![]() ![]() Utterly littered with double meanings, the descent continues about a butchered job meant to help the people you came to save only going wrong with each second you play. Hell, you even get special game over scenes. Hints get even as blunt as pushing the fourth wall during your replay of the intro helicopter gunfight, Walker going a second time through before punching the player in the face with the line “This isn’t right, we’ve done this before”. ![]() Yager drags you down further as the original commands of “Enemy on my left!” and “They’re coming through the front door!” transform into “I’m going to kill all of these motherfuckers!” and bloody war cries that shatter any resemblance of sanity left for any of them. a sense of major empowerment in weapons at first serves to take care of a large group of enemies before that previously-mentioned leash is practically used to hang yourself with.įrom that point on, there’s a severed connection between the player and Walker and every other character in the game, the journey is no longer entertaining as much as it is engaging, hell even the gameplay makes everything from subtle to obvious changes meant to keep tugging at your guilt. Eventually the buildup comes to a point where I won’t spoil anything but I’ll just say…. The obvious spawn points, the red explosive barrels, the sub-par aiming mechanics, all remain very true to a lenient and gamelike nature while being contradicted against a very serious storyline. It isn’t until still early in the game, where your foreign militants are replaced with American soldiers that Yager first tugs on the leash, “Something isn’t right here.” Of course not, how would you feel gunning down your fellow native? From that point on, the elements that come together to make the game what it is all cleverly play against the nature of the narrative, only furthering it’s purpose to continue antagonizing the player and their participation. From it’s first steps into the numerous depths of Dubai you’re greeted with a sub-par shooter complete with obvious spawn points and even red explosive barrels before blasting a plethora of foreign enemies which serve their purpose as Yager Development slowly slips the leash on your neck while you’re distracted with forgettable gameplay. From the baseline, it’s the same story told, a captain sent to retrieve the standing power trying to salvage the civilization left, but in this execution it only becomes a downward spiral that separates the main character not just from his two partners Adams and Lugo but from the player behind the actions. So where to start? The delivery of the storyline is heavily influenced and probably could be considered a more modern storytelling of Heart of Darkness by Joseph Conrad, one of the main characters Konrad even taking after the intended author’s name and the exploration into madness through post-traumatic stress disorder that effects a sizable minority of the military. In a sense what Yager Development did instead of giving 2k Games exactly what they wanted was offer something to the audiences to learn from in intelligent, self-sufficient game design that only contradicts itself purposefully the longer you play. From first glimpse, this game can only help but come off as a production executive’s order to create something that could hop on the line of Call of Duty carbon copies with a considerably lower budget. ![]() There are a few games, if any, that manage to fully create an environment and contain a level of self-awareness to a player’s involvement and standards to it’s experience, this beast of a video game being one of the first I’ve seen accomplish it through and through.
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