Grand Operations – Should DICE Advance or Retreat?

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Battlefield V launched back in November of 2018 without much fanfare and alongside a bunch of negative headlines (Eurogamer: “Battlefield V physical sales down more than half on Battlefield 1” / VG24/7: “Battlefield 5 drops down to $30 in new sale“) which did a good job of killing most of my expectations for the title. So I was surprised, when I picked up a copy, by how much I enjoyed the online action in the game.

The big, main mode, alongside series staple Conquest, is Grand Operations. A new version of Battlefield 1‘s Operations mode. In that title you had a few attempts to take ground against your opponents, and the losing team was able to call in a Zeppelin to try and turn the tide. It was a fun mode, which I liked playing. In Grand Operations you play across three ‘days’ of various game modes, although Day 3 is always Conquest. I’ve enjoyed what I’ve played of it so far but there are some under-lying problems that leave me concerned about the longevity of the mode.

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So what are the issues and what can be done to fix them? It’s a tough question because how do you make online play fun over a long period of time in a title where the individual player has such a small influence? In something like Overwatch or Rainbow Six: Siege, you are part of a team of 5 or 6 and your actions, such as the use of a gadget, skill or ability, can directly win a round for your team. In Battlefield V, while you have a squad of four, there are 32 players on each side and your actions rarely impact dramatically as events unfold.

Let’s start with the positives and what Grand Operations does right. It evokes memories of the excellent, and similarly titled, Killzone 3 Operations mode – especially with the parts where you’re aboard a plane before rounds start and you’re waiting to jump down into the action. I’d like to see more cut scene variations between the days if possible but what we have is a decent enough start. Grand Operations certainly feels grand in terms of time – rounds can last between 45 minutes and an hour depending on how close they are. It’s interesting to move through different sections of the map on each day and generally rounds do seem to finish quite close for the most part, which gives it the sense of a thrilling battle.

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Grand Operations is likely the best mode in the game… if you have the time. Conversely, on occasion the rounds seem to drag out – especially when the victor is obvious. The first two days are almost pointless as only victory/defeat on the final day decides the battle. This would be fine if the first two days counted for anything on both sides. Attackers do get benefits if they win the rounds (extra respawns etc.) but the defenders don’t, they just stop the attackers gaining an advantage. There’s nothing quite as disheartening as, while defending, winning the first two days and then losing the final day to be greeted by a ‘Major Defeat’ screen. The game is also glitchy during gameplay and cut-scenes, including instances of Day 3 just being a black screen, meaning you have to quit and lose your progress. Also people quit (or perhaps can’t join due to technical issues) between days, leading to wait times between rounds and sometimes completely uneven sides.

I have some ideas to remedy these problems and make Grand Operations the go-to mode for Battlefield V. Some are simple fixes and others more complex suggestions but let’s get into it.

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My first suggestion is the easiest to call out as a player, though only the developers will know how much time/resources would be needed: fix the bugs. This isn’t exclusive to Grand Operations but it would make a huge difference. Unlocks not happening, players dropping out of games, standing in the plane literally INSIDE another player – tidy it up please DICE. Secondly, give more rewards for playing Grand Operations. Maybe it is exclusive outfits or even a special gun. Anything would help bring people into the game mode.

DICE have to change how the ‘Days’ system benefits each side. My suggestion would be to scrap the respawns and make each day count as an automatic flag capture on the final day. So, if one team wins both days on Day 3 they start with two flags already captured. Currently if you’re defending, the first two days seem quite pointless. While the extended sessions are great, perhaps the addition of a ‘Mercy’ option like the one in Destiny could help. In that game the ‘narrator’ character ends the game early if one team is completely dominating. Given the World War II setting this would be in keeping with the atmosphere of the game if your ‘commander’ called for you to retreat. In one way it saves you the humiliation of spending another 10 or 15 minutes in a fruitless battle but brings the embarrassment of having to retreat.

