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I recently played all the way through the Call of Duty 4: Modern Warfare single player campaign and, upon completing it, I felt two significant emotions. Firstly, I was filled with elation stemming from the fact that I had completed a videogame which, through use of multiple characters and refusal to leave the first-person perspective, had crafted one of the most intelligent and emotionally involving plots I’d ever seen in a military-based FPS. Secondly, I felt a great deal of disappointment and irritation that such a plot was wasted on a totally apolitical, socially irrelevant plot which was -- let’s be honest -- fiction to its very bones.

Instead of dealing with the Iraq War using the same multi-perspective storytelling conceit of the previous Call of Duty games, CoD4 chose instead to tell the story of a more or less completely fictional war against completely fictional baddies with a completely fictional sense of black-and-white morality. The battles presented in Modern Warfare don’t recreate or parallel the ambiguous skirmishes of the Iraq War; they take place within a “War on Terror” which doesn't actually exist  -- within the world of Call of Duty 4, there really are evil Muslims and Russians in the Middle East armed with nuclear weapons.

The question is, then, does brilliant storytelling and use of videogame-specific mechanics in telling it make up for the fact that the narrative itself is a morally simplistic work of total fiction?

Hit the jump for clarification of the question, and a possible answer. Enormous spoilers follow.

Narrative brilliance

Call  of Duty 4 had a hell of a lot of time and money spent on it, and it shows in many of its major visual setpieces. Whether you’re running out of a sinking ship, experiencing a helicopter crash from the inside, or watching a nuclear weapon explode a hundred miles away, CoD4 throws consistently gorgeous and immersive visuals at the player throughout every single one of the missions. The player never leaves the first-person perspective, so one really gets the feeling of literally being inside a major Hollywood blockbuster.  Half Life Episode Two’s scripted sequences were better, of course, but Call of Duty 4 gets closer to achieving Valve’s brilliance with first-person-only cinematic setpieces than any other game I’m aware of. 

Oh, and the musical score is also one of the best I’ve ever experienced in a videogame, ever. It perfectly matches the epic, heroic tone of the visuals, and it improves nearly every scripted sequence tenfold by its presence. So, there’s that.

These visual and aural treats go to waste, however, if they aren’t implemented in a reasonably dramatic or meaningful way. Thankfully -- and surprisingly -- Call of Duty 4 does not disappoint in this regard.

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When most games show you something visually interesting but irrelevant to gameplay through the eyes of a quasi-controllable character (here, “quasi-controllable” meaning the player has the ability to at least move the character’s head around to get a look at his surroundings), there are a few things you can take for granted:  firstly, that when you see these impressive things, they’re through the eyes of a character whom you have been, or will be, controlling for a very long time, through combat and puzzle solving and adventure (a la Gordon Freeman); secondly, that the pretty but gameplay-irrelevant thing you’re watching is serving as a sort of reward for fighting through hordes of monsters or soldiers. Even Valve refers to their visual setpieces (or “Vistas”) as a tangible treat to the player for surviving. After the player fights through the City 17 underground and finally makes it to the surface, he is rewarded with a breathtakingly epic view of the decaying Combine Citadel and the ruined city surrounding it. The scene, in and of itself, has no real effect on the story outside of visually rewarding the player for a job well done.

Not so with Call of Duty 4.

Two scenes in particular stick out in my mind when I think of CoD4’s Vistas: the presidential execution, and the nuclear explosion. With these two scenes, Call of Duty 4 literally changes the definition of player death in videogames.

Generally, we tend to look at death as either a momentary setback resulting from a failure to zig when you should have zagged, or as a ballsy method of adding a little extra shock and dramatic value to a game’s ending (Mafia and Apocalypse come to mind). Player death is either temporary and therefore meaningless, or permanent but only implemented at the very, very end of a game -- and even then, the death is usually delivered through cut scenes rather than gameplay.

In Call of Duty 4, however, the player experiences two levels where his goal -- his only goal, which cannot be circumvented under any circumstances -- is to die.

In the game’s (more or less) opening scene, the player takes the perspective of Yasir Al-Fulani, deposed president of Unnamed Middle Eastern Country. As the opening credits roll, the player is driven through the streets of Unnamed Middle Eastern Country to view the violent, savage results of the recent military coup. Guarded by two terrorists with AK-47s, the player understands that the entire car ride is merely a prelude to what will ostensibly be a full-blown action level. “After I get out of the car,” the player assumes, “I’ll get a gun and kill these bastards.”

