What is the worst loading screen in gaming history?

What is the worst loading screen in gaming history?

youtube.com/watch?v=5y6hogKehZE

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Crash Bandicoot: Wrath of Cortex
It's fucking 90 seconds long and happens every time you die

I know some anons love to shit on Spec Ops, but I have to give them credit for the story. Hoping that another game does the whole anti-shooter thing better in the future.

How many Americans have you killed today?

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not enough.

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Spec Ops had to be hamfisted because it was targeted toward dudebros on whom subtlety is lost.

Yeah, I remember a developer interview which said that any references to the story were cut out in the final advertising. Kinda funny in my opinion, those who complained about it not being just another military shooter were exactly the kind of people the game set out to critique.

It's basically what happens when the writers and thinktanks of a developer team get complete control over the work. You get something very interesting and unique, but it's usually avant garde and obscure too. SEL is another example of the intellectuals in a team gaining dominance, and making the show forgotten in exchange for deep lore. It's all a lesson on how to design a work, and sometimes even the interesting writers have to be curtailed in order for the game to succeed commercially.
Can you imagine elder scrolls if the lore guy, completely hooked on shrooms and LSD had to make the game plot too? That's spec ops and other games like it

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The thing is that Spec Ops got the last laugh in the end, since it's remembered as a cult classic now and is also one of the few modern military shooters from that era to be remembered in general.

I wish Yager did another postmodern mindfuck game like it. Then again, wouldn't knowing something was made by the Spec Ops actually ruin the surprise and make you expect the unexpected?

But... didn't Yager go bankrupt and close a while ago?

It is a lesson on how to design a work but not how to design every work. The call of duties and duke nukems of the world are important as well.

this game is such a self defeating meme lmao

That's what I said, it's a lesson on game development. You have to give an appropriate authority on the corporates, writers, programmers and such so the game doesn't become too niche or obscure because of an autistic fixation, or too bland because it was made as a cash cow in mind. A good lead has to equalize the factions in order to get a commercial success

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the problem is interactivity, choice and autonomy

they didn't properly utilize the medium or gamify morality, they could've had a difficulty system that posed immoral options as easy solutions / shortcuts for difficult situations but instead they opted to just slam the player for doing the only thing the game allowed him to do

>butthurt self inserter

>started identifying more and more with Walker as the game went on
>stllt got crushed by the ending
I still don't know if it means they wrote him well, or if I'm a lunatic myself

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I think the WP scene is the only time they actually slam you for something you were forced to do, and that only happened due to budget limitations.

There's lots of other smaller choices you can make that the game comments on. I actually think the choices you get in Spec Ops are to some extent a piss take on moral choices systems in games like Bioshock. Even if you save the civilians before the gate, or if you don't open fire on the mob, it still doesn't undo the fact that Walker fucked over the city.

Walt Williams (the writer) is still around though. I think his most wprecent writing gig was the campaign for EAFront II, but that was obviously a corporate job. I'm saying it'd be interesting if he worked in a passion project like Spec Ops again.

>I actually think the choices you get in Spec Ops are to some extent a piss take on moral choices systems in games like Bioshock.
those systems are actually more valid though because at least they attempted to utilize the medium

i expected 50 minutes of different loadings screens

atleast post the real version
youtube.com/watch?v=kSMoxfkv_qM

It's because the game actually has a huge difficulty spike after the Chopper crash to the point where it actually feels frustrating. You empathise with Walker's frustration at that point. Playing this game has to be one of the most memorable experiences I've had in the last decade. I beat the whole game in a single sitting, and felt just as drained and broken as Walker was when I finished.

Because heroic delusions of grandeur + nothing ever going right for him makes me feel empathetic for him. I think the best ending is that one you just posted.

>since it's remembered as a cult classic now
No?

Yeah, the game would have been excellent if there were some ways to avoid doing fucked up shit, maybe subtly hidden and hard to notice unless you really wanted to figure out how to avoid the slaughtering. I just go with the flow with most games on first playthrough so the story worked for me, but it sucked to find out later that there was no way to avoid that shit anyway.

how is SEL forgotten if I see multiple faggots posting about it everyday on Yea Forums?
checkmate you fag

Same with spec ops right now, yet it was never popular and was even called bizarre when it first came out

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Mass Effect Elevators

Holy fuck, don't remind me. "Is the game running slow or did the loading screen crash again? Set a timer and find out!"
AAAAAAAA

>We got off that boat, charlies everywhere
>Lotta killin' and dyin', no one seems to care

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Whoever has to experience it deserves it for supporting the fucking gayest genre of gay faggot fag shit video games in existence.

There's nothing bizzare or intellectual about spec ops though. At most it's remembered as that game with the twist. I'm honestly offended you somehow managed to compare SEL and specops, not that SEL is some kind of intellectual masterpiece but it has orders of magnitude more thought put into it than specops.

>game has long gameplay tips in loading screen that you can't see anywhere else
>loading is very fast

I actually wrote a long ass post about how it's an insult to SEL to compare it with spec ops but deleted it cause why bother

so yeah I agree with this

>player is forced into doing awful things
>character literally justifies all his awful actions by saying he didn't have a choice
>entire game is about people not accepting responsibility for their actions

>"wtf there should be a choice to not do those actions!"

the absolute state

The point is the writers were going off the rails in both cases, not giving a fuck about the supposed audience, which is why both of them were not remembered as fondly afterwards

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The difficulty spike is because Walker dies in the helicopter crash and he's literally in hell

Post it, it sounds interesting

this is exactly how i remember it, as the game went on it got harder and fights took longer and so you end up empathizing with walker somewhat, just wanting to get through and end t

doesn't specs ops feature a stupid breaking the 4th wall line like "Do you think it's a video game ?" ?
i think it's the radio guy who says it
it's the only moment i remember from this game
so fucking bland

Then what was I supposed to do, quit the game I paid for before finishing it?

