[NONVERBAL]
The world of Spec Ops is ripe with nonverbal cues and design choices that are able to convey emotion without the use of language. The weathering of characters is one of the best ways the game uses nonverbal language to describe character emotion. As you are constantly worn down by the progression of the game, the characters look like they've sustained more physical and psychological damage and their actions change. Near the beginning, the characters start as common cliches of stereotyped, or marginally perceived, U.S. Soldiers. As the game progresses, their dialogue becomes harsher and their enemy execution becomes more brutal. Notice Captain Walker's facial expression as it changes in the pictures below:
Notice how the face of our confident protagonist, Captain Walker, becomes doubtful and even forlorn by the second image. This is used to highlight the effects of Post Traumatic Stress Disorder (PTSD) which the game capitalizes on as one of its themes. It is also used to give the character's a personality.
Despite what many may believe, nonverbal cues make up the majority of the way we communicate. From things such as gesticulation, use of gestures and emblems (signs) with our hands, facial expressions, and our intonation, or the tone in which we say something; words barely make up a mere five percent of the way we communicate. It is even shown that correct usage of emoticons in professional affairs can lead to better outcomes. :-)
Amy Cuddy, an American social psychologist known for her research on stereotyping, discrimination, and the effects of social stimuli on hormone levels, explains how simple things such as posture not only affect the people around us but can also affect the way we think about ourselves. Conveying these nonverbal cues in a video game is a rare and difficult process that requires meticulous attention to detail and an understanding of human psychology in general. In this regard, Spec Ops: The Line does a fantastic job animating the characters and goes beyond the average game in terms of quality.
Despite what many may believe, nonverbal cues make up the majority of the way we communicate. From things such as gesticulation, use of gestures and emblems (signs) with our hands, facial expressions, and our intonation, or the tone in which we say something; words barely make up a mere five percent of the way we communicate. It is even shown that correct usage of emoticons in professional affairs can lead to better outcomes. :-)
Amy Cuddy, an American social psychologist known for her research on stereotyping, discrimination, and the effects of social stimuli on hormone levels, explains how simple things such as posture not only affect the people around us but can also affect the way we think about ourselves. Conveying these nonverbal cues in a video game is a rare and difficult process that requires meticulous attention to detail and an understanding of human psychology in general. In this regard, Spec Ops: The Line does a fantastic job animating the characters and goes beyond the average game in terms of quality.