Eventually, the car arrives at its destination: a stadium-cum-terrorist base, where one of the game’s main villains (Khaled Al-Asad) is broadcasting a message to all the television stations in Unnamed Middle Eastern Country. “Okay,” the veteran FPS gamer assumes. “It’s gunfight time.”

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The player is led from the car by two soldiers. Al-Asad’s militaristic speech reaches a loud climax. The player enters the stadium and sees -- a bloodied wooden pole, jutting up from the ground. Suddenly, something seems off. Something seems wrong. I should have gotten a gun by now. The player is led to the wooden pole and handcuffed to it as Al-Asad pulls out a pistol the size of a human femur. Realization begins to dawn on the player. This is why he doesn’t have a gun. This is why he’s looking through the eyes of a character with no military training.

Al-Asad makes one final statement to the camera. He turns to the player, cocks his gun, aims it…and fires.

The player is dead.

But the game continues.

Granted, this first level is not without its problems  -- the way the player is informed as to the identity of his character (through a loading screen cut scene) feels lazy and awkward, and literally 60% of the car ride consists of the player watching groups of innocent civilians being gunned down by the military, over and over and over -- but in forcing the player to experience the last few minutes of a man’s life through his own eyes, CoD4 turns everything we’ve come to expect from FPS storytelling, and game structure in general, on its head. It gives us an entire level without action gameplay, purely for the purposes of telling the story and developing the villains.

But if the presidential execution was pretty good, the nuclear explosion segment is nothing short of brilliant.

Around the game’s midpoint, the player takes command of Sgt. Paul Jackson, a US Marine. As Jackson, he spends numerous missions capping terrorists, chasing Al-Asad, and generally acting exactly how you'd expect a heroic US soldier would act in a high-profile military FPS. 

At one point, Jackson and his men are about to leave Unnamed Middle Eastern Country’s capital city when they witness a stray RPG hit one of their Cobra helicopters. In what basically amounts to a Cliffs' Notes of Black Hawk Down, Jackson and his men land, save the chopper’s pilot, and fly away to safety.

Sort of.

Once they’re in the air, Jackson gets a message from command: Al-Asad has planted a nuclear bomb somewhere in UMEC City, and his team has to get out of there as soon as they ca--

Boom.

The nuke explodes with roughly half a dozen US helicopters still in the blast radius. A mushroom cloud erupts over UMEC City, and the EMP disables Jackson’s helicopter. Jackson -- the player -- is forced to watch helplessly as the helicopter pilot he just took so much trouble to save flies violently out the back of the helicopter, falling hundreds of feet to her death. The chopper goes into a tailspin and careens toward the ground.

Impressive looking and kinda scary, yeah, but chopper and/or plane crashes are Call of Duty’s stock and trade. I’ve lost count of how many “Oh crap our plane is hit we’re going down” scripted sequences the franchise has implemented during its run, all of which have ended the same way: the plane crashes, you get out, enemies stream to your location, you have to fight your way out. Rinse, repeat.

At first, CoD4’s crash seems no different; the chopper crashes, Jackson’s view goes dark, and the next loading screen reveals that not only is Jackson the only survivor of the crash (“How unrealistic,” I scoffed to myself upon seeing this), but that the player will indeed be controlling him for the next mission. 

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The mission begins and Jackson’s vision fades in: he’s still in the downed helicopter. His fluctuating heartbeat is the only thing which can be heard over the wind. His vision fades out, fades in, the colors change.

The player inches forward on his belly, and eventually flops awkwardly out of the chopper onto the ground. This is the moment where they player expects to be able to stand up, so he does. The player attempts to walk, but finds that his movement is extremely slow and wobbly. Again, nothing unusual yet -- the player expects to start moving at his normal speed any moment now, at which point he’ll get his gun back and be able to personally kill the bastards who downed his chopper and killed the pilot he tried to save.

But a few seconds pass, and the player doesn’t get his strength back. He continues to wobble slowly, never gaining his balance, never moving at the speed he’s used to. The player now assumes that perhaps he has to move somewhere or look at something in order to initiate the next scripted sequence which will give him full use of his body again: there's no reason they'd let me play as Jackson if I didn't have to do something, right?

At this moment, the player walks around, examining the bodies of his dead comrades, viewing the destruction of the nuke, desperate to find whatever object or character will help him get to the next bit of gameplay.

Suddenly, his vision goes blurry.

Blackness creeps in from the edges of the screen.

The player moves even slower for a few moments, before falling to the ground altogether.

Everything goes white.

Another loading screen appears.

