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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.