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My final idea, and likely to be the most controversial, is to make Grand Operations the ranked/competitive mode of Battlefield V. Firstly, it would stop people quitting out between rounds. If you couldn’t play another round until the one you quit finished or you rejoined, it would be a good deterent for quitters. Assigning a specific ranking to performances and having you climb the ladder season to season in the mode would keep people interested for longer. This could tie in with the extra rewards I mentioned and could possibly involve the Tides Of War side mission content. If they actually fixed the issue I mentioned above in regard to balancing rewards for Days 1 and 2, Grand Operations could even be the mode that EA utilize for Battlefield V’s esports angle. It seems like it would be a great fit with potential rounds of up to an hour and I’d love to see what sort of tactical plans teams and squads could come up with, given advance preparation time. I suspect EA will more likely be looking at their Battle Royale mode for that but I think this could be a much more enticing option.

So there you have it, some ideas to help enhance what is a promising game mode. With a few changes here and there Grand Operations could be a stand out mode and Battlefield V’s trump card. We’ll have to wait and see how it pans out as 2019 progresses.

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GregHorrorShow’s Top 30 Multiplayer Maps (Part Two: The Top 15)

Maps Part 2

So we’re back again with some multiplayer goodness – this time heading into the Top 15 maps, really showcasing some of my all time favourite arenas.

If you missed Part One (30-16) check it out here:

And away we go!

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15. FIREBASE GODDESS (Mass Effect 3)

Another multiplayer that I would love to revisit at some stage is Mass Effect 3. Firebase Goddess is a great map with lots of ins-and-outs and a cool exterior section showing the destruction that has occurred at the base. With the play in Mass Effect 3 being horde-based the numerous entrances make for some tense moments and you’ll need a good squad of players to hold down locations and complete objectives on this one!

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14. TWILIGHT GAP (Destiny)

Destiny has been one of my favourite online shooters of the last few years and Twilight Gap has housed many happy memories for me. The layout is great, with a few parts of the map requiring you to glide across – which of course leaves you open to attack. Finely balanced and with a lot of different entrances/exits, this is a really cool map. Also the capture point at ‘B’ is both enclosed and exposed at the same time… quite a feat of design and something that I have both benefited from and succumbed to in equal measure!

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13. MAWLR GRAVEYARD (Killzone 3)

Killzone 3 has a lot of maps that revolve around a specific feature and MAWLR Graveyard is no different. The central route through the map means going through the path of a metal crusher – activated by a button on a raised platform. It’s very satisfying to spot a group of enemy soldiers making a run for it, hit the button and watch the kills stack up. But you also have other ways around, with two rooms on each side for close quarters action – which are linked by an underground tunnel. Fantastic stuff.

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12. CASTEL GANDOLFO (Assassin’s Creed: Brotherhood)

The majority of levels in the Assassin’s Creed series have been effective but nothing special in my opinion. However Castel Gandolfo (a real province in Italy) is a fantastically made map that generates an amazing amount of tension during games. Set across two floors of the building, including some of the exterior as well, it’s crowded enough to lose your pursuers but not so busy that you can’t get a good chase on. Great placement of Trap Doors’ adds a further edge to proceedings.

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11. GRAND BAZAAR (Battlefield 3)

Battlefield 3 has given us some of the biggest maps ever seen on a console shooter and Grand Bazaar is a stunning example of how good design can enhance the player’s experience. Basically an alleyway with lots of entrances/exits and the ability to flank around both sides, this is a map that makes it easy to get caught up in the choke-point of the alley but gives you the option of stepping back from the carnage and making a dash via a different route to try and claim a flag. It’s this freedom of choice that makes Grand Bazaar such a strong map.

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10. BILL’S TOWN (The Last Of Us)

Ah, The Last Of Us – potentially the most underrated multiplayer game ever. As you stealth and stalk your way around the game world, it’s important the maps give you enough options to sneak up on your enemies. Bill’s Town is a great example of this, featuring levels of verticality as well as lots of different entrances to the buildings on the map. The walkway across the map from top floor to top floor is risky but necessary for a quick escape in a pinch. Great stuff.

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9. THARSIS DEPOT (Killzone 2)

Set on the same refinery as the single player mission, Tharsis Depot is full of steel and has an elogated bottleneck between the bases down one side of the map. Co-incidentally that is also where one team has to defend in search and destroy – which usually leads to all kinds of chaos. With two floors to choose from there are plenty of ways to surprise your enemies and I am a HUGE fan of holding down the corridor just off the main room in the middle to shotgun any enemies that come my way.

