Title.
You might’ve heard the fancy term ludonarrative dissonance, which describes something a lot of modern games suffer from. It’s the way games often tell stories that don’t fit within their gameplay loops. How a character can take 20 shots to the head in gameplay, and then die from a single wound in a cutscene. Or how in the story, characters can act like people who would never do the things they do do in gameplay.
This conflict doesn’t actually ruin a game most of the time. But the pictured game is one which is renowned for showcasing what can be done when gameplay is used as a narrative device, reinforcing rather than conflicting with the story. Using every element of a game in concert.
I don’t know is Spec Ops: The Line falls into this category or not. As you progress through the game and your characters mental state deteriorates, most of the voice lines change from professional to aggressive and the loading screen tips break the fourth wall.
Oh yes it does.
In that game the devs basically asked “what if the story went exactly where the gameplay suggests it should lead”.