What just happened? The loading screen suddenly informs the player that Sgt. Jackson has just been killed in action. Once again, the player has died -- because he was supposed to.

These two scenes accomplish numerous things, all related to redefining death in videogaming as we know it. The sequences prove that death can be an important means of eliciting player emotion, rather than acting as a temporary setback. They make the player hate the two main villains even more, adding a greater sense of weight to the actual gameplay. Since the player has played through part of the game as these characters, since the player has looked through their eyes as they died, by completing the game the player is, in a sense, not only avenging the deaths of the individual characters, but avenging his own death.

Additionally, the player becomes terrified that any character he controls, at any point, could potentially be killed by powers beyond his control. After Jackson died, I played through Soap’s campaign frequently petrified that he -- that we -- could be killed by the narrative at any time. I had never before experienced this feeling in a videogame. Ever.

It is this fear which makes the game's final moments so incredibly powerful and satisfying. When a Russian chopper blows away your cover and you're forced to helplessly watch Imran Zakhaev execute each and every one of your teammates, the player is meant to draw a mental parallel between the previous interactive death scenes, and the situation he currently finds himself in: this is exactly how the other scenes worked, and I died at the ends of those scenes, so it's entirely possible that I might die here despite all my hard work. When Captain Price slides Soap a pistol, however, the player gets the chance to regain the control he had lost in the previous scenes; once the gun is in the player's hands, the player becomes empowered to avenge his own deaths in the earlier scenes, and immediately does so with great relish. Zakhaev dies, and the player's ability to escape the pattern of necessitated-death cut scenes makes Zakhaev's defeat that much more satisfying.

I’m not sure if the CoD guys will implement these interactive death sequences in any subsequent games -- admittedly, they won’t be as shocking the second time around -- but I truly hope these become a new staple of the franchise. 

 

Social Irrelevance

But with all that said, are such brilliant narrative ideas wasted on an essentially irrelevant plot? Not irrelevant in the sense that it’s not emotionally affecting or exciting (it is, of course), but in that it has almost nothing to say about the world, or war in general -- mainly because it isn’t actually about a war.

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Now, why is it important that Call of Duty 4’s plot be relevant? Why can’t it just be a fun, exciting action romp? Ignoring the fact that imbuing games with meaning is, you know, meaningful, there’s also the matter of precedent.

Every previous Call of Duty game has covered a real war and, to an extent, real battles of war. Granted, they were all about the same war, and their stories were somewhat fictionalized, but their stories were still grounded in a sort of reality -- a reality which not only made them marginally more interesting, but made the player think about the nature of WWII and the types of men who died in it or survived through it. Its war quotes made us question heroism, sacrifice, and battle, thanks to the fact that players felt like they were playing through something which really happened.

The problem with Call of Duty 4 is that it tells a completely fictional story of a completely fictional war against completely fictional terrorists. Yeah, the very end of the story includes some interesting critiques of the media and the world governments when the Russian government classifies all the events of the game as “tests” and “leadership struggles” -- but when you get right down to it, the plot is still just a really epic episode of 24.

Terrorists steal a bunch of nukes, and the Good Guys have to go get them back and kill the Baddies. Open and shut, black and white. Interestingly, the plot actually invalidates a lot of the prerelease concerns many gamers and politicians may have had: the arcade-style missions, where the player is rewarded for racking up kill combos, aren't so bad because you’re fighting faceless and totally evil enemies. Similarly, the plot doesn’t trivialize war, because it isn’t about war. It’s about supporting counter-terrorism, which is essentially a meaningless stance: not only because of how obvious it is in theory (no one would call themselves pro-terrorist any more than a rational person would call themselves pro-Nazi), but because of how meaningless the phrase has become due to the Iraq War. What's the difference between a "terrorist" and an "insurgent?" A "freedom fighter" versus a "bad guy?" The game doesn't care about these questions.

Call of Duty 4 is about a simple, straightforward fight against an unambiguously evil enemy. It isn’t about insurgents fighting for ambiguous ideals, or the difficulties of trying to impose democracy on people, or the generally grey morality of the Iraq War. In many ways, Call of Duty 4 gives gamers a virtual representation of what George W. Bush imagines the real war in Iraq to be: the baddies are really bad, the good guys are really good, and the brown people always have weapons of mass destruction.

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Now, this sort of historical simplicity may have worked for WWII, considering our chronological distance from it and the relatively clear-cut evil of Hitler and everything he stood for, but this black and white representation of current world events just doesn’t cut it. Call of Duty 4 says it’s about war, but it really isn’t;  it claims to tell the stories of today’s soldiers, but it really doesn’t.