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8. THE SANCTUARY (Uncharted 2: Among Thieves)

This map is my personal favourite from Uncharted 2. Whether it’s plunder, elimination, deathmatch or whatever – The Sanctuary almost always throws up a great match. The underground tunnels are a fantastic addition in that they effectively add a third layer to proceedings and the risk/reward of positioning the Hammer on the exposed ledge is a stroke of genius. In fact you can also climb to the top of the tower in each base, above the main rooftops so technically The Sanctuary has FOUR levels to play with. A monster of a multiplayer map considering how compact it is.

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7. SHORES OF TIME (Destiny)

Undoubtedly my favourite Destiny map, the layout is truly superb – it gives you lots of options for circling round and flanking opponents as well as freedom to traverse the area however you want. That could be through tunnels or across open stretches and the placement of capture points is exquisitely balanced. They are certainly defendable but having three different entrances to each makes it difficult and extremely tense. Add to that the gorgeous, lush look of the level and you have something really cool.

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6. PORT VALDEZ (Battlefield: Bad Company 2)

This was one of the maps from the Battlefield: Bad Company 2 beta and it is still one of my favourite maps on the game. The balance between defence and attack (in Rush mode) in terms of positioning of buildings etc is truly superb. The last few bases of this massive map are fantastic and you really do have to consider your tactics. Making a run for it is all well good but you can almost guarantee a host of snipers will have their sights trained on the entrance of whichever base you’re at. A really well designed map, especially considering the size and amount of bases in it.

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5. CHECKPOINT (The Last Of Us)

Checkpoint is the map that best showcases the slower, more deliberate gameplay of The Last Of Us. If you get two experienced teams of players it can be a thrilling, tense battle to victory. Alternatively if you don’t know the map it can be extremely punishing! Focused around the checkpoint that the level is named after, which sits in the middle of the area, the level has buildings on either side and well placed resource boxes mean there is a big risk/reward element in trying to get supplies. There are choke points dotted around but more than enough other routes to enable you to circumnavigate your enemies and sneak up on them to take them down unseen.

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4. CHATEAU (Uncharted 3: Drake’s Deception)

Chateau is one of those maps that creates it’s own centrepiece as the game progresses. At the start of the round the roof is set on fire and soon enough the rooms in the upstairs of the building catch alight, the floor crumbles as it burns and flames lick the walls. It is some truly stunning stuff. And that’s to say nothing of the zipline from a hole in the top floor down to the adjacent garden or the downstairs room with overturned furniture that can be used as makeshift cover. A well designed map full of character.

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3. CASPIAN BORDER (Battlefield 3)

There are so many great maps in Battlefield 3 that I could probably do a Top 10 list just based on that title alone but the one that stands out above the rest for me is Caspian Border. Finely placed objectives and a wonderful mix of high and low positions mean sheer fun. The four main areas are far enough apart that it makes sense to grab a vehicle but if you find yourself stranded it isn’t too far to run. Add jets and helicopters into the mix and you have a recipe for some seriously amazing mutilplayer action. Outstanding.

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2. LENTE MISSILE BASE (Killzone 3)

This is a map that I simply love playing on. The way Lente Missile Base spans so many levels is brilliant and, of course, the fact that missiles actually take off from the basement (and you can get killed if you’re foolish enough to be down there) make this one of Killzone 3’s best experiences. Like some of the other centre-pieces in the game’s online offering there is a switch you can push to cancel the missile launch. It’s the little touches like that which really give the level a touch of character. From tense fights in the main tower through to open battles in the courtyard and below to tight skirmishes in the tunnels under the base, there is always something going on in this map.

