spec ops:the line - how much do choices impact the story?

00slash00

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so i just finished spec ops:the line. holy crap, what a mind fuck. anyway, there are a few times you have to make moral choices in the game and im wondering, how much do those choices affect the story? is it worth playing again and making different choices, or does it not have that much of an affect on how things play out? no spoilers please.

thank you
 

Reven

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00slash00 said:
so i just finished spec ops:the line. holy crap, what a mind fuck. anyway, there are a few times you have to make moral choices in the game and im wondering, how much do those choices affect the story? is it worth playing again and making different choices, or does it not have that much of an affect on how things play out? no spoilers please.

thank you
Well when i went back to it, i found/felt there was no real difference (aside from the final choice), I do feel however that this is intentional, and that any effects that your choices had were meant to be had on your mind as the player.
 

Nouw

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There is no change to the story or the characters based on your decisions. This is all about you as the player controlling Captain Walker.
 

Leoofmoon

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Nouw said:
There is no change to the story or the characters based on your decisions. This is all about you as the player controlling Captain Walker.
Pretty much what he said, hell you don't have to pick what you are given' at the two men hanging.
 

AD-Stu

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As mentioned above, there's no real change as far as the overall story goes - it's really just the short-term gameplay changes in the immediate vicinity of the choices.
 

bananafishtoday

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Not only do they not matter to the plot, they don't matter by design. Rather than allowing you to change the path of the story, the devs used several of the choices to affect your mindset and to make statements about aspects of video game storytelling. Eg, just in one of them...

Choosing to save the civilians vs. Gould. This "choice" has literally no impact on anything in the game. Pick the civvies, Gould dies. Pick Gould... Gould dies anyway. This choice is supposed to illustrate incomplete information. In a game like Mass Effect, when it presents you with a choice, you can be reasonably certain that the options the game presents are... for lack of a better word, not lying to you. Whatever the text says, that thing will happen if you pick it.

With the Gould "choice," Gould is already dying before you make your decision. Trying to save him is futile. But Walker doesn't know that, so you don't know that. (Also, the civvies have a few days tops to live thanks to the later story developments, and that's only assuming they don't go straight to the camp you drop white phosphorus on.) Also this ties in thematically with the WP scene itself and the Lugo/Walker "There's always a choice"/"No, there's really not."

They do have an impact on your mindset though. That was a huge part of what made the game such an emotional roller coaster for me. In one, I rejected the binary and felt like I'd scored a victory, getting back on the track to doing what was "right." In another, I coldly meted out what I thought to be justice and took grim satisfaction in it. In another, I completely gave up hope.
 

TheRussian

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Not at all, because the world does not bend to your will. The developers want you to know that.
 

Sniper Team 4

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Sadly none. I was really looking forward to replaying the game a second time and seeing if I could avoid situations. Nope. It all happens, regardless of what you do. Which is the horrible, mind-numbing, sick-to-your-stomach point.