I just finished playing through a game that I think is really neat, but you may not have heard of. It’s called Call of Duty 4: Modern Warfare 2, and it’s about ice climbing.
I was actually being facetious! Ha! Odds are in fact favourable that you have heard of CoD4MW2 (look, the game’s bloody acronym is CoD4MW2 and I refuse to abbreviate it and will instead write CoD4MW2 in full, every time). CoD4MW2, as you may know, expands on traditional ice climbing gameplay, adding first-person shooter elements and a mature storyline reflecting teamwork, submarines, and the ennui of the modern airport terminal.
The big hullabaloo about CoD4MW2 (aside from its being a record-breaker) was the “No Russian” mission, in which you, a CIA agent that has infiltrated into a terrorist’s inner circle, join the latter in gunning down civilians in a busy Russian airport (the preceding was a spoiler).
A number of people seem to have Very Important Opinions about the level, holding it up as final, incontrovertible proof that videogames have reached the imbecilic, blood-thirsty lows of maenadic carnage1; or instead that they have reached the ultimate peak of cultural sophistication, being this medium’s Moby-Dick and Gilgamesh and Star Wars, all rolled into one very long tube. I myself probably have opinions as well, though I tend to find the current discussion horribly melodramatic and prepossessed of an overabundance of verbiage (“Slowly, so slowly, I turned to see the pained visage of my fellow Russian airport resident—a face strained with horror reflective of my own—as I explored the game’s mechanic of not letting me run (No Rushin’, indeed), and knew that the peak of interactivity had come as I woefully, so woefully pulled the trigger.”)
So, moving along, I think much of the fuss over the level is somewhat silly (though imagine the furor if they’d included a Hot Coffee mod—outrageous!), and as I am something of a positivist, let me instead just comment on the level’s effect. In a word which has never before been used in the “No Russian” discussion, it is disturbing. But then, it was meant to be. Everything is designed to draw a very visceral reaction from the player: actors were mo-capped crawling away on their hands and knees, and are rendered trailing blood; the music (which I loved) is minimal and unsettling; the pace is deadly and deliberate. The words “designed” and “deliberate” both start with the letter D, and the duo describe why I don’t deem “No Russian” to be the most disturbing level of the game. The intent of the developers is clear: this terrorist guy is a Bad Dude, and he does Bad Things That Shock You. Hey, it works. The level is memorable. Makarov is no good. Point taken.
For me, however—because I’m interesting like that—”No Russian” isn’t the most affecting level of CoD4MW2. That honour goes to “Wolverines!”, two missions after “No Russian.” In “Wolverines!”, Russian forces retaliate for the previous terrorist attack, and begin an invasion on the United States’ eastern seaboard (that’s another spoiler). The level begins in the midst of a full-blown Russian attack in typical American suburbia. And therein lies the fun. I believe I once heard Stephen Spielberg describe the best settings for horror as being set amongst the familiar, and that was the first thing to come to mind while playing this mission. Fighting off waves of invaders against a backdrop of smoke, fire, and anti-aircraft guns can feel claustrophobic all on its own, but it’s all the more terrifying when it’s in “our” backyard; when you’re running past the family patio or someone’s barbecue. “Wolverines!” is one of the great examples of “Situation Normal All F***ed Up,” and it works because it takes all the subtle cues of “home” and “safety,” and then shoots them right to hell.
While volunteering at MIGS ‘09, I attended a talk by Randy Smith about making games that aren’t necessarily “light-hearted” or “fun” to play. At one point, he paraphrased a movie critic2 who claimed that writers using a character’s death to provoke a reaction were betraying the audience’s trust—that it was “too easy” to do so, given that audiences are guaranteed to take death emotionally. I feel rather the same way about “No Russian”—it was designed from start to finish to make the player uncomfortable, and is therefore entirely lacking in subtlety (though I admit subtlety may not have been exactly what they were going for). On the other hand, “Wolverines!” goes the opposite direction, taking the standard adrenaline-pumping shooter formula and giving it a deeply insidious turn by setting it in our backyards. “No Russian” will stand as the memorable mission from CoD4MW2, but to my mind, “Wolverines!” takes a much less overt approach (perhaps even subconscious), and the terror induced is therefore many times greater.
Hm? Oh, right. CoD4MW2 is an excellent game in single-player, full of exciting set-pieces, novel gameplay, and impressive polish. Now to find some time to play through the multiplayer, which has apparently done a few things right. Luckily, I’m already a frakking marksman online.
1 Kitten Cannon wasn’t enough?
2 I’ll be honest, I can’t remember the name of the critic. In fact, I’m not even sure it was Randy who paraphrased them. However, I did hear this quote at MIGS09; and in any case, the sentiment stands.