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1. RADEC ACADEMY (Killzone 2)

Yep *still* the daddy of all multiplayer maps, Radec Academy is a superbly designed map with both open areas and some really tight corridors/stairways which leads to some intense firefights. The positioning of the search and destroy targets (for both teams) is inspired – essentially requiring you to hold a room that has three or four different entrances. Meanwhile there is the opportunity to snipe from the balcony overlooking the square – but you’ll have be quick to take those chances as people don’t hang around… unless you’re lucky enough to find an unsuspecting soul taking stock in one of the doorways opposite. Then of course you have the tunnels that run between each base and the building at the back of the map which can get quite crowded if a speaker spawns down there. Overall for me personally, it’s tough to think of what more they could’ve done to improve Radec Academy…

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So there we go – not a huge amount of movement right at the top of my list but there have been some really great maps over the last three years.

What have I missed? Drop a comment below or find me on Twitter (@greghorrorshow)

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GregHorrorShow’s Top 30 Multiplayer Maps (Part One: 30-16)

Maps Part 1

It’s been a while since I ran down my favourite multiplayer maps, three years in fact, and I thought it would be a good time to revisit the idea. Having gone through all the games released since the last time I made a list I’ve had to extend the list out from 20 maps to 30.

This extension also means I’ll put these up in two parts as 30 videos is quite a lot for one post! If you have any trouble with the video quality on the clips below just click on the YouTube logo on the video to view them on YouTube direct, which may be smoother.

There were plenty of other maps that I love but didn’t make the cut and I did try to stick to only having two maps per game, which was tougher than you might think!

So without further ado, here we go with Part One…

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30. FRINGE (Call Of Duty: Black Ops III)

I’m not the biggest fan of Call Of Duty’s fast paced online action but I usually get a fair few hours of enjoyment from each new title. It didn’t take long for Fringe to cement its place as my favourite map from Black Ops III. The increased movement and different abilities that the game brings to the series has meant the developers have had to plan accordingly. Several levels of verticality, along with window access to ground floor buildings and the open central area led to plenty of great battles.

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29. DRONE (Call Of Duty: Black Ops II)

I’ve found that my taste in Call Of Duty games tend to favour the Black Ops side of things rather than the Modern Warfare series. In terms of multiplayer I’d say Drone is my favourite of any Call Of Duty map. Tightly designed with plenty of ways in (and out) of buildings, you’ll need to keep a constant eye in all directions to avoid enemies flanking you. The main room with the slide doors will have you second guessing yourself – everytime you hear the ‘swoosh’ of the door opening you have milliseconds to decide… friend or foe?

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28. SEASIDE – GLAMORGAN, WALES (Resistance 3)

I still maintain that Resistance 3 was a hugely underrated game and that extends to the online. Glamorgan’s mix of small one floor barns/buildings makes for a strong map and while the bridge in the centre can be a choke point, the fact that you can also go around the sides means it never becomes too much of an issue. Raised platforms at each end also offer the opportunity for sniper fire but it’s when up-close and personal that the map thrives.

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27. PARACEL STORM (Battlefield 4)

Battlefield 4 didn’t quite live up to expectations in the online department, although I did have a lot of fun with it. One thing it did right though (despite the terrible name they gave it) was the ‘Levolution’ aspect of maps, where a huge event would change the layout of the map while you played. Paracel Storm was a close knit set of tropical islands that had you engaged in both long and short range firefights. It was already a great map but when you heard the siren sound… well, you knew there was trouble afoot. Suddenly the environment would be rocked by a tropical storm – heavy rain and huge crashing waves. As if that wasn’t enough, sometimes a massive navy ship would run aground and smash into one of the islands. Really cool stuff.

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26. SAO PAULO BUS DEPOT (Max Payne 3)

Max Payne 3’s gritty, dark universe comes through in the multiplayer as well as the single player and Sao Paulo’s Bus Depot is a prime example. Run down and seemingly abandoned, the design of the map is fantastic. There are so many different ways in (and out) of the depot itself, as well as vertical levels, that you’re never far from trouble. Perfect for settling those Vendetta’s 🙂

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25. RICHMAN MANSION (Grand Theft Auto Online)

A lot of the areas used for battles in Grand Theft Auto Online are small stretches of street or perhaps, an abandoned trainyard. None of them really grabbed me but the close quarters of the mansion map meant you had to stay on your toes. Although it was small in size there were plenty of low walls and alcoves to hide in and I have lots of happy memories of great, intense shootouts on this map. The video above is an example of one of the rare occasions I came out on top… for a while at least!

