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Show #481: Spectacle Ops: Featuring Graziella
  • We recorded a special episode! The audio quality is kind of low (but bearable) until these two jerks decide to sit down RIGHT NEXT TO US.

    http://www.daveandjoel.com/?p=4805
  • I though the Graz episodes were too terrible to use.
  • Eh its pretty bad but this time you could at least hear us.
    I feel like we should have put a disclaimer that its also not funny...so let this serve as that
  • More content > less content

    Unless it's too terrible to use
  • I liked the background noise of the diner, actually. It was very Tarantino. Dave and Gratz were cast as Jules and Marcellus in my brain.
  • Really enjoyed that - I'd be totally interested in hearing more about Graz's feelings on Cliffy B. No, wait, let's just say "Graz and Dave's New York Restaurant Chat Evening" is something I would listen to every few weeks for sure.

    Also, I for one liked the ambience - I'm not sure whether it's just because I'm European and America is like a far off dreamland, or whether it's just fun podcast voyeurism.
  • We were gonna record inside, which probably would've been a little more bearable, but they sat us right next to a speaker and the music was really loud.
  • My friends and I tried to do recordings during our brunches at my house, but the noise from all the cutlery and plates was just brutal. What did you use to record this, and how did you go about fixing up whatever audio you captured? I'm only 20 min in, but I don't have any real complaints about sound quality with this.
  • Is it not showing up in iTunes for anyone else? I just ended up downloading from the site.
  • Yeah, for the most part the background noise wasn't too bad. Also this is the second podcast I've listened to today to talk about those crazy microwasps.

  • We actually just recorded it on my iPhone, and didn't do any noise removal. Maybe your issue with cutlery is you just had too many people? There were only two of us, for most of it, barring the people behind us you couldn't really here and then the IDIOTS WHO SAT NEXT TO US HALFWAY THROUGH EVEN THOUGH THERE WERE OTHER EMPTY TABLES.

    I see it on iTunes, but I've had enough reports of people missing various episodes in their feed to know something's wrong, just not enough to know what the problem actually is. :(
  • When something goes wrong in iTunes, I blame iTunes. Apple drives me batty sometimes. I borrowed an iPad to see if I could make actual productive use out of one, and holy shit, the hoops I had to jump through to get a PDF to SHOW UP and to LOAD. I still can't get the correct program to open it. Why not just give me a directory structure and a general file explorer? Grarrrr.

    And yeah, maybe it was just too many people trying to eat at once. The clanking and scraping sounds were unbearable, and the voices were so low.
  • I just have to throw it onto my tablet and it loads fine. I don't even have to put everything in the same folder.
  • I really enjoyed the podcast, but I couldn't take a nap because I kept thinking about microscopic wasps.
  • I really enjoyed the discussion on Heart of Darkness and Chinua Achebe. Also Dave, no bacon on your burger? I'm tempted to make a burger right now to make up for your folly.
  • I really enjoyed this special episode. Is this the beginning of Dave, Graz and Joel's Fast Karate for the Gentlemen? Or maybe this could be a new segment entitled "Dave and Graz have Dinner"
    Either way, great stuff.
  • [moved comment to proper thread]

  • I really enjoyed the discussion on Heart of Darkness and Chinua Achebe.



    I haven't read Heart of Darkness, and I really don't know more about it than the dialogue surrounding Chinua Achebe's reading. I'm no specialist, but I think a big part of it is that his reading was sort of ahead of its time. The old guard was a little too defensive on the uptake to accept Achebe's basic points. Achebe finds Heart of Darkness racist and deplorable, and says that it cannot be those things and also be a great work of art. Personally, I think if we remove all works of art that are tainted by racism and sexism, we will have literally nothing left. It's missing the point to say Conrad was "especially fascinated with whiteness/blackness" and thus his lens should be especially doubted. No man or woman, however "noble," is magically able to separate themselves and their thought processes from the rampant sexism and racism that they live with in their society. Everyone is a product of their time and place, and while we should certainly talk about the attitudes that shape a work, I don't think we can grant that offensive works do not belong in the literary canon. But Achebe's lecture is immensely important simply due to the fact that no one even bothered to talk about the racial implications of Conrad's work. Certainly the reading was obvious to him, and hopefully today we have better postcolonial lenses to view other works in the same light.
  • Really enjoyed this episode. A friend of mine is interested in the game and recommended I check it out. Haven't done so yet because it looked like generic military shooter #437, which is probably why he's interested it. I'm surprised it offers some actual commentary and deconstruction of the genre.
  • If this is the pedigree we can expect of potential future Dave and Graz episodes, I will definitely welcome more of them.

