Back in 1980 Namco released a game
about a ravenously hungry monster who abused drugs to gain physical superiority
over his competition. While successful at first the monster would inevitably be
destroyed by his lifestyle… That game was Pac-Man; which in all honesty has
nothing to do with anything that I just said. During the so called “golden age
of video games” designers were not often concerned with story behind video
games leaving the player to come up with their own insane explanation. Most games of the period were content with “kill
the aliens” or “jump the barrels.” There was no real objective, just a high score.
There was no ending, just a Game Over. During the NES days most games had a
simple story that was often left in the games manual and never addressed again.
Today however many games feature engaging stories that rival many great movies
or books. After a recent discussion of what makes good storytelling in a game I
decided to look back on one of my favorite video game story lines of all time, Spec Ops: The Line.
As a genre, military shooters aren’t
typically known for their grade A storytelling. Many games in this genre are
more about flag waving ‘Mericans taking on the evils of the rest of the world
than they are about character development. Yager’s Spec Ops: The Line (2012) is different. The game is set in Dubi
after a major sandstorm wipes out the city. The wealthy elite evacuate early, leaving
the poor underclass to die in the world’s most opulent ruins. The US Army 33rd
Battalion lead by Colonel John Konrad is sent in to evacuate the city but communication
is soon lost. Six months later a mysterious transmission is picked up from the
city and the military sends a 3 man Delta Force Recon team to investigate. The
player takes control of team leader Captain Walker, who formerly served under Konrad
in Afghanistan. They find that the 33rd battalion has remained in Dubi
as an occupying force, and are committing atrocities against the civilian
population in an attempt to maintain order. The recon team fights their way
through the darkness of war and tries to find Colonel Konrad so he can answer
for his crimes.
The game plays with the typical
conventions of a military shooter and uses them to interesting effect. Call of Duty 4:Modern Warfare contained a scene in which the player witnesses the
aftermath of a nuclear blast that kills thousands of people in a heavily populated
city. It was an incredible scene because it came as such a shock that they
tried desperately to emulate in their sequels to varying success. Meanwhile while a game like Call of Duty will hand the player a mortar
launcher and let them go crazy on their evil enemies while chanting “USA USA
USA!” at the top of their lungs, Spec Ops gives the player a mortar launcher to
kill their enemies and then makes the player walk through the field of burning
bodies and listen to the screams of the people they just killed. It makes for a
very effective plot device. As reviewer Ben “Yahtzee” Croshaw put it " Modern
Warfare got into the habit of making a shocking moment that
illustrated the ruthlessness of the enemy and the resources at their disposal.
It's supposed to make you hate and fear them...The Spec Ops shocking
moment, contrarily, is designed to make you hate yourself, and fear the things
that you are capable of."
A major theme of the game is Walker
himself is far from the epic hero of typical war games. It becomes clear throughout
the game that he is slowly losing his grip on reality. Walker begins to have visual
and auditory hallucinations of enemies and soon his behavior becomes
increasingly agitated and violent both towards his enemies and his own men. His in combat communications go from the stern
voice of a professional commander at the start of the game to just psychotic laughter
as he mows down enemies from a helicopter mounted mini-gun. One reviewer pointed out that perhaps we as
players are not really in control of Walker but rather his last remaining connection
to sanity forced to watch in horror as he loses control of his situation.
Some critics point out that Spec
Ops: The Line does not intend the combat to be a fun experience for the
player, but rather aims to critique the shooter genre for being a morally
ambiguous escapist fantasy. While some reviewers criticized the use of heavy
violence as a plot device, Spec Ops
writer Walt Williams defended by saying “the violence was intended to evoke anger
from players... One of the games endings is simply for the player to put down
the controller and stop playing.”
Spec
Ops: The Line is a great example of deep video game storytelling, but it is
far from the only example. As video games as a medium have matured so too have
their themes, acting, and story. Games like The
Last of Us, The Mass Effect
series, Heavy Rain, the Metal Gear Solid series, ect push the boundaries
of storytelling and become far more than just a “high score.” Games are a far more
interactive experience than a movie or book and can engage players in ways that
no other medium can. In a video game you aren’t just watching the story, you’re
part of the story.
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