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24. THE HANGAR (Killzone: Shadow Fall)

The Hangar was a free map that arrived as part of one of the games updates (thank you Guerrilla Games for all the free content! That’s how DLC should work). It soon became a firm favourite, with a huge open area in the middle, corresponding walkways at the side and various alleyways on the lower floor underneath. Clever placement of mission objectives meant that while there were a few chokepoints, they were only clogged while specific missions were in play. Did I mention it also looks glorious?

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23. SYR DARYA UPLINK (MAG)

Sadly MAG is long gone but this was always my favourite of the huge maps on offer in the game. The initial capture points are perfectly placed and having them upstairs means it’s difficult to take but equally as difficult for the enemy if you do manage to secure it. The final point in the warehouse has so many twists and turns that it housed some epic battles for me.

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22. HOTH REBEL BASE (Star Wars: Battlefront)

There has been some grumbling about Star Wars: Battlefront’s lack of maps – different variations on 4 areas at launch – and while I think more environments should’ve featured, what we do have looks absolutely stunning. My pick of the bunch is the Rebel Base on Hoth. Bright white, almost antiseptic, walls inside the base make way to icy caves and pathways. You’ll find yourself fighting among parked spaceships and even using them for cover! While it is narrow in spots there are so many options to traverse the map that it never feels like too much of an issue. Great map design.

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21. GRAY RAMPART (Metal Gear Solid V Online)

Metal Gear Solid Online isn’t a game busting with content. There aren’t a great deal of maps available but what is there, for the most part, is very enjoyable. My pick of the bunch is Gray Rampart, which I’ve found to be super well designed and big enough to host the madness that is Metal Gear Online. There are buildings scattered throughout that give hiding places or somewhere to regroup and plan your next move. Taking place in the shadow of a huge dam, it’s a vast map with lots of ways to get around and just the right amount of open space. Do you chance going over the bridge and getting sniped? Or head underneath to try and sneak around?

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20. OPERATION 925 (Battlefield 3)

The Close Quarters DLC for Battlefield 3 is among the best DLC I’ve ever played. And the map design of the levels is the main reason for this. Operation 925 contains a host of destroyable walls/glass which means no-where is safe to hide! The video above is an excellent look around the level. As well as the two levels of the building you also have the underground car park to contend with, which opens out nicely after the tight corridors leading to it.

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19. VALPARAISO (Battlefield: Bad Company 2)

With plenty of hills to fight up/down on, this is a wonderfully varied map boasting four differently styled bases that will keep you entertained for ages. The mixture of jungle environments just within this map is a testament to how well made it is – you’ll start in dense jungle before breaking into the open for a while until eventually you’ll find yourself in another dense jungle setting for an enclosed final base.

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18. HIGHRISE (Call Of Duty: Modern Warfare 2)

Call Of Duty’s multiplayer is pretty fun in short bursts and the Highrise map is one of the highlights of the series. Set, essentially, in the upper floor of two buildings and on another building’s rooftop inbetween – this is a close quarters map with plenty of scope for sneaking into the enemies’ tower. One of my favourite tactics was using the lower walkways to get into the opposite tower and launch an attack behind the enemy – that is of course if I could get in without being spotted… easier said than done.

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17. THE PARK (Killzone: Shadow Fall)

Killzone, as a series, has always had superbly designed maps that work vertically on many levels. The Park is another great addition to the collection, adding in a few chokepoints to fight over and capture. If you can keep the enemy from coming through the central corridor on the upper floor (a VERY popular flashpoint) then you can force them to use alternative routes. Having said that, it’s rare for one team to keep hold of that corridor for very long! There is also a cool underground network of tunnels that are very tight but can be used to get across the map of needed.

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16. LONDON UNDERGROUND (Uncharted 3: Drake’s Deception)

Like almost all Uncharted online maps London Underground is based upon a single player campaign level. And this one runs the full gambit. Three vertical levels of fun and a speeding train that passes through the level, killing anyone in it’s path. Fortunately Naughty Dog also put some of the objectives on the tracks or near where the train passes, just to add to the chaos! This is a really well designed map with lots of entrances/exits to all rooms, meaning you’ll need to stay focussed to keep hold of objectives.