    Also, I do believe I'll be picking this up come this Wednesday.
  • It's still on sale at Amazon for PC download for $25. That is really worth it.
  • I read the Achebe piece when we got home actually and I certainly take his points and its super important to wave your arms and stop people in their tracks and be like uhm please dont ignore how deeply disturbing and ugly and damaging this shit is. In my re-reading of the book I had NOT gotten tho the part where he compares an African mechanic working with western technology to a dog walking on its hind legs.
    I then reread the Said essay and I think its a much more interesting exploration of the book overall, in that there is a lot more inquiry into what Conrad was doing in his imperialist context. I'm not really trying to compare the two because I completely understand just being so disgusted and sick of this shit that someone would just want to basically remove themselves from having this conversation if its going to start with people being unable to shut up about how beautiful this colonialist writing is. But yeah the Said essay is pretty awesome
    Two Visions in Heart of Darkness - http://projects.ecfs.org/eastwest/Readings/SaidConrad.pdf
  • As the guy from the stream that argued that using civilians cheapened the effect of the white phosphorus bombing, I'd like to articulate my argument a tiny little bit here.

    For reference, the bombing starts at around the 2:09:00 mark in the recording of the spec ops playthrough.

    Let's start with a few of the minor issues I have with the use of civilians. First, the fact that this wasn't necessarily the first time you could have killed a civilian, so the act itself, brutality and quantity aside, wouldn't be too far out of the ordinary. This does serve to remind the player of the fact that civilians often do get caught in the crossfire, but is of relatively little importance, due to the entirety of its effect being based upon player choice, with the likely hood of a player having killed civilians before being inversely related to the effect the white phosphorus bombing would have on them. Simply put, killing civilians makes you a dick and dicks don't care about dead civilians. Second, the soldier that said they "were helping" just makes no sense. How were they helping exactly? Taking people as hostages at gunpoint doesn't exactly sound like helping, even if you didn't plan to kill them, the evacuation had failed already so there was no reason to take them. Third is the time frame. Gould supposedly staged an assault on the gate before the player arrived with the presumed intent of rescuing the civilians. It hadn't been that long since the civilians had been taken. So several possibilities present themselves: first, Gould rushed the assault because the civilians were to be executed; second, the presumed intent was incorrect and Gould had already had the assault planned; third, it's a video game and making a proper timeline is a pain in the ass; fourth, the civilians there were not exclusively from the hotel where the player had seen civilians being taken. Ultimately all of these issues aren't important and mainly just quips that I probably shouldn't even include here in an effort to avoid looking petty.

    As far as the actual bombing goes, the setup and the carrying out of are done extremely well. You had seen the civilians being taken beforehand, and I, personally, had forgotten about them until the last bit of the mortar's camera. In that last bit of the mortars camera, you saw a bunch of people through a sort of thermal sight. Unlike the soldiers, the people weren't moving at all, when I saw this, I didn't think that they were soldiers, or at least they weren't armed soldiers, perhaps they were resting or breaking for mess. That proved to be a nice touch but fell into irrelevance once you started walking through the aftermath of the bombing. I completely forgot about what I'd seen through the mortar's camera because the aftermath of the bombing; charred bodies, choking soldiers, and newly made amputees proved to be somewhat more appalling than the possibility that something had been wrong during the bombing. And then they showed you civilians. Not only did they attempt to humanize them more than the soldiers by putting them in bright clothing and huddling together to show that they possessed notions of love and warmth, but they even went as far as to put a mother protecting her child alone in the middle of the room. This is what I meant when i called using civilians cheap.The effect that the bombing had was also stressed in the case of the civilians, even though out of all the things that had been bombed, they were furthest away from an actual site of detonation. Every civilian was missing a face, many had exposed brains, others had but charred skulls. It was all meant to illicit a reaction, and where as it succeeded for Dave and Graz, I held issue with it because it was so blatantly meant to illicit a reaction that it lessened the horror (THE HORROR, THE HORROR) of the effect the bombing had, read: charred bodies, missing limbs, etc.

