Spec Ops: The Line and the fine art of subversion
Every writer has a piece that they never quite got placed with a publication. I wrote this many years ago now when Spec Ops: The Line was first released and showed it to a few friends and editors, but it was never published. Now that the game is five years old, I thought I’d just put it online.
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And the rockets’ red glare, the bombs bursting in air
Gave proof through the night that our flag was still there
The first thing you encounter in any videogame is its menu. People generally spend very little time on menus—they are doorways, the thresholds of videogames, ready to set the tone but quick to get out of the way. Despite their importance, they are often relatively disposable for the player, and quickly forgotten. Press Start. Hit A to begin. Now here’s the real game.
But the first thing you notice about Spec Ops: The Line is its menu. It is not here to get out of the way, to be an open door between the player and the ‘real’ game. It is here to make a statement. A dilapidated American flag takes up much of the screen, flying upside-down, either a sign of distress or a deliberate desecration. In the distance sits a Dubai in sandy ruins, the contemporary symbol of capitalist expansion and reach destroyed.
Playing over the top is Jimi Hendrix’s famous 1969 Woodstock performance of “The Star Spangled Banner”. The sonorous, roundly distorted notes signal its arrival half a phrase in; the manic, free-form drumming of Mitch Mitchell barely audible in the background. Already, The Line is in many ways radically different for a standard military-themed videogame. In the place of the usual proud flags and dutiful trumpet calls, The Line populates its menu with complicated and troubling symbols.
Of course, The Line is a deliberate attempt at subversion. Military shooters have long been at the core of the videogames industry (the latest installment in the Call of Duty franchise, for instance, grossed over $400 million in its first 24 hours on sale late last year), and while sometimes technically innovative and exciting, few of these games have very much to say. Some, like the Modern Warfare franchise, will occasionally look to have the appearance of philosophizing on war, but generally, the most generous conclusion to take from these sorts of games is something like this: War is hell. War is also spectacular. The people who choose to go into it and come out alive are amazing.
It’s in this context that The Line presents itself as a sweeping counter to the traditional claims of the military videogame. It isn’t all just upside-down flags and Jimi Hendrix, either. The game’s plot is for the most part, a fairly reasonable appropriation of the general thrust of Joseph Conrad’s Heart of Darkness and Coppola’s Apocalypse Now. We follow three soldiers—Sergeant Lugo, Lieutenant Adams, and Captain Martin Walker, the last of whom the player controls—as they journey into a Dubai of the near-future, one that has been destroyed by dust storms. A battalion lead by a Colonel John Konrad (in the game’s most guileless reference to Heart of Darkness) has disappeared in the city, and as we find out, has of course gone rogue.
Throughout your journey to look for survivors, Spec Ops continually throws horrifying experiences directly in the face of the player. Needless, limitless bloodshed, civilian massacres, warcrimes.
But The Line’s most unexpected move is its bold indictment of the player in this context. You did this, the game says. Not us, the designers, not the characters, but you. It’s all your fault.
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When Jimi Hendrix performed “The Star Spangled Banner” at Woodstock in 1969, many, if not most onlookers assumed it was an antiwar statement of sorts. Hendrix’s unorthodox performance was not the first controversial appropriation of America’s national anthem (Jose Feliciano had played a folk-ish version a year earlier at a Baseball match, the fallout of which he claimed stalled his career for a number of years), but it was certainly its most violent. Strewn between the heavily distorted, oppressively bland notes of the anthem were Hendrix’s own embellishments. He threw his plectrum up and down the strings, smashed away at the pitch-bending tremolo arm, and deliberately induced piercing feedback.
The fact that most of these embellishments coincided with the lyric, “and the rockets’ red glare, the bombs bursting in air,” just reinforced the idea that the performance was about the Vietnam War. The rockets’ red glare was being broadcast on television screens every evening in 1969. It was hard not to take it literally. Hendrix’s slides became missiles, his muted strumming became gunfire (much like his later song, “Machine Gun”), his distortion became bombs, destruction, and cries of the innocent. Played into Jimi Hendrix’s guitar were the nightmares of a generation of disillusioned Americans, his instrument an orchestra of national disaster.
Hendrix’s Woodstock performance is often mythologized as a kind of paradigmatic moment of counter-culture appropriation, of culture jamming fifteen years before anyone had thought of using the term ‘culture jamming’. Here was a noble and patriotic song being roughly hewn back into the militaristic fires from whence it came, Hendrix’s bloody tableau mirroring the war of 1812 that served as inspiration for Francis Scott Key’s original poem.
