@@asdwinxa1660 daaaaamn!!!! The subtleties in this game are nothing short of amazing. I also heard that supposedly when you aim over enemies the crosshairs turn red. But at some point specifically when you're killing American soldiers, the crosshairs don't turn red after you pull the trigger
Now, I'll say that although Nolan North is in so many games as to be a negative cliché to some people, the man has real vocal talent and I'm honestly glad when I realise it's him playing a character, just because of his quality work.
Lee McDonald when it comes to shooter games, Nolan Ramsay North is the best choice whether he'll voice the antagonist or the protagonist, he's the best I saw and I enjoyed throwing him in the cell at GCPD when he was voicing the penguin because I almost couldn't recognize him because he completely changed his voice and accent unlike when he voiced David from the Last Of Us because David said a word in a way completely different from every word he says as his voice changed into Desmond Miles' voice when he was talking to Ellie in the cell, but in my Arkham Games I didn't know he voiced Penguin until I read the credits!!!
Theya actually made everyone record all their lines in order for the whole game multiple times. That way the actors would sound as tired and out of it as the characters in the game.
@@NinjapowerMS I wouldn't doubt that each characters work could be done in a day. Would be a helluva day but its a great direction for the effect if that's what they're going for. Hopefully they got paid a bit more haha
You left out the most deranged ones I think. Like Walker yelling "I need him dead!" when ordering Adams, or threatening to leave him behind after healing, or wrenching apart spines with his weapon in executions, or that time Walker bashed a soldier's head to a pulp when he hallucinated Adams.
Nice memory! Yeah, some of those are rare to come across when recording footage, so I wasn't lucky in finding them. I didn't want to include the Adams hallucination considering it might be too spoilery, but definitely messed up.
God damn I love that one. Think it's 'I want him dead!', he says it so desperately and I've remembered it so long after I played because of how well delivered it was.
Wafflepudding that soldier was gonna kill him with a Desert Eagle but I remember Walker telling Adams "Put him DOWN" and telling Lugo "Snipe that son of a bitch"
Montesama314 yesterday I was playing GTA V Online and when 3 guys came into Ammunation near Strawberry and killed the shopkeeper while I was buying some ammunition, the girl killed her boyfriend afterwards so I hit her with the butt of my .50 Pistol and said "Fuck you" and the 3rd guy was laughing so I hit him too with the butt of my .50 Pistol and then shot him in his head and said "SHUT YOUR FUCKING MOUTH" for almost glitching my session with cheats then when I got out to get in my Ubermacht Oracle, the 2 guys and the girl decided to team up against me but luckily a police cruiser was passing by and targeted them and kept them busy while I got away and said "Wo Wo that's the sound of the police" man the things both memes and video games do to us!!!!
Montesama314 4 days ago, I was playing Ghost Recon Wildlands and when a hidden sniper tried to shoot me, I shoot him with my HTI sniper rifle and say "Got the fucker" and if he makes my character's health drop to the critical, I shoot him in his head and yell "ROT IN HELL MOTHERFUCKER" even though my wife always tells me not to use violent language while our son is next to me but it happens!!! Martin Walker heavily influenced my character because I feel his pain as I was discharged 11 years ago because of severe PTSD just like him but I was the elite sniper of my unit not the team leader and Walker was Delta Force while I was a US Ranger but getting discharged was a great opportunity to go back to running my shipping company!!!
