Compare Spec Ops: The Line prices across 50+ stores and find the best deal. Developed by Yager Development. Published by 2K Games. Released on 6/26/2013. Available on PC. Genres: Action, Single Player, Multiplayer, Third Person, FPS / TPS, Adventure.

A Delta Force squad enters a sand-buried Dubai looking for a missing colonel. Cover shooter on the surface, slow-burn psychological gut-punch underneath.

Spec Ops: The Line opens exactly how you expect it to. Helicopter, square-jawed protagonist, military alphabet soup in the title. Captain Martin Walker leads a three-man Delta Force squad, Adams and Lugo at his side, into a Dubai that has been half-swallowed by catastrophic sandstorms. The mission: locate Colonel Konrad and his battalion, gone dark for six months. From that unremarkable setup, Yager Development builds something that stays with you well past the credits, loosely inspired by Heart of Darkness and the same source material that gave us Apocalypse Now. Let me be straight about the mechanics first, because you deserve the honest version. This is a cover-based third-person shooter in the Gears of War mold, and it copies that formula faithfully without improving on it. You sprint between low barriers, blind-fire, pop up for headshots with a satisfying slow-motion flourish, and occasionally commandeer a gun turret. Weapons cover the expected military spread, assault rifles to shotguns to sidearms, and most have an alternate attachment slot for silencers, scopes, or underbarrel grenade launchers. There is also a light squad-command system where you can direct Adams and Lugo onto priority targets. The AI is not going to tax you tactically. Enemy soldiers park behind cover, shoot back, and occasionally flank. FUBAR difficulty, the top tier, tightens the margins enough to demand some coordination, but do not come here for the combat depth. The cover-exit animation is clunky, grenades are effectively death sentences since there is no roll to bail you out, and the movement can misread inputs at the worst times. The community has debated for years whether these friction points are deliberate design to reinforce the narrative mood or just inherited jank. Honest answer: probably both. What the game does exceptionally well is use those repetitive shooting galleries as a delivery mechanism for escalating moral weight. The loading screen taunts change tone as Walker's mental state deteriorates. Your squad commands go from calm to shouted profanity. Execution animations get visibly more brutal. The environmental storytelling in Dubai, luxury hotel atriums turned refugee camps, rooftop clubs converted into rough military outposts, does a lot of heavy lifting between firefights. There are five different endings gated by the choices you make, and the campaign runs around seven to eight hours, which is the right length for what it is trying to do. Some players find the moral-culpability angle shallow or feel the game lectures them while giving them no real agency. That criticism lands. Others find it one of the more lasting narrative experiences in the genre. Both camps are reacting honestly to the same thing. The multiplayer shipped with a class system and objective-based modes, but it was dead on arrival and is essentially nonexistent now. Do not factor it into your decision. This is a single-player purchase, full stop. On PC the game runs fine on modest hardware, though modern controllers may need some software wrangling to be recognized correctly. The Steam player base has kept Very Positive ratings across tens of thousands of reviews, which tells you the story has enough pull to override the mechanical complaints for most people. If you came for tight gunplay, fresh movement tech, or a functioning multiplayer ladder, Spec Ops: The Line will disappoint you inside the first hour. If you want a campaign that actually has something to say about the power fantasy buried inside every military shooter you have ever played, and you can tolerate functional-but-unremarkable shooting to get there, this one earns its reputation. Go in as cold as possible. The less you know, the harder it hits. Fred, Scout Team

Spec Ops: The Line
ActionSingle PlayerMultiplayerThird PersonFPS / TPSAdventure

Spec Ops: The Line

Jun 26, 2013Yager Development2K Games
GamerScout Says

A Delta Force squad enters a sand-buried Dubai looking for a missing colonel. Cover shooter on the surface, slow-burn psychological gut-punch underneath.

