Gamereactor International English / Dansk / Svenska / Norsk / Suomi / Deutsch / Italiano / Español
Log in member
amigo






Forgot password?
I'm not a member, but I want to be

Or log in with a Facebook account
FacebookFacebook
Preview

Spec Ops: The Line Multiplayer

Text: Gillen McAllister

For once in a military shooter our early-favourite load-out isn't the stopping blast of a Tar 21 Rifle.

Nor the meaty boom of the M1014 shotgun. The deadly spit of the MSG90 Sniper Rifle's close second. No. It's the quick inaccurate roar of the MP7.

Inaccuracy, and a killing range no longer than a elephant's trunk, would rightly have the sub-machine gun ignored for all but a last resort weapon in other shooters. But in the tactical and tiny maps of Spec Ops multiplayer, it's got a stopping power of a sledgehammer the size of God.

Gun weight factors little into the equation. Range, aim, and speed of reload is everything. Spec Ops allegiance to the near-instant deaths of the realistic shooter means for the most, they who shoot straight first win. Though two other elements factor in: they who are a sneaky bastard will earn rights to the opening salvo, and they who work as a team will have the advantage of the battlefield.

Spec Ops: The Line

Spec Ops: The Line's multiplayer takes the single player campaign, the horrific Heart of Darkness-inspired trek through Dubai, and regurgitates the combat system (fast-paced cover shooter), the locations (separate from SP, but still urban havens reclaimed by the desert) and unique mechanics (random sandstorms and avalanches) and ties them into a 4-on-4 multiplayer replete with a variety of modes.

During today's hands-on, we see three. Team Deahmatch's by name of Mutiny, a King of the Hill variant labelled Rally Point, and Buried, which is Yager Entertainment's entry into the "unique multiplayer mode not appearing in any other game".

That last sets up two spawn points, one for each team, at either side of any given map. Each spawn location has three vital points, marked by a small glowing area. Destroy all three and a high value target specific to that map will be unearthed (jet engine, attack helicopter missiles). Light it up and win the match.

Each point can be repaired by its defenders, but given the maths - eight players, two teams, three vital points to attack/defend per foursome - clear-cut strategies are temperamental at best, and the inclusion of rocket launchers required to take out vital points dotted across the map tosses a explosive variable into the usually tense and fast-paced face-off.

Spec Ops: The Line

Different name and style, but the basics of the template are familiar. Yet it's the maps that lead to an enjoyable few hours across the new and classic gameplay modes. We flick between them across a trio of maps, the builds of which give three very different experiences. Pre-match party voting is not going to be so clear-cut come release.

Opener Crow's Nest is atop four skyscraper roofs turned shanty-towns. Constant exposure to the elements has gradually worn the sheen of this high society oasis, and those left in the city's ruins have coupled together makeshift bridges, nailed metal and wooden plating were they can for cover, and zip-lines run between the two highest buildings.

The studio's obviously worked long and hard over the blueprints for these maps. Routes from any point to another are plentiful, but wrought with the danger that comes with open ground. Gaps in walls and barriers make for possible snipe points, be it attacking from or aiming at. Cover points are filtered generously throughout each rooftop, but there's only one per roof that safely defensible - and each only give a funnelled POV of the map.

Spec Ops: The LineSpec Ops: The LineSpec Ops: The Line
Spec Ops: The LineSpec Ops: The LineSpec Ops: The Line

It's the same with the other two; each have their dangers. Last Resort mainlines map verticality with a four-floor layout with an open lobby shadowed by four curved and connected balconies, bookended by two stairwells leading down into two side-rooms, and covered by a building ceiling dotted with service shafts and connected by two partially-destroyed pillars. The rooftop's big enough that we spend the majority of a Mutiny match skulking round cover in a game of cat and mouse with an enemy. Kill-cam pinpointing of your attacker used by all, fuelling the quick rolls and charges between areas.

Last Resort sees moments of pure silence as well, as bullet barrages lull and there's a palatable tension in the air as ears perk to listen for footfalls. While there's a mini-map its rarely used - sound the better judge for enemy proximity. Sandstorms that blast every map randomly drop view distance to zero, forcing everyone to either sit and wait it out, or duck into buildings for refuge.

Storms play a big part in changing the play style of maps - either by reducing their size and leading to taut office shoot-outs, or allowing for brief cover out in the open. Less successful are the sand avalanches, parts of each map that can be shot to swallow and instant-kill enemies squatting nearby. While it's a good trick, soon enough no-one lingers in those vicinities and the wait to catch someone out is camper tedium.

Spec Ops: The Line

Spec-Ops tows the line with class distinctions and upgradable perks. These run the line of health of damage buffs, but the Medic and Sniper gain two interesting takes. The former a injectable concoction for comrades that'll make them invincible to all but a head-shot for a short while, while the latter gets the lone nod to anything resembling near-future warfare with an active cam when standing still. With teams mostly on the move, stillness wins a few sneaky kills.