But it’s not usually remarked on that “The Star Spangled Banner” was actually a British song to begin with. The tune was first known as “To Anacreon in Heaven”, and was written by organist John Stafford Smith as a constitutional song for the Anacreontic Society, a British gentlemen’s club dedicated to “wit, harmony, and the god of wine.” Despite the notorious difficulty in singing the Anacreontic melody (one wonders if the Bacchanalian nature of the society made the task even less viable), the tune was a popular fit for a number adaptations (known as contrafactums) at the time, of which “The Star Spangled Banner” was only one. It also served as a vehicle for Robert Paine’s ode, “Adams and Liberty” in the late 18th century, for example.
The themes of appropriation and reappropriation are perhaps the one constant in the life of “The Star Spangled Banner”. Whoever knows what Hendrix meant when he played it at Woodstock. It does seem likely, after all, that there was some kind of protest meant, but if Hendrix saw what happened to Feliciano a year earlier, he’d have good reason not to push it further.
Curiously, Hendrix himself never said that the performance was meant particularly as a protest. In fact, he never really explained the meaning of the performance at all, except for a brief remark at a press conference a few weeks later.
“We play it the way the air is in America today,” Hendrix said. “The air is slightly static, don’t you think?”
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One of Spec Ops’ central villains used to write for Rolling Stone. Robert Darden, a bearded, Hawaiian-shirt wearing reporter taunts the player over a city-wide broadcast system for much of the game, earning him the nickname of the ‘Radioman’. He also has pretty good taste in music, and through several key scenes in the game blasts out Deep Purple, Martha and the Vandellas, and The Black Angels.
Having an antagonist like Radioman allows music to come to the fore in The Line. Rock music is often blasted diegetically through the game’s Dubai, sometimes as a complement to the action and sometimes as a counterpoint, but always as a reminder of the foreignness of the American presence in Dubai. The music writes over the Emirati landscape, reminding players that it is American against American in this game, and that Dubai is only present insofar as it is an immutable reminder of America’s foreign entanglements. This is, by and large, a game about America and American culture: whatever the problems are of sequestering Dubai for thematic ends, The Line is not interested in it as much more than an emblem.
In one early sequence that announces the game’s engagement with popular culture, a lengthy firefight is set to Deep Purple’s 1968 hard rock hit, ‘Hush’. In the context of The Line, ‘Hush’ should act as an ironic counterpoint to the action—“Hush, hush, I need her loving,” sings Rod Evans, “But I'm not to blame now.” When Alfonso Cuarón used the same song in his terrifyingly bleak Children of Men, the Los Angeles Times called it “a sly lullaby for a world without babies.” When Spec Ops makes other similar allusions with its music, as with Martha and the Vandellas’ 1965 Motown classic, ‘Nowhere to Run’, the point is clear enough, even erring on overstating things. “Got nowhere to run to, baby,” runs the Holland-Dozier-Holland lyrics as the bullets fly over our protagonists, “Nowhere to hide.”
But right then, in the heat of the Deep Purple battle, the unsettling point is lost in the haze of cover-to-cover sprinting and pop-and-stop shooter mechanics. The lyrics might say one thing, but the cutting backbeat and the powerful bass line says something else entirely. All this shooting, this strategy, this chaos, this music—this is a little bit cool.
“Hey, you guys hear music?” asks one of The Line’s protagonists.
“Who cares?” answers our character. “Just shut up and keep fighting.”
The tension between critical commentary and surface level enjoyment lingers throughout The Line. When, later in the game, a slow-motion escape from a missile blast is set to Verdi’s ‘Dies Irae’, this unease is amplified. Like the Wagner helicopter attack sequence from Apocalypse Now (which was undoubtedly the scene’s inspiration, as the blast comes from a helicopter here, too), The Line runs a real risk of its intended commentary being literally drowned out by a one hundred person orchestra. The ironic juxtaposition of dead white European classical composers with macho violence is subsumed by the grandiloquent power of Verdi and Wagner, a tension that Coppola played with in Apocalypse Now but that has eventually been defeated by Hollywood iconography. Though Wagner-and-the-helicopters has now entered into the pop culture lexicon, how often is it used to invoke the madness and the masculinity of war, as intended? How often is it instead used to illustrate military elegance and the iconographic power of the Vietnam war?
