Spec Ops The Line Walkthrough Part 1 and until the last part will include the full Spec Ops The Line Gameplay on PC. This Spec Ops The Line Gameplay is recorded in 1080p HD 60FPS on PC and will include the full game, all endings and all boss fights.
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Spec Ops The Line is a 2012 third person shooter video game developed by the German studio Yager Development and published by 2K Games. The player controls Captain Martin Walker, who is sent into a post-catastrophe Dubai with an elite Delta Force team on a recon mission. As the game progresses, Walker begins to experience hallucinations and slowly realizes the horror of war. The game begins in medias res with Walker, Adams, and Lugo flying in a helicopter past the skyscrapers of Dubai, shooting down several pursuing helicopters until a sudden sandstorm forms, causing one of the pursuers to spin out of control and crash into the trio. The story then jumps back to the start, with Delta traversing the storm wall to the outskirts of a mostly buried Dubai, being taunted on broadcasts by the Radioman (Jake Busey), a DJ and former journalist speaking for the 33rd. After coming across refugees being rounded up by the 33rd and engaging in a firefight, Walker elects to disobey orders and find Konrad As a third-person shooter with an emphasis on squad-based tactics, players can issue commands to Sergeant Lugo and Lieutenant Adams, who accompany the player for most of the game. Environmental hazards like sandstorms occasionally occur, drastically reducing the player’s vision and visibility. Sand becomes a key gameplay mechanic and players can manipulate it at scripted moments in the game, such as triggering a sand avalanche to bury enemies alive. The game is set in Dubai, which has been ravaged by sandstorms, a story set-up inspired by Davis’ and Williams’ personal experience with heat waves, hurricanes, and sandstorms in Louisiana and Lubbock, as well as a story about a Persian army that vanished in an Egyptian desert in a sandstorm. The two found that the chaotic forces behind sandstorms would help them to convey the message of how fragile humans are, as well as the harshness of war. The team believed that the location provided them with a “fantastic” real-world environment allowing them to produce great visuals. Using Dubai as a setting allowed the game’s levels to have verticality and variety.
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