Last map Consumed is where we play our inaugural Buried match and the best bout of Rally Point and it's a brutal unrelenting bite compared to Last Resort, due to the two machine guns nests built at opposite ends of the street that splits the map evenly in two. Either side is ruined office buildings, and sand-consumed walkways.

There's zero chance of respite, and little room for cover when it comes to Rally Point. The mode changes the point-earning area every minute to one of the handful of pre-picked locations, but every one on Consumed has been carefully carved into its own miniature suicide mission.

Spec Ops: The Line

Our team charge to a building corner Rally Point only to be cut down by a symphony of rifle bullets by the awaiting other side. They blunder into a proximity mine on route to another. Both sides forget point accumulation momentarily as we fight over machine gun nest supremacy.

And aside from a brief dabble with other load-outs, we keep returning to that MP7. Long-range deaths are thankfully low as we learn to skirt walls to our destination, the shotgun too long in reloading to make it a show-stopper - the MP7 fits perfectly to the flow of the close-range battles and pace of a Spec-Ops multiplayer battle.

We're still a few modes and hopefully plenty of maps from seeing all that Yager's title has to offer. As such the obvious questions we'd ask regarding any upcoming multiplayer shooter remain unanswered for now. But with a ruthless squad efficiency to match Ghost Recon, and battlegrounds that intrigue with tactical options, we're definitely interested to see more of the title.

Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :--


Would you like to post this action to Facebook ?
Game info
  • System:
    PC, PS3, Xbox 360
  • Genre:
    Action
  • Developer:
    Yager Development
  • Publisher:
    2K Games
  • Offline players:
    1
  • Online players:
    1-8
  • Age limit:
    From 18 years
  • Release date:
    29 June 2012
Spec Ops: The Line
Your collection
Similar games

The 20 latest programs:
(Interviews, reportages, reviews)

GDC: Dreamfall Chapters - Interview
2013-05-18

We caught up with Red Thread Games' Dag Scheve (writer) and Martin Bruusgaard (lead designer) to discuss the recently kickstarted Dreamfall Chapters.

Call of Duty Championships Special - Celebrities
2013-05-17

Are the top COD players turning into superstars? We asked the players at the Call of Duty Championships in Hollywood.

Spin the Bottle: Bumpie's Party - iDÉAME interview & live demo
2013-05-17

KnapNok Games' Lau and Dajana share their vision about motion controls and no-TV games. They also define their imminent Wii U party game Spin the Bott..

GDC: Anomaly 2 - Interview
2013-05-17

We had a chat with 11 Bit Studios' senior writer Pawel Miechowski about the recently released tower offense game Anomaly 2.

Press Start: Sanctum 2
2013-05-17

We captured just under half an hour of the early action in tower defence/first person shooter Sanctum 2 for your viewing pleasure. Enjoy!

GDC: Wargaming - Victor Kislyi Interview
2013-05-16

We sat down with Wargaming.net CEO Victor Kislyi in a boardroom of sorts to discuss their global expansion - the additions of new studios Gas Powered ..

GDC: Big Bite Soccer - Interview
2013-05-16

It's not every day we cover a Facebook game on GRTV, but Big Bite Soccer is a little different - and it should appeal to fans of classic football offe..

GDC: Nvidia Shield - Interview
2013-05-16

Jason Paul, director of product marketing at Nvidia, gives us a brief overview of the lay of the land with the upcoming Shield handheld, that offers a..

PAX: Wildstar - Mike Donatelli Interview
2013-05-15

We caught up with content director Mike Donatelli on the PAX East showfloor to learn more about the intriguing new MMORPG Wildstar.

Trailershow - 15 May
2013-05-15

Are you ready for the Trailershow?!

PAX: Dungeon Defenders II - Interview
2013-05-15

Trendy Entertainment's Josh Isom talks to us about the new competitive mode in Dungeon Defenders II (or MOBA mode if you will), as well as some of the..

GDC: Age of Wulin - Interview
2013-05-15

We took a limo ride with Gala Networks' Claas Wollter in order to find out more about some of the more unique features of Age of Wulin - a free-to-pla..

GRTV: Indiepub - Interview
2013-05-15

Gillen McAllister meet Indie Pub content manager and resident turkey impersonator PJ Hruschak at the Namco Bandai Global Gamers Day where Indie Pub pr..

PAX: Sanctum 2 - Lead Designer Interview
2013-05-15

We caught up with Sanctum 2 lead designer Oscar Jilsén at PAX East to discuss the sequel to the innovative tower defence slash first person shooter.

Full Mojo Rampage - interview and exclusive gameplay demo
2013-05-14

We sneak into Over the Top Games office to get an exclusive first look at Full Mojo Rampage, their first action-RPG. Meet its gameplay mechanics, arts..

RuneScape 3 - Design Director Interview
2013-05-14

We caught up with Jagex design director Mark Ogilvie to learn more about the direction the popular free-to-play MMORPG is taking next.