>but deleted it
sorry my man, and if you think I would rewrite that shit then
>why bother
you already said all I wanted to say in a more condensed form

If the content actually made you uncomfortable, then yeah probably

Spec Ops also has a lot going for it beneath it's surface. Even without the twist, it's got great surreal art design, a great OST, a commentary on US Foreign Policy and is all around a good character study. People focus on the meta stuff way too much, when it's the part of the game that's aged the worst.

I don't remember any of those. I guess PC just loads way too fast.

Some of them don't appear if you didn't die in the specific chapter, so you probably passed the level without getting killed, and thus you never saw them

I played on Hard up until the middle of the game, where he finds the radio. After that I had enough of pin point accuracy of the AI and switch to normal. Haven't died a single time after that. If I actually saw them then I might have different opinion on the game, but as it stands it just generic 3rd person shooter.

what's aged worst is the godawful gameplay, I didn't even know you could make 3rd person shooters actually unfun

Realize the game is about walker not you retard.

another user here
the loading screens are pretty misleading in this regard, I think it'd gone over better if they just left out those arguably unnecessary quips

youtube.com/watch?v=kSMoxfkv_qM

I knew about the WP scene so it didn't hit me as hard. I did NOT know about the water truck segment and that to me was the best part of the game, especially the tonal shift from generic military shooter power fantasy to then showing you the real consequences of your actions

I fucking love Spec Ops the line. I wish there were more games like it. It's too bad Yager shit the bed.

>every loading screen berates the player directly
>it's not about you lol

I was once playing a game.
Then the game loaded, it was a black screen, and ur mom walked by. I saw her in the reflection. It was horrible.

>since it's remembered
Lol

hahaha kys

>post modern mindfuck

no thanks

Your birth

The helicopter crash is when the things really started to not make much sense anymore. Huh.

Bloodborne before they patched in item descriptions loading screens and it was just the logo

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Modern? Probably launch bloodborne. 60+ seconds of a title screen after every death. Not even lore.

What the hell is SEL? Not everyone knows these acronyms to game titles.

It's an anime.

It's amazing how badly people still miss the point of Spec Ops: The Line.
The game is a critique of modern military shooters and the people who play them.
Look at your average CoD or Battlefield or Medal of Honour campaign circa 2012. You're probably going to kill some unnamed brown-skinned "insurgents" for reasons you don't understand or because a 20 second briefing told you so.
Like in MW2 the favela mission where your team waltzes into a foreign country and shoots up a ghetto to catch one criminal.
To understand Spec Ops you need to understand its stance towards "player choice".
So the few "choices" you get in Spec Ops are all done through standard gameplay mechanics. There are no popups or dialogue wheels or whatever. This is Spec Ops telling you that where you choose to aim and pulling the trigger are both "choices". It's also why the "choice moments" have basically no lasting consequences but that doesn't invalidate the choice you made.
The WP scene servers 2 important purposes. To give you something to blame and (for most players) to chastise you for not asking for more "choice" before(As in: why didn't anybody speak up about these other shooters).
Even in Spec Ops, when you first choose to start shooting up the locals in the prologue that's you making a choice.
The choice is whether to use your M16 or your M9 and whether to drown them in sand or shoot them in the head, but it's still a mechanical "choice" just like choosing which "prisoner" to shoot or whether to turn on the snipers.
By the time you get to WP you've been "choosing" to kill people just trying to survive that mess and completely disobeyed your orders(which were just recon). And the vast majority of players didn't complain because it was framed as just standard videogame shootyman mechanics.

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cont.
Basically, when Spec Ops gets to the WP scene it's already too late. Giving you a choice there, a chance to "redeem" yourself and the entire shooter genre would be so far against the ideas that the game is presenting. Because by this point you've been doing some pretty horrific acts with "standard" gameplay mechanics and standard weapons.
The game now asks you to do the same damn thing but with different mechanics and different weapons. You've been seriously fucking civilians over indirectly by turning up the hostilities in Dubai, the game now asks you to do it more directly.
I mean, the consequences are the same and similar consequences are what you use to justify your choices in games. "If there are no consequences, no branching paths, it's not a choice". This scene is above all, a rejection of that idea. "There's always a choice". This doesn't mean that you have a choice that would lead to a different outcome. Aside from quitting the game and demanding devs change their attitudes in modern military shooters.
When the game asks "why are you here" it's asking the intended initial audience, people who like modern military shooters.

It's an old anime, but it does have a ps1 game to its name so it counts.
The point is that it was written in an almost completely self-serving manner, with the writers going overboard to the point where the series became remarkable for how much of a mindfuck it was, rather than becoming some popular flavor of the month work. Something similar happened with Spec Ops, where the devs themselves pursued it as a passion work more than just a game, and thus it was forgotten as it was not commercially oriented or succesful.

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god your so fucking incel. stop fucking self inserting

spec ops should have had a secret ending that triggered if you walked back to the starting point of the game after encountering the first hostiles

i swear to god ive seen this screen more than the actual game

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>I don't know what "cult classic" means.