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About Spec Ops: The Line

Spec Ops: The Line opens exactly how you expect it to. Helicopter, square-jawed protagonist, military alphabet soup in the title. Captain Martin Walker leads a three-man Delta Force squad, Adams and Lugo at his side, into a Dubai that has been half-swallowed by catastrophic sandstorms. The mission: locate Colonel Konrad and his battalion, gone dark for six months. From that unremarkable setup, Yager Development builds something that stays with you well past the credits, loosely inspired by Heart of Darkness and the same source material that gave us Apocalypse Now. Let me be straight about the mechanics first, because you deserve the honest version. This is a cover-based third-person shooter in the Gears of War mold, and it copies that formula faithfully without improving on it. You sprint between low barriers, blind-fire, pop up for headshots with a satisfying slow-motion flourish, and occasionally commandeer a gun turret. Weapons cover the expected military spread, assault rifles to shotguns to sidearms, and most have an alternate attachment slot for silencers, scopes, or underbarrel grenade launchers. There is also a light squad-command system where you can direct Adams and Lugo onto priority targets. The AI is not going to tax you tactically. Enemy soldiers park behind cover, shoot back, and occasionally flank. FUBAR difficulty, the top tier, tightens the margins enough to demand some coordination, but do not come here for the combat depth. The cover-exit animation is clunky, grenades are effectively death sentences since there is no roll to bail you out, and the movement can misread inputs at the worst times. The community has debated for years whether these friction points are deliberate design to reinforce the narrative mood or just inherited jank. Honest answer: probably both. What the game does exceptionally well is use those repetitive shooting galleries as a delivery mechanism for escalating moral weight. The loading screen taunts change tone as Walker's mental state deteriorates. Your squad commands go from calm to shouted profanity. Execution animations get visibly more brutal. The environmental storytelling in Dubai, luxury hotel atriums turned refugee camps, rooftop clubs converted into rough military outposts, does a lot of heavy lifting between firefights. There are five different endings gated by the choices you make, and the campaign runs around seven to eight hours, which is the right length for what it is trying to do. Some players find the moral-culpability angle shallow or feel the game lectures them while giving them no real agency. That criticism lands. Others find it one of the more lasting narrative experiences in the genre. Both camps are reacting honestly to the same thing. The multiplayer shipped with a class system and objective-based modes, but it was dead on arrival and is essentially nonexistent now. Do not factor it into your decision. This is a single-player purchase, full stop. On PC the game runs fine on modest hardware, though modern controllers may need some software wrangling to be recognized correctly. The Steam player base has kept Very Positive ratings across tens of thousands of reviews, which tells you the story has enough pull to override the mechanical complaints for most people. If you came for tight gunplay, fresh movement tech, or a functioning multiplayer ladder, Spec Ops: The Line will disappoint you inside the first hour. If you want a campaign that actually has something to say about the power fantasy buried inside every military shooter you have ever played, and you can tolerate functional-but-unremarkable shooting to get there, this one earns its reputation. Go in as cold as possible. The less you know, the harder it hits. Fred, Scout Team

Tags

steamAnti-War NarrativeMoral ChoiceCover-Based CombatSquad CommandsMultiple EndingsFUBAR DifficultyPsychological ThrillerHeart of Darkness InspiredDead Multiplayer

System Requirements

Minimum

Memory
2 GB RAM
Storage
6 GB
Graphics
256 MB VRAM - NVIDIA GeForce 8600 / ATI Radeon HD 2600XT
Processor
2 Ghz - Intel Core 2 Duo / AMD Athlon 64 X2
System requirements
Windows XP SP3 / Vista / Windows 7

Recommended

Memory
3 GB RAM
Storage
10 GB
Graphics
NVIDIA GeForce 9800 GTX/ATI Radeon HD 4850
Processor
2.4 GHz Quad Core
System requirements
Windows Vista / Windows 7

Reviews & Ratings

No ratings available

Game Info

Developer
Yager Development
Publisher
2K Games
Release Date
Jun 26, 2013

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