    Finally, there was a statement that either Lugo or Adams made that was just absurd. "He turned us into fucking killers." As opposed to what, exactly? Did they suddenly forget the hundreds of people they had already gunned down? Or were enemy combatants not considered alive? It's just absurd. They ascribe some sort of moral worth to the civilians, ignoring the fact that the civilians would, and later do, kill them should they be given the choice. And since that has now been brought up, what the hell was up with giving the player a choice to not shoot the civilians after Lugo had been cut down? The player had been painted as some sort of murderous monster only to turn around and pardon those who had actually wronged him. Though that's neither here nor there. I'd be perfectly fine if the wording in the statement had been something along the lines of murderers or monsters, but saying that they weren't killers before realizing that the civilians had been killed is stupid, especially after just having witnessed the after effects the bombing had on the 33rd.

    Overall, the bombing was still handled well, but it could have been handled better. What I think should have happened is that the civilians ought to have just not been included in the bombing. The horror of the bombing could serve as a catalyst for the change that would take place in the player's character. It could set him off onto the path towards insanity, instead of having him instantly reach it. A civilian massacre could show up later as a result of an action taken, or not taken (the latter of which would be better, in my opinion) directly because of the psychological effect the bombing had on the main character. The lack of an action would allow for anger as a reaction from the delta squad instead of just horrified silence and would better explain the change in tone the squad faces following the bombing. This would also serve to further the loading screen quote, "Do you feel like a hero yet?" By killing civilians, it becomes blatantly obvious that the player character can't become a hero short of some miraculous atonement and really drops a lot of meaning from the question. By not saving civilians, the player character is simply flawed, as heroes can be, but would obviously shoulder the blame in his own mind, stressing the fact that he won't ever feel like a hero. I'm also surprised the game was so short, with the focus on the psychology of the campaign.

    -Stalled (KICKKUUUUUUUUUUUUUUUUU)
  • I read the Achebe piece and Heart of Darkness in high school in English AP and we had a big discussion on it. I didn't think Conrad was deliberately trying to be hurtful, but I did think he was grossly ignorant and steeped in a racist, misogynistic culture so deep he couldn't even see out of the pile of shit he was drowning in. That said, I don't think we should EVER remove problematic works like this. The important thing is to contextualize it and focus on how things have changed. I think modern reprints could include a little essay at the front talking about the race issues in the book or something.
  • @Blank_Kold/Stalled - Good points all, and while I often react in the same way to things that I perceive as ill-fitting grabs where the only purpose is to illicit a reaction from me, this civilian-slaughter-device worked for me totally. I can see why it didnt work for you and I think you articulated why it failed for you really well, so no argument from me there, and sorry if I sounded dismissive.
    One thing I would point out - and that kind of ties into why I think the civilian-slaughter-device worked for me - is the guy that yells "he turned us into killers". I think that statement is supposed to be jarring in this context precisely because the moment you see their charred bodies (maybe sooner for some of us) you start to question all your previous actions and all the other people you killed. Killing all these 'innocent' people is the smack in the mouth that really begins the process and ultimately drives it home. Its so over the top and so gruesome and so unambiguously awful that it inflects the rest of the game with a horrible weight. Without it, I dont think the game would have been as powerful. But I totally know the feeling of resisting something that I feel is a disingenuous emotion grab and the aftermath of it taking me out of whatever I am engaging with so completely that its irreparable. Ultimately I'm glad it worked for me because without that huge sin, I dont think the rest of the game would make much sense, because in video games you are constantly slaughtering legions of faceless badguys without a second thought. I mean he is a soldier and trying to do the same thing while only killing other armed enemies would be so much like your average gears clone that it would have been too subtle to accomplish what it set out to do. And its important to note that I dont think they were trying to accomplish some grand statement on the nature of violence and the death of innocents, but yeah...what I said a million times in the podcast...and god help me if I say the word 'interrogate' one more time I'm going to have to shoot myself because thats what happens when you edit a podcast with yourself in it and get really self conscious about the stuff that comes out of your face.
    But yeah, I appreciate your perspective on it!
  • Thanks for the response. And don't worry, I still remember talking about it in the chat after you guys finished the game, so you didn't come off as dismissive. And as far as self editing, whenever I hear a recording of myself I cringe at how many times i say fuck.
  • Yeah, it wasn't really in-theme for the podcast so we didn't even talk about the parts where he's like "women are so blissful in their ignorant world, we should do our best to keep there where they can remain stupid and happy."
  • Interesting conversation. I too was shocked at the 'no bacon'.

    Also just saw a full review of Spec Ops on Good Game (aus TV show) which said similar things you mentioned Although they were spoiler protecting, but they used words like 'character' and 'journey'.

