Spec Ops: The Line - Wikipedia. Spec Ops: The Line is a 2. German studio Yager Development and published by 2. K Games. It was released internationally in June 2. Microsoft Windows, Xbox 3. Play. Station 3. It was later released for OS X in 2. Linux in 2. 01. 5. It is the tenth title, as well as a reboot, of the Spec Ops series, and the first entry since Spec Ops: Airborne Commando in 2. The game is powered by Unreal Engine 3. In the game, the player controls Captain Martin Walker, who is sent into a post- catastrophe Dubai with an elite Delta Force team on a recon mission. Spec Ops: The Line was a commercial failure and did not garner the attention that distributor Take-Two. 2K offered them a chance to develop a reboot for the Spec Ops series, promising that they would have a lot of. SPEC Super Clamp pressure plates have extreme clamp loads that are beyond what is offered in the standard high clamp kit. These pressure plates will provide a marginally higher pedal requirement, but are engineered to have. Operations Specifications required to file various ' target='. Spec Ops The Line Manual Pdf gyozabpockcrib ' width='8. Spec Ops The Line Manual Pdf gyozabpockcrib. As the game progresses, Walker's mental health deteriorates, as he begins to experience hallucinations and slowly realizes the horror of war. Players can hide behind cover, vault over obstacles, and shoot enemies while utilizing a variety of gadgets. Sand is a key gameplay mechanic that can be manipulated to defeat enemies. Included with the game is an online multiplayer mode, developed separately by Darkside Game Studios, allowing players to engage in both cooperative and competitive gameplay. Yager started the game's development in 2. Heart of Darkness and Apocalypse Now. The game was designed to be . The game suffered from multiple delays, and the development team used this time to refine the story and increase the gameplay's pace. The game's soundtrack is a mix of licensed music and original music composed by Elia Cm. Praise focused on the narrative and its themes, while criticism was targeted at the online multiplayer mode and generic third person gameplay. Spec Ops: The Line was a commercial failure and did not garner the attention that distributor Take- Two Interactive had hoped for, but it was awarded and nominated for several end- of- the- year accolades particularly for its story. Yager announced that there would not be a sequel to the game. Get manuals for Xbox 360 consoles. Did you lose the manual for your Xbox 360 console or accessory? Here's a great place to find manuals. Find manuals in PDF format.
The game was banned in the United Arab Emirates for its depiction of Dubai in a state of destruction. Gameplay. A player only gain access to the FUBAR difficulty after completing the game on Suicide Mission. The player can also defeat enemies at close range via melee combat. Dying enemies can be executed, which grants the player additional ammo. Available commands include focusing fire on one particular target and ordering medical attention for an injured squad member. Adams can defeat enemies by using heavy gadgets or throwing grenades, while Lugo provides sniping assistance. These decisions affect the relationship between Walker and his squadmates, and will cause them to react differently. Walker has visual and auditory hallucinations later into the game, and his executions of enemies become more violent. The orders and shouts to his team become increasingly angry and ragged in contrast to his original stern command voice. His kill confirmations of enemies corrupts from professional in the beginning to psychotic. Six classes are available for players to choose: Gunner, Medic, Scavenger, Breacher, Sniper and Officer. Each have their own upgrades and advantages. Players are tasked to eliminate the opposing team's target in order to win the match. A cooperative mode was added to the game after its launch. It supports two players and features four missions. Players are tasked to defeat multiple waves of enemies and complete a series of objectives, similar to a horde mode. The city's politicians and wealthy elite downplayed the situation before evacuating secretly, leaving countless Emiratis and foreign migrant workers behind. Colonel John Konrad (Bruce Boxleitner), the decorated but PTSD- troubled commander of the . Konrad volunteered the 3. Army to abandon the city and its refugees, he deserted with the entire battalion. As the storms intensified, a massive storm wall engulfed Dubai, disrupting surveillance, air travel, and all but the strongest of radio broadcasts. Struggling to maintain order amid 8. Aggrieved by this, some members of the 3. The CIA then sent in a black ops unit to investigate, and as part of their plan they organized the locals into insurgents to attack the 3. The last communication from Dubai stated that the 3. The caravan never arrived, and soon afterward, the United Arab Emirates declared Dubai a no- man's- land. All travel to the city was barred, the 3. Two weeks before the start of the story, a looped radio signal finally penetrated the storm wall. Its message was brief: . Attempted evacuation of Dubai ended in complete failure. The team, consisting of Captain Martin Walker (Nolan North), First Lieutenant Alphanso Adams (Christopher Reid), and Staff Sergeant John Lugo (Omid Abtahi), are ordered to confirm the presence of any survivors, then immediately radio for