Spec ops the line save gould4/30/2023 Panicking civilians stole and wrecked supplies, sometimes by accident, in a disorganized manner. Konrad refused orders to retreat, refused to scrub the relief mission of mercy, and tried to have his unit stay and save as many people as possible, very good heroic intentions, but his small unit lacked the numbers and resources. When the storm hit and many civilians were lost into the storm, Konrad was ordered to immediately pull out of the city. They had more resources than Walker, but still not enough to save the city and escort the population out. The 33rd Battalion and their commander Konrad were like Walker as well. Instead the game suggests he should have entered the city, saw there were survivors from the storm, and immediately turned around and left to report to command with the new info/intel/data to plan a better rescue/relief/aid mission with more resources as his initial expected orders were. Had he been an action hero movie or positive setting game hero, he could have dove into the city, only shot bad guys, found enough water for everyone laying in a secret cave somewhere by accident by plot fiat, and successfully led all the innocents there and protected them, allowing them to shelter long enough until the storm ended. It's just not possible for a 'realistic' ordinary man to do it. He is a single 'realistic' man, and lacks the capability or resources to save everyone in the city. Obviously, the meta narrative of the game is Walker should not have tried to save everyone and play at being a hero/pretend to be a hero. However instead of the game reassuring Walker and the player that the hostiles you kill and irredeemable and evil, a lot of uncertainty is strewn about why he's fighting or even outright said to be a misunderstanding but Walker is not able to execute any other plan. In Walker's case, he similarly lacks agency. In COD you lack the agency to even make a mistake, but still must only progress through violence like in COD or Hitman games. In COD the game reassures you that the people you kill are definitely hostile before and after the engagement, and even gives you a game over if you hit an ally or innocent by accident. Finish the objective, which is often reaching an area or killing everyone. But in an on-rails story like Call of Duty, there's only one way to progress no matter how you reload. In a choice based game a player could save or reload. Walker fails to accomplish any of his meaningful objectives. He lacks the supernatural charisma of a protagonist to talk his way out of a misunderstand when he's attacked by hostile civilians or allied soldiers. He's not fast or strong enough to pull the water trucks out of the contaminated area. Walker thinks of himself as a hero protagonist but he's not got the narrative on his side like many other protagonists. The deconstruction is in a few phases, but two main ones are This failure to save anyone like a hero, plus the situation he's forced into when he becomes trapped in the city (being forced into situations where he kills his allies and civilians repeatedly for example), makes him a little crazy. This ends up getting him cut off from his extraction, and he also fails to save anyone. He follows the initial order, but once he sees people in trouble he doesn't want to report back until he helps and saves them, like a hero would. He's told to see if there's anyone alive, then finish the recon and report back by marching out of the storm. His team is told to recon a desert area that has been hit by a super storm that has been going for months. He's a fairly good person who wants to be a hero. However what's the furthest point this would be? Ignoring the meta narrative, because author fiat would make it so the second Walker retreated after ignoring his initial orders things would go wrong, even if he retreated before he went in too deep for the game, the plot fiat would've forced him into a confrontation like the white phosphorous event and cut off his evacuation during his retreat. For the first few chapters, Walker probably would've been able to retreat with some people he saved before they all died. The meta narrative would make it so the second Walker breaks orders, he gets trapped. This is ignoring the meta thrust of the narrative. What would have been the 'best' ending in number saved from a realistic POV? The main question is, at what point of the game, had he been given agency, how many people could he have saved? So the game Spec Ops the Line has captain Walker.
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