    I think their main point was that it looked like (and marketed as) a generic war shooter and this could be to its detriment.
  • It's a tough position to be in. If they're going for verisimilitude, then they have to make it look like every other war shooter at first. Of course, they did that and I spent at least the first hour being like "Sooooooooo... this is the game everyone said was really good?
  • Second, the soldier that said they "were helping" just makes no sense. How were they helping exactly? Taking people as hostages at gunpoint doesn't exactly sound like helping, even if you didn't plan to kill them, the evacuation had failed already so there was no reason to take them.



    You might be right, but I figured it was them saying, "well, there's martial law, and people are all fighting each other, the safest place for these unarmed people is in our camp." If there's roving gangs killing people and stealing their water, staying in your house probably isn't the safest option.

    It was all meant to illicit a reaction, and where as it succeeded for Dave and Graz, I held issue with it because it was so blatantly meant to illicit a reaction that it lessened the horror (THE HORROR, THE HORROR) of the effect the bombing had, read: charred bodies, missing limbs, etc.



    I totally get what you're saying, and it certainly lacks subtlety, but isn't it difficult to hammer home this point with only enemies in a shooter? THE HORROR could be lessened if you see a mutilated enemy in what would be an unspeakable act in real life and think, "Well, this is nowhere near as bad as the stuff I was doing in Bulletstorm."

    Finally, there was a statement that either Lugo or Adams made that was just absurd. "He turned us into fucking killers." As opposed to what, exactly? Did they suddenly forget the hundreds of people they had already gunned down? Or were enemy combatants not considered alive? It's just absurd.



    Well, there's a big moral difference between killing that they were prepared and trained to do, and cold-blooded civilian murder. More importantly, THEY see it as a huge difference, and the events of the game start to break down the boundary between what they view as acceptable and unacceptable killing. That's them saying, "I was trained to do one thing, and this is definitely not it."

    A civilian massacre could show up later as a result of an action taken, or not taken (the latter of which would be better, in my opinion) directly because of the psychological effect the bombing had on the main character.



    The mortar minigame and so forth really worked because it played off the minigames in Modern War Battles 4, which are often uncomfortably similar to the real thing. Call of Duty never has you walking through wreckage after the gunship levels and ask you, "So did you think you managed to only shoot bad guys?" You're right in that the mother/child pieta pose was a little blunt, but I wonder how much subtlety a game of this tone playing off of modern shooter tropes can manage without losing its message in the way that horrific violence is made mundane and boring in the genre.

    I agree with you that it's "cheap," but the game itself is designed to be highly manipulative. It's like "Crash," it's not achieving the height of what a really well-made work of art could achieve, but its goal is aiming lower, just to elicit a reaction in the player. Also, this game, as blatant as it was sometimes, was still way more subtle than Crash.
  • And frankly, conisdering the general level of artistic integrity in the majority of video games, and especially in this particular genre, and ESPECIALLY the particular audience of this particular genre who they have been targeting with their marketing, you kinda have to hammer your points with a sledgeheammer. It may be blunt, but it's a step in the right direction on the whole, and I really hope we see more of it. Can't wait to pick this up when I get my paycheck; this is the sort of game I've been wanting the video game industry to make for some time now, and I honestly was beginning to think we'd never see it, at least not in the military shooter genre. It strikes me that video games are in a position utterly unique in all forms of media to examine our relationship with violence, and its nice to finally see a game start to take advantage of that.
  • Dave and Graz's Serious Business for the Socially Concerned Individual.

    It was a good episode.
  • Here's an interview with the writer:

    http://penny-arcade.com/report/editorial-article/spec-ops-is-critical-of-war-and-players-of-war-games-an-interview-with-the

    He does mention a lot of the stuff that was discussed in terms of marketing, manipulating the player, and the White Phosphorus scene, as well as eliminating "good" choices that allow the player's conscience a way out, no matter the level of hopelessness in the game's narrative.
  • http://www.mediumdifficulty.com/2012/07/18/sadistic-design-in-spec-ops-the-line/

    Posting in a dead thread, but I thought people should see this.
  • THE ILLUSION OF CHOICE IS THE WHOLE POINT. THAT IS THE POINT OF THE GAME. IF YOU DON'T LIKE THAT, FINE, BUT DON'T ACT LIKE IT WAS A FUCK UP.

    in fact that the game presents you with unkillable enemies if you try to engage the encampment with small arms. It’s no decision at all.

    He says he listened to the Gamespot podcast with the writer of the game. Did he not listen to the part where the dude pretty much said "video games cater to the player with this total subservience, and in the real world you often have choices where your actual ability to affect things is extremely limited"?