Vladimir Ilyushin I play Ghost Recon Wildlands and Conflict Global Storm and when I get ordered to kill a hard target before it escapes while at the same time fighting or chasing or saving someone else and have to rely on the AI which is not smart enough to focus their fire on one target like killing Hans Klerber and Karl Mandel from Conflict Global Storm and the same in case of El Boquita and La Plaga from Ghost Recon Wildlands and I get to do everything myself thanks to my advanced reflexes and after that I either yell "GOT HIM" or say "Rot in hell motherfucker" because I linked to Walker while playing this masterpiece that I consider the best shooter game ever made and I didn't hate Walker at all, only pitied him because one simple mistake which was not calling for evac after the Willi Pete incident caused him to be a cursed man, I didn't agree with everything he did even though I'm a former US Ranger but using Willi Pete to kill hostile targets and killing 47 innocent people, he never knew the 33rd was trying to save the civilians from him because if he did, he'd never use Willi Pete but he did what he did to try to keep his men alive because he's the team leader, if a member of his is MIA or KIA, Walker would be the one responsible for it even if it happened because the member wasn't smart enough he couldn't risk trying his luck with the 33rd after McPherson's ambush so he couldn't take any chances with the dumb 33rd who I don't know why they mistake him and his team for CIA insurgents. Walker and his team were sent to Dubai to recon the area for any surviving members of Grey Fox not civilians because the USA doesn't interfere unless its men and women are in danger but if innocent civilians of the local population are in danger then screw them because they're not the objective, I was once a US Ranger and I know that and I don't always blame them but the Intel was shit as Walker and his team were never meant to know anything about CIA interference!!! Konrad's speech has always made me suspicious because it sounded more like a confession than a distress call but I was hoping it doesn't turn out to be a suicide note but it was, thanks to bad Intel and repeating Konrad's mistake, Walker would either get shot and killed by his subconscious (Konrad's hallucination) or live as a broken man for the rest of his life!!!
“Aghh this is slowing me down” man after dying for 100 on that end outpost it hit me hard because i realize that was exactly my thoughts at this moment
Walker's just what Drake would be realistically. Guy falls from huge heights every single game and kills more than a hundred men, he'd be fucked six ways till Sunday if he were a real person.
The developers did a great job and it was smart of them to change his reactions like this from the beginning to the end it shows you what the character is going through and what their thinking at the moment.
I also noticed he did a lot more executions where he would shoot enemies, in the kneecap, with his rifle, before finishing them with a shot to the head, and in my playthrough he did this every other kill towards the end.
Its like the camera also starts to revel in violence, more blood splatters on the screen and it goes close and personal, while at the beginning its quick and professional.
After watching Walt Williams We are not heroes, Walker's and his squad phase is into 3 parts, with the 33rd have 3 parts as well. Walker and his squad: 1. Professional: Walker and his squad is at it's peak by mental health and wellbeing, still calm, cool and at it's best by believe deeply that they are here to see what's happen in Dubai, not solving it entirely. 2. Detached: After chapter 8, Walker sanity's began to shatter, with he becoming more violent and losing his mind by hallucination and start of constant lashing to himself and barking to his teammates, with him starting to become a madman. 3. Unhinged: After chapter 12, Walker is becoming much more deranged and bloodthirsty, with the sake of being a hero. Plus with Lugo is no longer with Walker as his squad critic, Adams is also much more disgruntled by Walker's crap search for Konrad and heroism and only are in for bloodlust at that point. At this point as well Walker could not care less about wounded Adams or anything, he just wants Adams to get back and help him with his journey of heroism. 33rd also split into 3 parts: 1. Confident: the 33rd believe that Walker and his team are bandits or CIA rats, as they only bother with sending their disorganized patrols that often wear proper Combat Uniforms. 2. Cautious: After chapter 8, the 33rd realized that the so-thought CIA or bandits ain't actually what it is and they are more cautious with Walker as they recgonize him as a Delta Force Operator in this one by starting sending an appropriate force to deal with them such as the Zulu Squad or an appropriate Squad. 3. Frightened: At this point after Walker blows this shit out of Dubai by destroying their water and only radio to the outside world, they believe Walker or whatever he is, is a Delta Force personnel or even worse an Angel of Death with their reactions to them is pretty much a last-ditch effort to save Dubai by sending the best of the best of Zulu and beasts such as AA-12 Shotguns.
One of my favorite details for the 33rd is that in Chapter 14, all of them were organized and well-equipped (i.e their appearance as all of them were wearing Helmets) In previous chapters, the 33rd looked pretty disorganized and their appearance doesn't look like that of US soldiers, them looking like Scavengers and all. There were guys with Cowboy hats, spray paints across their faces, some not wearing any headgear at all.
4:43 Damn, I saw lots and lots of brutal kills from the games, but this one hits different because you know Walker wasn't like this in the beginning. From professionalism to pure hatred.