extraction. The game begins in medias res with Walker, Adams, and Lugo aboard a helicopter flying past the skyscrapers of Dubai. While Adams pilots, Walker shoots down several pursuing helicopters with an emplaced minigun turret. However, a sudden sandstorm forms, causing one of the pursuing helicopters to spin out of control and crash into the trio. The story jumps back to the start, with Walker, Adams, and Lugo traversing the storm wall to the outskirts of a mostly buried Dubai. Throughout their journey, Delta team is taunted on broadcasts by the Radioman (Jake Busey), a former journalist turned DJ who now speaks on behalf of the 3. Coming across refugees being rounded up by loyalist 3. Nonetheless, the soldiers mistake Delta for CIA operatives and start a firefight. Contradicting his orders, Walker asserts that Konrad must be found, as he once saved Walker's life in Afghanistan. Tracing the signal's origin, they discover that Daniels is already dead and the broadcast was a trap set for Gould, another CIA agent. Delta arrive at the Gate to continue his attack, finding it heavily guarded by the 3. The team employs a mortar loaded with white phosphorus to obliterate their opposition and advance further into the city. Walker vows revenge on the 3. Konrad forces Walker to choose between executing an Emirati survivor or a 3. The team aids Riggs, told that stealing the water would cripple the 3. Regardless, Riggs destroys the water supply and admits he wanted to wipe out the remaining population of Dubai to prevent a larger war from breaking out. The Radioman surrenders and activates the broadcasting system for Delta, but is still killed by Lugo. After an enraged Adams sees Walker surrender, he pushes him to safety before fighting to the death. At first, Konrad appears to be the charismatic, villainous force behind the atrocities that Walker was hoping for, until Walker finds his decaying corpse on the penthouse deck. The 'Konrad' that Walker had been in contact with was actually a traumatic hallucination none of his team saw or heard. This dissociative disorder enabled Walker to rationalize the actions he had witnessed and carried out. With this revelation, 'Konrad' points a gun at Walker to force him to confront the lie he has been living, by judging if he or 'Konrad' is to blame for events in Dubai. Konrad's original broadcast then plays as the camera pans over to a burning Dubai. If Walker shoots 'Konrad', he disappears, consoling Walker that he can still return home despite his actions. The remnants of the 3. Walker's imagination. Walker then uses Konrad's radio to request extraction from Dubai. A post- credits epilogue shows a convoy of Army rescue Humvees locating a shellshocked Walker, who is sitting near the Burj Khalifa wearing Konrad. Walker can either concede to the patrol or open fire on them. Walker recalls a conversation between himself and the real Konrad during the War in Afghanistan where he casually remarked about returning home, to which Konrad replied: ? There's a line men like us have to cross. If we're lucky, we do what's necessary and then we die. Walker then returns to the Burj Khalifa as the camera pans to a wide shot of the ruined city. Development. In 2. Take- Two mentioned in their financial results that Rockstar Games was working on the franchise. In 2. 00. 6, German- based Yager Development pitched a cover- based shooter to publisher 2. K Games, who rejected the original concept of futuristic soldiers without Dubai as a setting. Development began in early 2. The set- up and the game's foundation was inspired by Heart of Darkness, whose story reveals the changes a person undergoes in chaotic times. This led the team to focus on creating the game's storyline to motivate players to take the actions they choose. However, the idea was downplayed as the development team realized that having cutscenes helps players to be more emotionally connected and allowed the team to create dramatic scripted sequences. It was felt that by reflecting his emotions to players, they would share them. The changes in the cleanliness of their clothing, and their reactions toward each other, help to illustrate the story. These are not happy or heroic scenarios, but we feel they are important because they cause us to question ourselves, our way of life, and our way of thinking. We feel that it's extremely important to treat these themes with care, and we use them as an emotional tool in our narrative, rather than for shock value. He added that a war is not as straightforward and immature as it is often portrayed in various shooters. As a result, a central theme of the game revolves around the moral aspect of war. By using this theme, the team hoped to tell a story and provide an experience that feels realistic, covering the combatants' mental changes during and after a military conflict, similar to how movies in the 1. Platoon, Full Metal Jacket and Apocalypse Now convey these messages. According to Williams, it was a key concept to be featured right from the start of the game's development. The game does not feature a morality system, but instead has situations that give players some freedom of choice. The consequences of some of these choices were deliberately made unclear in an attempt to make them more realistic, encouraging players to explore the other potential options not directly presented by the game.
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