This article contains spoilers for Spec Ops: The Line and early spoilers for Undertale
In my previous article I compare the actions-with-consequences that are forced upon you by two games: the excellent Spec Ops: The Line and the amusing Accounting. These are actions that garner much criticism from the games’ characters but are outside the control of the player – they are the only options presented and the game doesn’t proceed until you take them. I tried to argue that being criticised for such forced decisions in Accounting is annoying but it is tolerable (and maybe laudable) in Spec Ops because it fully embraces this theme as a means to empathise with the protagonist. In Spec Ops you play the tunnel-visioned Captain Walker who sees no alternatives to his actions and stubbornly forges onward without considering the bigger picture. The game’s story introduces tragedies that are then the result of this obstinance and openly blames Captain Walker for them. Spec Ops then goes further by telling Walker (and perhaps also the player) that these hideous consequences could have been avoided if only he “just stopped”. But what does this mean in gameplay terms?