I notice its actually more like three transitions in his dialogue: Beginning to white phosphorus: professional. White phosphorus to hellicoptor crash: angry and desperate Post helicoptor: psychotic, desperate, hateful.
There should be more military games that have this affect like going from a true professional soldier to a psychotic sadistic killer just to show the negative affects war has on a person's mind and how it affects their professionalism instead of gung ho merica games like call of duty
Unfortunately the actual media censorhip will take down this types of games nowdays but as Mr. Hideo Kojima says: "If we don't cross that line, if we don't make attempts to express what we really want to express, games will only be games"
@@Keyecomposer the DOJ has a $1 mil advertising budget and funnels heavily into military shooters. Black Op's lead writer was actually recruited by the DOJ
Except the Locusts were relentless monsters with no redeeming qualities. Which makes sense that Marcus and his fellow gears would enjoy killing them. But in The Line, most of the enemies are U.S. soldiers who had turned their back against their countrymen. Unlike Marcus Fenix, who had more regard to humanity, Walker gradually becomes more and more sadistic and reckless, to the point, he held no remorses for killing soldiers of the same nation or risk getting civilians killed.
FYI: There actually three sets of animations used during executions. While your video shows them to be only two. 1) The normal ones. Kicks and not brutal looking punches for knockouts. 2) Neckbreakers, headsmashes and everything else that doesnt use the gun. 3) All gun executions. As it appears in the code every level has a defined set of useable execution animations and sets percentages to them. Chapter 13 and 14 only use the gun executions. Appears to be a balancing thing. The second group of executions are the longest.
This game is one of the best examples for amazing narrative making up for mediocre (at best) gameplay mechanisms. And is a game you need to play more than once to fully get the story and wider context of the consequences of your actions as you're are essentially playing the villain
i dont know, i enjoyed gameplay a lot as well. sure thing, there is nothing groundbreaking in this aspect, but still very enjoyable and leaves a lot of space for storytelling because of that (without overwhelming "innovative" gameplay features)
The gameplay is intentionally "mediocre," actually. The game is designed to be just clunky enough to be something of a chore to play, especially at first as you learn the unusual control layout, but just fun enough to keep you moving along. It's not a game you're supposed to enjoy, and the controls are part of that. Some crazy meta-level shit, huh?
They added in a multiplayer mode purely at the demand of the publisher, but it's not that good. They never intended Spec Ops to be anything other than a singleplayer experience and built everything around it, even the intentionally somewhat clunky gunplay. It's not _that_ bad (Try playing milsims.), but it takes getting used to. The game sold well on launch, but fell short of projected sales, although I suspect by now that it's had quite a few more. I don't think that's down to controls, though, it's just a very niche title and would've been regardless of the gameplay. It's a story, a legitimately mediocre multiplayer segment nobody wanted to make, and that's about it.
I'm actually surprised you left out the After Exection one when Walker's using an assault rifle. He jumps on the enemy, forcing the receiver against their neck and then twists violently to the right. It's easily the most brutal Execution in the game and the first time Walker did it caught me completely off guard.
I’m gonna say it, this is Nolan North’s best work in a game, while Nathan Drake is arguably his best character in general, his performance for Walker in this game is on another level.
The dialouge for shooting your allies also changes. In the begining Adams and Lugo will just say "Friendly!" or "Watch your aim!" But it changes to: "We're on the same fucking side!" And "Don't you fucking tempt me Walker!"
This is my favorite piece of storytelling in any video game. Actually hearing your character dynamically fall apart is incredible, and hearing it during gameplay in a somewhat un-scripted setting is amazing.