The reasoning for this is obvious: they wanted Call of Duty 4 to be fun, so they didn’t bog it down with, you know, real issues. The wonderful, emotionally devastating interactive death sequences certainly inform the player as to the horrors of nuclear warfare and of evil terrorists murdering unarmed presidents, but that’s simply not the global climate we find ourselves in today. ar, becuase hite. The plot actually invalidates a lot of the prerelease concerns many gamers and politicians may h

However, these two contrasting tendencies -- to say you’re talking about war, but then remove all the social, political, and philosophical ambiguities behind it -- combine to form one of the game’s most singularly (perhaps unintentionally) realistic, affecting, and disturbing levels.

After the player reaches a certain point  near the middle of the game as Soap (an SAS soldier), the perspective shifts to an unnamed gunner on a United States AC-130 Gunship, which has been asked to provide support for Soap and his men.

The level derives much of its startling relevance from the fact that most gamers (or at least, most people who watch the news or spend a great deal of time on the Internet) have seen real footage from these same gunships deployed in Iraq. Everything about the appearance of the level, from the black and white thermal imaging, to the grainy visual quality, to the way the bullets kick up enormous clouds of dust and debris when they hit the ground, will immediately resonate with anyone who has seen real life footage of the gunships in action.

Hell, in the real gunship videos, gunner and pilot emotionlessly exchange congratulations and confirmation of every enemy taken down, in much the same way…well, in much the same way that gamers congratulate one another during cooperative play. This is also present in CoD4's gunship level, and it's more than a little disconcerting.

To demonstrate, here’s a video of a real gunship on an attack run in Iraq:

And here’s a video from the Call of Duty 4 level:

The two are almost identical.

The numerous visual and technical similarities between these totally differing contexts can be really, really jarring. CoD4’s gunship level almost looks too realistic: one can easily imagine a gunner in Iraq thinking the exact same things the player is thinking, with the same sense of detachment and enjoyment. But the game wants the player to enjoy the experience guilt-free, as a fun little diversion from the otherwise static FPS gameplay: since the bad guys are truly evil characters, the experience is meant to be enjoyed rather than questioned. But considering its immense realism, and considering its definite parallels to real attacks carried out in Iraq, one who has previously seen real footage of the gunships cannot help but mentally connect the actual footage to the simulation in front of him. It is extremely easy to imagine yourself killing Iraqis rather than nameless, nationless terrorists, and the feeling of unease is definite.

Unintentionally, CoD4 includes a level of such odd contradiction, of such immediate social relevance, that it forces the player to reconsider that single level as more than just simple “fun.” The player sees the reality of the level, and emotionally reacts to it.

And it’s friggin’ great.

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I felt so awkward about effortlessly firing round after round at the terrorists as they scrambled around, helpless to avoid my gunfire. I felt totally incapable of separating the images I was seeing with the images I’d seen of real Iraqis being killed. It made me question myself. It made me feel uncomfortable. Most of all, it made me think.

The question of whether or not Call of Duty 4 should have portrayed the truth of the Iraq War is not just one of responsibility, but of narrative and emotional quality. I had fun throughout the rest of Call of Duty 4 -- I had a lot of fun -- but no other part of the game forced me to re-examine my values in the way the gunship level did, and in a way ten times more relevant and immediate than the sort of soul-searching I engaged in during BioShock, or even Shadow of the Colossus. Without even knowing it, Infinity Ward told me more about the life of a gunner than all the news stations in the world.

With that in mind, is Call of Duty 4 missing something by not being set in the Iraq War? Personally, I would say yes. To combine Call of Duty 4’s frenetic, exhilarating pacing and action with the grey morality and ambiguous context of the Iraq War could have made for one of the most unusual, entertaining, emotional, thought-provoking, and relevant videogames ever made. I enjoy Call of Duty 4 for what it is, don’t get me wrong; there’s something to be said for the ability to excitedly mow your way through dozens of terrorists without worrying about the moral and political implications of what you’re doing. The context of the game's action, while totally fictional, makes the epic moments much more heroically epic, and the gunfights much more entertaining.

Still, given the game’s wonderful attention to narrative detail, and the intensely conflicting emotions I felt during the gunship sequence, I can’t help but feel that Infinity Ward missed a real opportunity. I can only hope Call of Duty 5 moves out of the world of fiction, and shows us something we’ve never seen before in videogames: real life.

