![]() ![]() On the opposite, the game uses cognitive dissonance. Basically, some sequences are there to put you in the hero's shoes and make you feel what he feels – stress, doubt, fear, confidence. ![]() First, there is this phenomena that I call "emotional convergence". Indeed, the game tries to put you in morally complicated situations on every occasion. ![]() Playing for more lasting sensations, for heightened emotions. However, one of Spec Ops' traits happens to be this intention to go beyond the mere entertaining and narrative dimension and aim for something sensitive. That being said, I imagine that we can deal with this topic from the reward, the experimentation and then the narration angle. I have to admit that the notion of stake is a very relative one, in its definition as well as in its ramifications (the stake for whom?). And I reveal, as a world exclusive, how the cancelled DLC allowed the character of Adams to go back and bury Lugo. Christopher tells us about his experience with the game but also the war: his post-traumatic stress, his relations with his comrades, the perspective of death (leaving his family behind, having suicidal thoughts) to the grieving of his ideals: įinally, where there's death, there's ritual. My magazine digs even deeper into this theme and goes further with the testimony of American war veteran Christopher Westmoreland, a sergent deployed in Irak twice. About that, there's a gameplay mechanic allowing you to suicide instead of waiting until the countdown ends and this subtlety has its importance (this is why I am talking about five endings even though players only list four). Beyond that, it's also about grieving the ethics we thought we were holding onto, about mourning yourself (it is possible to lash out and massacre civilians), grieving your brothers in arms fallen on the battlefied (Lugo, Adams) and then finally, our hero himself with the possibility of killing yourself in one of the five endings. First of all, death is everywhere, gratuitous, horrible, intentional or incidental (like in that scene when you unintentionally kill a woman as she runs across a corridor during a gunfight). Spec Ops tackles this theme in several ways. How can a game speak of grief and death? With these few questions asked during a video game conference, I'd like to show you how rich and pertinent is Spec Ops. ![]()
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