The crazy thing is the game isnt even long about a 6 hour campaign give or take and it fits so much detail that the entire game benefits and is enriched by it. This video is a perfect example it would make no sense for Walker to keep the same mannerisms but for it to be this details makes you descend with walker. Honestly this games story will be timeless and there hasnt been a game that has made you think about your actions more. This game deserves 2nd and 3rd play throughs to help you appreciate this masterpiece
Thing I noticed that wasn't in the video was how Lugo and Adams were extremely efficient soldiers in the beginning. That all changed while we were standing on that platform and Walker had to choose Gould (Lugo) or the hostages (Adams). Not sure if it was a glitch in the game but after I killed the soldiers holding Gould, Lugo went to help Gould but Adams just stood there. I jumped down to help with the fight and Adams never moved an inch. I should mention that at this point in the game, I only had to revive Lugo once but that was due to that built-in tutorial crap forcing him to go down to teach me how to revive him. I expected the game to get harder the farther I got which meant I'd be using revive a lot more but it was like Adams got STUPID all of a sudden. Adams and I could be behind a barricade under heavy fire and I'd get the notification that Adams was down. I'm expecting to turn around and just revive him. NO, this fool jumped over the barricade with a turret gun sitting right there. I would constantly find Adams down in the open with zero cover around. As Walker continued to make more questionable choices, Lugo's combat training got flushed down the toilet too. I began to wonder if Walker's breakdown was starting to mess with their frame of minds as well. If so, then the people who made this game are FREAKIN AWESOME!!!
I know I’m late, but whatever. When I played that part, even Adam’s for me was just doing nothing, while I had Walker and Lugo to attack the enemies and try to help Gould. Later, Lugo actually made a remark on Adams’ decision back then. “At least, I’m doing my job! You’re the one who’s fine just sitting back, waiting for things to unfuck themselves!”
@@MoskHotel for reals tho. Most people talk about how the white phosphorus scene was the most prominent in spec ops the line but for me it was the moment after either failing to save Gould or saving the civilians. This was the moment when the bond between delta really started to crumble. In the whole fight and dialogue with lugo and adams, after it ended I just sat for a straight minute and even after I was like, oh shit.....
The change in voice and executions was so subtle, yet so amazing. I knew about the voice changes, but until now, never noticed the brutality in the animations increase.
I know those are just examples but i think the change that i felt the most is when he ordered his teammates with "i want him dead" line, the feels man i got goosebump everytime he yelled that
Patch Up Barks (up to what I can remember); Before Phosphorus: -Patch Him Up -Get him back on his feet -HELP HIM After Phosphorus: -GET YOUR ASS OVER THERE AND HELP HIM -I NEED HIM MOVING AGAIN -DON'T YOU LET HIM DIE GOD DAMN IT -GET HIM UP NO MAN LEFT BEHIND
I remember noticing he’s a lot more aggressive near the end on my first playthrough, didn’t notice it was this bad though Especially with the squad commands of Walker eventually just yelling “I WANT HIM DEAD!!” (I had to use squad commands a lot cause I decided to play on Suicide Mission difficulty for my first playthrough)
@@foxtrotsierraproductions8626 honestly didn't really notice for me it was like "ooh walker commit more brutal killing" and "ooh walker swear alot now"
The Line is so far the only modern shooter to actually capture how horrible war is without the messages being shoved up your face. You get to see your protags devolve into unhinged psychopaths as you play along. Its a real shame that this game's gunplay is pretty meh. Otherwise this would have been a perfect anti-war game.
I know this is late but i think the mediocre gunplay was intentional. It wanted to lure you in thinking it was just another gears of war or cod and then as the game progresses it unloads all its themes on to you
@@xrosswilson1793 It actually wasn't intentional. Dont know what interview it is but apparently Yager did not actively set out to make the gunplay "medicore", they wanted to make fun gameplay that would be undermined by the questionable and horrible things that you end up doing. But they also said you can still choose to believe that if you want.
Why do you say this game is cool for being scary and anti war but themn say it should have been more fun? I think that the "poor" gunplay is part of its game design, making war slow, horrible, unsatisfying, hard and even anti-entertainment It's about war, not being fun
I know this is an old video, but I wish you included one of the best ones, which only plays after you kill someome after you receive a lot of damage, I think. Walker goes "FUCK YOU" with this absolutely chilling mix of vile hatred, desperation and grim satisfaction...
wow, i played this game for a couple years now. I even spotted out the shift in tone with walker throughout the game but executions i never saw until now. That's really interesting. God i love this game
I just realized how fucking LOUD everything is. Might've been also intentional to help the narrative that this place is basically your last destination.
