I came to the game forewarned by Yahtzee's review that "you do something terrible". Perhaps it was because because of that, when I saw that mass of heat signatures behind the wall, I didn't think "Oh goody, multiple hits in one shot", but "Oh hell... that many people staying still in one place could only be civilians."
I tried to hit the Hum-vee adjacent to that spot without hitting the civilians... no such luck, of course. Yet I still found the scene effective. One of the advertising bits for the game said something like "sometimes in war there are only bad decisions and worse decisions."
I tried to gun through without using the mortar, too, only to eventually get taken out when snipers took the high ground. The game is pretty effective in conveying the feeling of confusion and oppression that occurs from being in the middle of a crossfire. And the final revelation definitely came as a kick in the gut. It had been clear for some time that Walker was losing his mind, but just how long that had been the case... and how brutal and unnecessary his actions in trying to "finish the mission" had been...
There was one other moment that truly gave me the creeps. Shortly after you hallucinate Luco when the heavy comes out, I came around a corner, failed to get into cover in time, and died... and instead of the usual loading screen, there was a white fade, and a woman singing "Twinkle Twinkle Little Star", and suddenly you're back in the courtyard approaching the door the heavy came out again. Just the sheer level of "you can take nothing for granted as real"...
I didn't let Walker shoot himself; my "continue game" brings me back to the post-credits sequence. Thus far, I haven't been able to make myself start firing on the rescue squad to see what happens. I think the game succeeded in what it attempted to do.
I tried to hit the Hum-vee adjacent to that spot without hitting the civilians... no such luck, of course. Yet I still found the scene effective. One of the advertising bits for the game said something like "sometimes in war there are only bad decisions and worse decisions."
I tried to gun through without using the mortar, too, only to eventually get taken out when snipers took the high ground. The game is pretty effective in conveying the feeling of confusion and oppression that occurs from being in the middle of a crossfire. And the final revelation definitely came as a kick in the gut. It had been clear for some time that Walker was losing his mind, but just how long that had been the case... and how brutal and unnecessary his actions in trying to "finish the mission" had been...
There was one other moment that truly gave me the creeps. Shortly after you hallucinate Luco when the heavy comes out, I came around a corner, failed to get into cover in time, and died... and instead of the usual loading screen, there was a white fade, and a woman singing "Twinkle Twinkle Little Star", and suddenly you're back in the courtyard approaching the door the heavy came out again. Just the sheer level of "you can take nothing for granted as real"...
I didn't let Walker shoot himself; my "continue game" brings me back to the post-credits sequence. Thus far, I haven't been able to make myself start firing on the rescue squad to see what happens. I think the game succeeded in what it attempted to do.