Part II looks at a conflict
    from both sides, and forces players to reevaluate
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    their allegiance to certain characters.
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    And right now, this question - of how games
    should depict war - feels more important than ever.
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    It is, frankly, impossible to play the latest
    Call of Duty game without thinking about the
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    images we see coming out of places like Ukraine
    and Palestine.
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    And it is essential that we question our reasonings
    for playing these games - is it wrong to turn
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    war into entertainment?
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    Or are video games perhaps a safe way to explore
    complicated feelings about warfare?
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    These are questions that should and will continue
    - and Spec Ops is so important because it
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    was the first big game to put these questions
    front and centre.
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    In 2024 it might feel a little quaint - but
    in 2012 it was a revelation.
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    Put it in the context of the games being released
    around that time and you’ll see that it
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    is a significant part of the video game canon.
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    It is an essential play for anyone interested
    in video games, storytelling, and the relationship
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    between war and entertainment.
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    And so thats why its removal from Steam and
    the other online stores is so frustrating.
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    It is not just yet another crushing disappointment
    for video game preservation.
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    But it marks the erasure of one of the medium’s
    most important entries.
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    I hope you can still find a way to play it.
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    For now - another thing that made Spec Ops
    special was the use of invisible choices - where
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    players get to make critical moral decisions
    by using the normal verbs used elsewhere in
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    the game.
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    So watch this video to find out how this is
    used in Spec Ops, and other games.
Title:
Why Spec Ops: The Line Mattered
Description:

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Video Language:
English
Duration:
11:40

English subtitles

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