When I played Spec Ops: The Line on my YouTube channel, I got a little hate from this one viewer who was dissatisfied how the game shows no repercussions for the main character’s actions. Spec Ops: The Line tackles many important and controversial subjects in the story including war crimes, mental instability, and disastrous mistakes made in the heat of combat that would result in extreme mission failure in real life, possibly even jail time. Alongside Delta Force operatives Staff Sergeant John Lugo and First Lieutenant Alphanso Adams, Captain Walker must search for any survivors left in the country of Dubai. The story of Spec Ops: The Line is incredible, and tells an amazing tale of a soldier who is sent into a hostile area without any forms of communication with his superiors or the other operatives in the area (besides his two men that he commands.) This soldier is of course Captain Martin Walker of the United States Army’s Delta Force, an elite secretive squad of soldiers dedicated to counter-terrorism and special missions. The turret sections weren’t rushed and thrown in to improve the game or make it longer, they were well thought out and actually make sense in the game as well as being pretty fun overall. However, while generally a negative, the turret sections in Spec Ops: The Line simply work well.
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Spec Ops: The Line has a LOT of turret sections, as well as open-area turrets that you are able to (and often forced to) control. Straight off upon pressing single player you are put into a turret section, which many people hate in shooters.
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Developed by Yager Development and published by 2K Games in June of 2012, Spec Ops: The Line is a third-person shooter with a focus on the story as opposed to the gameplay, much like the Mass Effectseries (minus the RPG elements.) I recently picked up Spec Ops: The Line on Steam due to its reputation as a very controversial game with a moral-questioning story, and it definitely lived up to to it’s reputation.