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So there we go, the first 15 maps done and with 7 new entries there is plenty of new stuff in the mix. The Top 15 should be up next week hopefully, that also has some new entries so keep an eye out for it.

Have you enjoyed any of the maps above? Let me know in the comments or on Twitter (@greghorrorshow).

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Spec Ops: The Line – Review (PS3)

Once in a while a game will show up out of the blue and knock your socks off. Spec Ops: The Line is one of those games but maybe not for the reasons you might think.

Spec Ops: The Line tells the story of Captain Martin Walker, a soldier who is part of a squad sent into Dubai to investigate the failed evacuation of citizens by an army squad called ‘The 33rd.’ As things quickly unravel you find yourself under attack from all directions and hampered by the constant threat of sandstorms.

You see this isn’t present day Dubai but an alternate version in which the country has been decimated by sandstorms that have left thousands stranded and desperate behind the ‘Storm Wall’ – a huge permanent sandstorm that has disrupted communication and stopped travel in (or out) of the area.

I won’t spoil the story for you here as it is the best thing about the game – this isn’t a title you’ll come out of brimming with joy and with a smile on your face but it really is one of the best stories I’ve played through in the last few years. And while a couple of the twists were a touch obvious, for the most part I didn’t anticipate many of them.

The gameplay itself is solid but unspectacular and you’ll spend a lot of time in cover popping out to take down enemies. One thing I liked about the game was the feel of the weapons, with some of the more powerful ones genuinely delivering an appropriate sense of recoil and a real kick.

The setting is pretty stunning and the sand tech is well realised. I was personally more impressed with the way the game portrayed the intense heat of the environment, with harsh sunlight and a nice shimmer on surroundings.

Speaking of the sand, one of the game mechanics they showed off lots in pre-release media was the ability to shoot out windows/glass roofs to take out enemies. However in the final product that is all fairly scripted stuff and doesn’t factor in greatly.

A quick shout out is needed on the music front as I felt Spec Ops really delivered on that note. A great soundtrack and paced perfectly. Also the voice acting is superb. I thought it might be an issue having Nolan North (of Nathan Drake/Uncharted fame) in the lead role but after the first 20 minutes or so I completely forgot he was even voicing the character.

The game is fairly tough and isn’t afraid to throw a large number of difficult to deal with enemies at you all at once. My main gripe with the combat was the enemy grenades. They felt too overpowered and I didn’t think the game did enough to warn me when they were nearby, or maybe more accurately it didn’t warn me quickly enough. I died a lot of times unnecessarily because of that.

Spec Ops makes a comment on the shooter genre, taking several pot shots during loading screens and differentiates itself from games like Call Of Duty and Battlefield by giving you several ‘moral’ choices during the story. Unlike games such as Infamous, where the choice is simply good or bad, in Spec Ops you’re choosing between bad or bad. There is no right or wrong answer. So who do you punish? Who do you sacrifice? I would love to see more games give you this kind of choice as opposed to the more straight forward options we usually get.

Another great addition in this game is the degradation of your character and squad over the course of the game. This is something that I can’t believe hasn’t been done before in this genre. The Batman games attempted something similar in terms of Batman’s appearance changing during the game but here, as well as physical changes, you and your squad take a psychological battering as well.

Late in the game, when your character finally takes down a heavy enemy and screams an expletive he is echoing the cry of gamers across the globe when defeating a tough enemy. Even reloading calls are shouted through gritted teeth further on in the game. It just makes the game feel incredibly visceral.

I didn’t touch the multiplayer as even the developers have said it was forced upon them by the publisher and brings nothing to the table. This is a game that *definitely* didn’t need multiplayer.

Spec Ops: The Line might not be for everyone and the gameplay might not be anything special but it has a great, interesting story and makes a decent comment on today’s shooter genre.

Rating: 9/10

NB. If you do play and finish the game I’d strongly recommend checking out this interview with the writer of the game (contains massive spoilers): GAMESPOT INTERVIEW

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