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Sylphosaurus
Sep 6, 2007
I still feel that the plot of Spec Ops: the Line would have had a far greater impact if you had several chances to pull out of the city, which would have made the end far more poignant due to Walker truly choosing to keep going into the shitshow.

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Sylphosaurus
Sep 6, 2007

By popular demand posted:

The creators of the game had stated that the design philosophy was to treat the player choosing to stop playing or go on as an in game decision. Notice how the loading screen messages start calling you out as the game progressed
"do you feel like a hero yet?"


Whether you accept that as effective or not is of course up to you.
Yeah, I recall the developers saying this in an interview but I always felt that it was a pretty weak excuse for what I suspect actually was not having the time nor the resources for implementing this into the game. Each to their own though.

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