One of the only games I've gotten 100% achievements on on Steam (it's not very hard to be honest) and beaten on the highest difficulty setting. I do think it's genuinely one of the best video game stories ever told, because it's meta in such subtle ways, and there's tons of tiny details to disturb the player in a way only games could: the changing tone of the loading screen texts, the harsher and harsher combat dialogue, the deteriorating physical appearance of the protagonist (by the end he looks like a more horrific version of the Hound from ASOIAF) and so on. There's a short segment that lasts for 40 seconds at best where you're pitted against a heavy trooper and the lights start flickering. But whenever the lights come back on the heavy is always in a different spot in a way that shouldn't be possible with his movement speed. Such a simple and small touch, but such a memorably disturbing one I'm writing about it here right now. When I first played it I already knew the big twist moment and what made it special, but I was still taken aback by just how incredibly dark and depressing it gets. Nolan North carries the whole game, and it's one of his best performances. The game also looks great on PC despite its age, due to the very strong visual design of the locations and especially use of color, which alone is something that makes it stand out amongst its contemporaries.
On my TLOU2 playthrough I often stopped to compare them, and Spec Ops always came out on top. Mostly because Spec Ops takes around 20 less hours to beat, and its horrific elements felt like they were serving a point, rather than being gratuitously lurid. In Spec Ops you could lose yourself in the core gameplay, and then be taken aback when that would stop and the consequences of your actions would be revealed. TLOU2 felt like it was hammering the player non-stop with "
What you did was bad and you should feel bad!" with all its repulsiveness, which in turn just made the game unpleasant to play.
I think Spec-Ops: The Line suffers from its own sales pitch. You kinda need to go into the game blind in order truly experience its deconstruction, but on the surface it's too generic to want to go in blind. So the only way it can hook you in is by spoiling its own suprise. I'm not so much speaking about the game itself here, but the marketing and praise.
I don't think the deconstruction element is necessarily needed to make the game special. You could just say that if Call of Duty is Top Gun, Spec Ops: the Line is Apocalypse Now. You could still recommend it as a compelling narrative-driven game without making a big deal about its subtleties and deconstructive elements, which would then come as a pleasant surprise.
There is one glaring issue with the PC version though: the section where you run from a helicopter is flat out impossible. That is, unless you cap the framerate at 30 for that section alone (it was some setting that changes the framerate). The damage you take is tied to the framerate and not actually the player's actions, so that glitch turns what should be a short, action-packed setpiece into a weird exercise in messing with a game's performance.