    It's my estimation that Spec Ops is both an indictment of FPS military shooter games AND of the way we expect choices/decisions to work out in games. He mentions Bioshock. Doesn't he see the irony in that, considering Bioshock's save/harvest system is one of the most visible fake-ass, no consequence choices in all of video games?
  • I haven't actually had a chance to play the game yet, so I can't make any concrete judgements as of yet, but from listening to you and Graz on the podcast and from what little I know I'd say I agree with you guys. And hey, even if Spectacle Ops wasn't a grand revelation, it's still most definitely a step in the right direction. To be fair to the author though, he does make a point of saying that Bioshcok utterly failed it's premise of moral choice.

    Also figure I'll post this article, as it's relevant to the depiction of war in games issue: http://www.mediumdifficulty.com/2012/03/01/call-of-apathy-violent-young-men-and-our-place-in-war/
  • It's hard to tell exactly what he's talking about with Bioshock, because he's not very specific, but I think he's talking about the ultimate plot twist of Bioshock and the "you could've stopped playing this" idea, where I'm talking about how dealing with the Little Sisters is worse than irrelevant, because it acts like it's a choice of self-denial when in actually choosing the nice choice is 100% more rewarding. So it's saying "this choice of self-sacrifice is gonna be real hard!" then when you choose the morally good one it gives you a present and says "you are very nice, good job!" Which is the exact subservience to the player that the dude who wrote Spec Ops was talking about.
  • Article said:

    Every mission is set in the same level. They each take 12 hours to complete.


    Sounds long haha
  • Dave said:

    THE ILLUSION OF CHOICE IS THE WHOLE POINT. THAT IS THE POINT OF THE GAME. IF YOU DON'T LIKE THAT, FINE, BUT DON'T ACT LIKE IT WAS A FUCK UP.


    This line made me very happy. It reminded me of Spankminister's rant a while ago about how if you thought that RE5 not letting you move and shoot at the same time was due to the game developers being incompetent, you were trying to play the wrong game.
  • I like what this game is pushing for. But what do you think this means for the future of games overall? Do you think we might start to see games with a once binary sense of good and evil move towards becoming a game that actually changes based on how the player plays the game, not which arbitrary speech option he chooses? I really think this game's theory could be applicable to other game genres, I'm just not sure how yet.
  • I don't get the impression that this game is trying to change the way games are made any more than the people who made "Network" expected to change how TV news was presented.
  • Dave said:

    THE ILLUSION OF CHOICE IS THE WHOLE POINT. THAT IS THE POINT OF THE GAME. IF YOU DON'T LIKE THAT, FINE, BUT DON'T ACT LIKE IT WAS A FUCK UP.



    This is popping up a lot recently in game discussions with the way a lot of games are going. Game crit is at a point where we have a lot of people with very specific expectations about gameplay. The guy in that Spec Ops article complains that he is not given choice: it is window dressing on the old "linear" as a pejorative in game reviews that's been around for at least a decade. Tycho from Penny Arcade stopped playing The Walking Dead because he dreaded the choices he was going to be forced to make. Countless others expressed surprised at The Last of Us' trailer, how combat was uncomfortable and horrifying instead of slapstick and congratulatory. Games are now getting more savvy and daring with their imagery and emotional manipulation, but are running up against a player mentality of "I'm not having fun, and this game isn't making me feel good about myself, why should I play it?" If games thus far have been feel-good John Wayne war movies, the medium is maybe ready for its Platoon. I'm just not sure its players are.
  • But the whole thing that makes a game different from a movie *is* the fact that you can choose; or, at least, bring about an agreeable ending. If the llayer's choices and actions are meaningless then why bother playing?
  • But the whole thing that makes a game different from a movie *is* the fact that you can choose;


    Arguably yes.

    or, at least, bring about an agreeable ending.


    I don't see that that has to follow.

  • I really think this idea that what games give us is choice and thats what makes them special and good is being overemphasized. Choice is not the only thing that makes playing a game different from a movie. And while it is certainly a super important part of a lot of games, its a mistake not to acknowledge that taking choices away, constraining the players choices, or in this case making the player think about what they expect from choices in the games they play isnt also really valuable and potentially powerful.
  • I haven't played the game but I did watch the "white phosphorous" scene and I thought it was interesting that the guy in that Sadistic Design article was like "What the fuck? I have to use the phosphorous mortar?!" Then in the video when one of Walker's teammates is like "Bro, there's a choice" he's like "No, not really."