Where do you think War dogs and Cerberus get their recruits from? Guys like that aren't going to be able to adjust to normal life so after this a gun for hire is all they are good for, or maybe they end up like Cash as a one-man freak show. The rich hire them both as cat and mouse. It's a very conscious socio-economic game once you take a look around.
I dunno if this was intentional but I feel the game's difficulty got much harder towards the latter half and I found myself swearing as much as walker. Contrary to the early to mid point where I felt the game was relatively easy and went through mindlessly killing dumb enemies whereas much later every enemy killed was another milestone reached and I found myself getting just as desperate as Walker.
It spikes after the helicopter crash. I just played through again on Hard (Suicide Mission) and the game was hard, but manageable but once you get to the crash it becomes unreal. Found myself getting as angry as Walker.. which for me was the trigger to turn down the difficulty haha
Idk if this is intentional, but I noticed that the cover favors the enemies more in the second half. You always start in the open or the cover is im awkward angles, especially in the last combat section. Might be because you are attacking a base tho
My favourite line is after taking down the last heavy: "Heavy trooper is dead." (goes raspy and whinging at high pitch with exhaustion and insanity) "REPEAT, HEAVY TROOPER IS FUCKING DEAD!". I've only seen it once in a playthrough, and I've never seen any RU-vid videos with it. Has anyone captured it for posterity?
Thanks for compiling all of these changes; they are one of my favorite parts about the game's design which are just cluing the player into how things have changed. There is one "After" execution missing where Walker traps the enemy's neck with the magwell of a rifle and uses the leverage to snap it.
This all started after the white phosphorus scene took place. Walker went from cold and professional, to angry, to annoyed, to completely blood thirsty.
4:40 Love the the brutal detail of hearing the coms. It’s disturbing hearing a man beg for his life moments before you exterminate him like squashing a bug under your foot
Nobody Special Walker’s not funny at all. He’s downright terrifying with how violent and hostile he can be. And what’s worse is that people like him actually EXIST.
Thanks for this video! The tonal shift was done so subtly, but it was the most memorable thing about the game to me when I played it way back then. Great game.
It was amazing when I noticed the voice lines. "Sadly", because I knew there was some sort of twist in this game, and because I didn't notice that executions gave you ammo, I didn't see the point of using them so I missed that. But even so, for me nothing compares to the gutpunch delivered by the simplest trick this game has: The loading screen messages. I never realized how much I considered those moments between levels or respawns as a sort of mental reprieve where I could calm down just a moment and stop being my avatar. Until this game used those moments to drag you right back in to tell you how much you, personally, suck.
I always interpreted the loading screen messages as Walker talking directly to the player, looking for one last person to blame for everything after realizing that he didn't have to kill those civilians. I interpret it that way because the game's biggest attempt at a guilt trip after a wrong action isn't even your choice, but Walker's. He blames you for everything he does when he was the one who decided that there wasn't really a choice. Try simply ignoring the WP and walking away as opposed to using it and you'll see what I mean. Walker is trying to blame you for his actions, when you rarely get any say in what he does, and when you do get some say as to what he does, it rarely even matters. You see, the player represents Walker's concious, knowing that what he's doing is abhorrent, but he calls most of the shots, it's why your the "special guest" as opposed to the star of the show.
It's a trope in media for a character to say something along the lines of "I'm getting too old for this" when something bad happens to them repeatedly.
@@GhostCell47 And the studio itself went full throttle right behind him. They pushed both Bruce Straley and Amy Hennig to leave in favor of Druckmann. Straley was the lead director for the first game. It's clear he was the one who kept Druckmann from ruining that one and without him it didn't stand a chance.
Nice compilaton. You misplaced and missed only few. Spec Ops: The Line is an example, how much interactive player character dialogue can improve immersion. There is a ton of voicelines and it pays off. To people complaining about length, I have to say condensated strucure helps - especially if you finish the game in one seating. I heard similar thing about length of Hellblade: Senua's Sacrifice. There are 3 stages of executions as far as I can tell, and I think dialogue shifted accordingly (spoilers): 1st - start of game: base ones 2nd - after using white phosphorus: adding new 3rd - after heli crash: adding new and deleting some old (from 1st and 2nd I think)