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Spec Ops: The Line works on the fascinating principle of the Russian dolls. All you need to do is open one
matriochka to find a second one, and then to repeat the operation until you find the newborn. This is how the
theme of war allowed the discovery of the games pacifist dimension, that the 60s emphasized the importance
of its ties with Apocalypse Now and the Vietnamese conflict. Evidently, there are other dolls. For example, Spec Ops
draws from two major works: the short story Heart of Darkness (1899) by Joseph Conrad and Adrian Lynes
movie Jacobs Ladder (1990), two outstanding creations respectively belonging to the anti-colonialist literature
and to the horror movie genre. However, if these works are indissociable from Spec Ops, it is because they
unravel its narrative construction model and underline its deeper meaning altogether. Thus it makes no
doubt that what is experienced during the adventure is false.
Made up. Yes, nothing you see in Spec Ops is real.
Nothing.
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Going upstream
jungle and the river become a character of their own. Bereft of this link,
it can only walk away from the original work:
pec Ops shares another essential element with Apocalypse Now, that of
inspiration. Indeed, both proclaim to come from Heart of Darkness,
a short story by Joseph Conrad, an English-speaking Polish author. As
if responding to each other, the three works develop a crescendo in
barbarism, a dive into the madness of men and, basically, the idea of
the ruin of civilization. Heart of Darkness will have paved the way taken
by its followers, that of heroes devoured by their environment, their
mission, their Nemesis. In the same way, Spec Ops claims its explicit
literary references through the character of John Konrad. He borrows
the name of the author but also the painting occupation of the original
Kurtz, but without taking it much further. For the specopsian Nemesis
doesnt draw its origin or its specificities (universal genius) from a book,
and even less the idea of a deified man. Only vanity will allow us to
link the literary and game sides together. Furthermore, we can note that
Walker, unlike his cinematographic (Willard) and literary (Marlow)
references, personifies even more that theme and limits, by doing so, the
contrast between the two versions.
Beyond that, it is interesting to look closely at the structure to discover
other borrowings, this time through the use of a similar narrative
scheme. Thus we find, in the three works, a shattered, progressive and
fantasized description through which the Nemesis can finally reveal
itself. With a slight difference, however, since the game and the novella
use sparingly the surprise effect that is madness whereas Apocalypse Now
embraces it immediately. The three works then join in the shattering
of the heroic figure, that ends up resonating with his Nemesis (Walker
like Willard and Marlow draws from it.) Among the major differences,
Colonel Konrad justifies torture to find his true enemies while the
paranoiac mind of the Kurtzes makes them up. Madness accompanies
their slaughters. On the opposite, the game character, lucid, admits he
has been overwhelmed by those particular events. Here, the paradigm
shift shows how many liberties were taken with the borrowed themes. It
also shows how Walker monopolizes the themes of madness and vanity,
stripping Konrad of his substance. This is what explains the absence of
balance between the character. As for symbols, we regret that his last
words dont echo with those of his referents: The horror, the horror. All
we will find is a trophy reminding us of it. Therefore, we will have to
focus on the use of the fantastic to find a point of convergence, like in
the short story:
We were wanderers on a prehistoric earth, on an earth that wore the
aspect of an unknown planet. We could have fancied ourselves the first
of men taking possession of an accursed inheritance, to be
subdued at the cost of profound anguish and of excessive toil.
[...] it seemed unnatural, like a state of trance. Not the faintest sound of
any kind could be heard. You looked on amazed, and began to suspect
yourself of being deafthen the night came suddenly, and struck you
blind as well. About three in the morning some large fish leaped, and
the loud splash made me jump as though a gun had been fired.
This extract proves essential as its symbolizes the common points
between Spec Ops, Heart of Darkness and Apocalypse Now, as well as their
differences. Indeed, even if Spec Ops takes on a fantastic dimension, it
will never recreate this damp, almost mystical atmosphere where the
[...] I brought up in the middle of the stream. The reach was narrow,
straight, with high sides like a railway cutting. The dusk came gliding
into it long before the sun had set. The current ran smooth and swift,
[...] When the sun rose there was a white fog, very warm and clammy,
and more blinding than the night. It did not shift or drive; it was just
there, standing all round you like something solid.
Colonialism
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Platonician
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At all events, this is the way the phenomena look to me: in the knowable
the last thing to be seen, and that with considerable effort, is the idea of
the good; but once seen, it must be concluded that is it in fact the cause of
all that is right and fair in everything - in the visible it gave birth to light
and its sovereign; in the intelligible, itself sovereign, it provided truth and
intelligence. (Ed. Allan Bloom / 1991).
Fundamentally, the Allegory of the Cave, the main pillar of the
platonician thought, is about truth and the way to reach it by progressing
though fundamental stages from the opinion (the sensible world/ reality
as we see it) up to the thought (the intelligible reality, the world as it is
seen from a scientific view and then, ultimately, by the souls intuition).
These stages are not only a way to know the truth and to escape the
world of illusions (the cave) but also to become a philosopher and
govern the city. To sum it up briefly, the allegory expresses the end of
the illusion through the finding of truth and the understanding of the
cave by the revelation of the sun. However Spec Ops, just like Plato, calls
upon the flame as well as the light in its relation to illusions. This is why
the game is built on false pretenses, and wont hesitate to highlight the
mythological figures of illumination. Besides, if the novella The Heart
of Darkness uses the words sun and light 24 times each, fire and
truth 15 times respectively (cf extract below), it is up to the game to
turn them into images, by multiplying their presence (see the video
platonic lights on the Icaremag YouTube channel). A real bridge:
We had a glimpse of the towering multitude of trees, of the immense matted
jungle, with the blazing little ball of the sun hanging over it[...] I almost
envied him the possession of this modest and clear flame. [...]Light came out
of this river since.
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