Cloudberry Kingdom - Pwnee Studios iDÉAME interview
2013-05-14

Co-founder & programmer Jordan Fisher talks us through one of the most difficult platformers we've got to play. The maths-lover explains how difficult..

Press Start: Metro: Last Light
2013-05-14

Watch us play the Metro: Last Light on Xbox 360 from the beginning up until just under the hour mark.

PAX: Luftrausers - Interview
2013-05-14

We caught up with Vlambeer's Rami Ismail at PAX East and learned more about the indie developer's 2D dogfighter Luftrausers.

Watch Dogs - Cinematic Lead Interview
2013-05-13

We caught up with cinematic lead Lars Bonde at a preview event for Watch Dogs to learn more about his contribution to the development process and what..

GDC: Expeditions: Conquistador Interview
2013-05-13

We caught up with creative director Jonas Waever from Logic Artists to discuss the novel turn-based strategy RPG Expeditions: Conquistador.

The Bureau: Xcom Declassified - Senior Producer Interview
2013-05-13

Mike Holmes caught up with senior producer Nico Bihary to discuss the prospects of tactical third person shooter The Bureau: Xcom Declassified and how..

Call of Duty Championships Special - Getting into COD
2013-05-10

In this second episode we talk to the players at the Call of Duty Championships about how they got into Call of Duty.

Runner 2 - Alex Neuse iDÉAME interview
2013-05-10

With Runner 2 already running on many platforms, Gaijin Games' co-founder announces future DLC and talks about reception and making great sequels. Bes..

Young Justice: Legacy - Interview
2013-05-09

Doug Panter, director of marketing at Little Orbit, talks us through their video game adaptation of Young Justice.

GDC: The Drowning - Interview
2013-05-08

Ben Cousins' career spans companies ranging from Lionhead to Sony and DICE, but his next project is DeNA owned Scattered Entertainment that's attempti..

Games To Look For: May
2013-05-08

We take a look at some of the bigger releases due in the month of May including Metro: Last Light, Fuse and Grid 2.

GDC: Ubisoft - Yannis Mallat Interview
2013-05-08

We had the chance to catch up with Ubisoft Montreal and Toronto Chief Executive Officer Yannis Mallat to talk about industry trends during GDC.

PAX: Neverwinter - Jack Emmert Interview
2013-05-08

Cryptic Studios CEO Jack Emmert talked to us about the next MMORPG coming out of the studio - Neverwinter - how it came to be, the state of the MMO sc..

GDC: Infinite Crisis - Executive Producer Interview
2013-05-07

We talked to Turbine's Jeffrey Steefel about their upcoming super hero MOBA - Infinite Crisis - a game that pits various multiverse editions of your f..

GDC: Cloudbuilt - Interview
2013-05-07

We caught up with Johannes Smidelöv from Swedish startup Coilworks to discuss their promising speed run-centric platformer Cloudbuilt.

GDC: Auto Club Revolution - Interview
2013-05-07

Auto Club Revolution is a new free-to-play racing experience for PC from racing veterans Eutechnyx. We caught up with Simon Jones who tolds us more ab..

PAX: J.S. Joust - Douglas Wilson Interview
2013-05-07

We had a chance to talk tocreative designer as he describes the game, the process of trying to find a publisher and the other games in the Sportsfrien..

Pixel Toys - CEO and founder iDÉAME interview
2013-05-07

With Super Little Acorns 3D Turbo just launched, CEO Andrew Wafer and founder Alex Zoro share studio vision on retro style games and mobile vs. consol..

PAX: R.A. Salvatore - Neverwinter & 38 Studios Interview
2013-05-06

Best-selling author R.A. Salvatore talks about his most recent books set in the Forgotten Realms, their ties with Neverwinter, and the unfortunate dem..

RuneScape 3 - Event Update
2013-05-06

Gillen McAllister was on site at Peckforton Castle for the reveal of RuneScape 3. Get a taste of what's to come on GRTV as well as the site over the c..

PAX: AbleGamers Interview
2013-05-06

AbleGamers is a foundation dedicated to working to promote better access to gaming for disabled people. We caught up with community outreach coordinat..

PAX: Artemis Spaceship Bridge Simulator
2013-05-06

We caught up with Artemis Spaceship Bridge Simulator creator Thomas Robertson at PAX East and learned more about this unique and captivating game that..

Call of Duty Championships Special - The Event
2013-05-03

We travelled to Los Angeles for the Call of Duty Championships and met with players, developers, celebrities and MLG representatives. In this first ep..

PAX: Might & Magic - Erwan Le Breton Interview
2013-05-03

We caught up with Ubisoft creative director Erwan Le Breton at PAX East to learn more about Might & Magic: Heroes VI Shade of Darkness and Might & Mag..

Poll Do you want to see more DLC and online game-based content on the site?
  • 43% Yes - all and everything!
  • 21% Only for the bigger, current games
  • 36% Stick to retail/full digital releases, please.
Result
BETA +