This is the fundamental problem of The Line, one that is clearly reflected in its use of music. Does it matter that the game offers up a heartbreaking critical commentary on war and videogames, if from moment-to-moment, all I can do is enjoy the mayhem? Does it matter that my enemies are screaming at me that I’m a murderer, that their radio chatter becomes increasingly fearful of me as I move forward through their soldiers like some sort of nightmarish Superman, if the game has also been perfectly calibrated to give me pleasure from discharging my weapon into the faces of oncoming, depersonalized enemies?
“Shut up and keep fighting.” The context of that terse comment is one of maintaining control in the heat of battle, of blocking out pain and trauma until later, when it might be safe to reflect on your horrific deeds. Yet it could equally also apply to the naive player, the kind not interested in The Line’s plot but in its thrilling action; not so much a remark on a lack of time as a lack of care. “Shut up and keep fighting.”
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Of course, the simple fact that players are not likely to miss The Line’s critique does not automatically mean anything at all. Earlier this year, the Australian army released the Chief of Army’s Reading List for soldiers. Conspicuous on the traditional list were books like Joseph Heller’s Catch-22 and Kurt Vonnegut’s Slaughterhouse Five, while films included the likes of David O. Russell’s Three Kings, Ken Loach’s The Wind that Shakes the Barley and of course, Apocalypse Now.
The presence of these works on such a list appears, at first, to be inexplicable. What use could Catch-22—a book that coined the anti-Vietnam war slogan, “Yossarian Lives!”—have for army bureaucracy? Why would army officials want soldiers to watch a film like Three Kings, a film that tracks three soldiers’ attempts to steal gold in the wake of the first Gulf War, a film that was described by the Los Angeles Times as “one of the defining antiwar films of our time, a scathing and sobering chronicle of U.S. misadventures in the Middle East”?
In commenting on the success of The Hurt Locker at the 2010 Oscars, Slovoj Žižek offers this: “In its very invisibility, ideology is here, more than ever: we are there, with our boys, identifying with their fear and anguish instead of questioning what they are doing there.”
Perhaps it is impossible to make an anti-war film. Perhaps there is always the possibility that despite context and framing, the exhilaration and terror of combat will always translate into romance for some. The strategy for most so-called anti-war films is still one of audience identification: here are innocent characters, thrown into a terrible scenario so beyond the realms of civility that we feel for them even as they commit heinous acts.
Even when characters are allowed some complexity, or are even pushed to become monsters, we can still see glimmers of our own collective guilt, our tortured souls played out within these people. There but for the grace of God, go I. Anti-war films are the best recruitment tool for fascists who still believe in their own soul.
And so it goes with The Line. No matter how hard the game tries in being anti-war, or even just to be a confronting critique of its genre, it never fails to also re-articulate the pleasures of the military videogame. Subversion is frequently too enormous, too clumsy, and too delicate a task to undertake meaningfully. Too much is pulled in too many directions; too many elements left unaltered. For every player who gets The Line’s Joseph Conrad references, another handful will simply find pleasure in the game’s tactical gunfights.
Subversion, especially in a medium as commercial and unwieldy as the videogame, is an imprecise art.
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In 2000, the virtuoso guitarist Joe Satriani opened a Baseball match between the Giants and the Mets with his own homage to Hendrix’s performance of ‘The Star Spangled Banner’, a moment that was in turn recreated in last year’s Moneyball. His version was nearly identical to Hendrix’s, even down to the guitar tone and layering of effects. What was not recreated, however, was the crushing, distorted sounds of machine guns, bombs, and cries of terror. Why, after all, would you bring that sort of subject matter up at a baseball match, a time where national disgraces are usually tactfully concealed behind layers of professional competition?
What Satriani was left with was just a somewhat stylish, metal-cool version of the American national anthem. He played it, the audience stood, some sang along, and most cheered when it was over. Hendrix was back in the patriotic fold, the ambiguous and potentially subversive elements of his performance smoothed over by a modern rock star. There were no rough edges anymore.
Somehow, between 1969 and 2000, the context of playing the anthem on an electric guitar had shifted from disruption to celebration, from national anthem to rock anthem. There’s something telling about the fact that the only videogame to feature Hendrix’s version of “The Star Spangled Banner” before The Line was Guitar Hero 2.
Look at this page on Answers.com:
The question: “Did Jimi Hendrix mean to dishonor the Star Spangled Banner?”
The answer: “He would never disrespect our country. He played the song that way to honor the troops that were fighting in Vietnam.”