That's just me, anyway: what do you think? Is it unrealistic or unfair to ask that Infinity Ward sacrifice fun for moral complexity? Would placing the series in the real Iraq War necessitate the games no longer be "fun," or is there a way to marry social commentary with exciting action? If not, which is preferable? Hit the comments.


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62 comments | showing # 1 to 50

EternalDeathSlayer's Avatar - Comment posted on 12/03/2007 10:12
EternalDeathSlayer
The Gunship level was pretty damn great. I absolutely love the dialogue of the game's characters, especially in that level. Reminded me of Full Metal Jacket
Corncobtacular's Avatar - Comment posted on 12/03/2007 10:14
Corncobtacular
So the "intelligent and emotionally involving" plot was "a totally apolitical, socially irrelevant" plot.....got it.

I understand what you're saying, but i like the way those two sentences stand out so well.
EternalDeathSlayer's Avatar - Comment posted on 12/03/2007 10:17
EternalDeathSlayer
They didn't want any controversey, plain and simple. You got poor Pandemic being fucking targeted by that asshole Chavez for Mercenaries 2, maybe they just didnt want that type of press.

Although, why wouldnt you??
hexfix93's Avatar - Comment posted on 12/03/2007 10:23
hexfix93
That is a mouthful. Holy......

I liked how cod4 showed both sides.
B-Radicate's Avatar - Comment posted on 12/03/2007 10:25
B-Radicate
This is the single best article I have ever read on Destructoid. It brought to light EXACTLY what I had been feeling every time I played through some more CoD4 (god damn Veteran difficulty testing my patience).

It may be asking too much, but please please PLEASE include more articles such as this amongst all the Wii rip-offs and PS3 bashing. This is the kind of stuff that makes video games great.

Unfortunately, I feel as though if the game did move into the realm of realism it would lose all its impact because it would be demoralized by the mass media and never gain attention for what it deserved, providing a socially adept and jarring critique on the world at large. Instead, it would just be a "killing simulator" that was "too real for little Jimmy to know the difference" whether ir ever caused any real violence or not. But, then again, such are the sad times we live in.
908peruvian's Avatar - Comment posted on 12/03/2007 10:25
908peruvian
this topic id too DEEEEEEEP

killing someon cause they named a teddy bear a certain name
is stupid

if i had a NUKE
B-Radicate's Avatar - Comment posted on 12/03/2007 10:26
B-Radicate
**whether it**

FUCK.
Professor Pew's Avatar - Comment posted on 12/03/2007 10:27
Professor Pew
The intro was pretty obviously not a player that was going to get a gun, so I just sat back and enjoyed the view. The nuke really caught me off guard though; never expected it to actually go off like that and certainly not to die a minute later.

Other than that, to me it felt entirely like any other COD game or any FPS with bad guys. Point, shoot, progress, checkpoint reached, repeat. I still missed a lot of IED's, proper ambushes and militants with actual tactics and brains instead of dumb, scripted Arab npc's. Basically I missed everything that makes Liveleak great, although the AC-130 was awesome.

I still hope that Haze will deliver on its promise of social-political commentary. It will have to go a long way beyond what they've shown so far.. In the meantime, I hope someone will make a decent COD4 type of game where you are not the westerner. I want to shoot whitey dammit!
Anthony Burch's Avatar - Comment posted on 12/03/2007 10:29
Anthony Burch
hexfix93:
Both sides...of the coalition campaign? That's not really both sides.
Tristero's Avatar - Comment posted on 12/03/2007 10:34
Tristero
I'd be pretty nervous about a war game set in Iraq, that was meant to be played for entertainment value. There's just something morally queasy about it, and not in a good way. There are a lot of intelligent people out there who play videogames, yourself being a prime example. But there are also a lot of neanderthals who probably wouldn't be interested in analyzing the dichotomy between the entertainment provided and the social relevance that was hinted at. It would come down to an entire nation getting its jollies off by playing "pretend" wipe out the Arabs at home, while sending representatives off to play "real" wipe out the Arabs in the Orient. It's just a depressing picture to imagine.

I do think that games have room for social relevance, but I also think your type of keenness and insight is in the minority, Anthony. Not everyone's going to do some deep thinking after they tear through an exciting war game. I haven't played Call Of Duty 4, so I should probably reserve judgement until I do. Your description of the game was excellent; my interest has been piqued ever since I heard it was removed from WWII.
SourGr8pes's Avatar - Comment posted on 12/03/2007 10:35
SourGr8pes
Magnificent article, as there truly is no good or evil in warfare: One side believes their view is the true good and evil, while the other side believes in their view of good and evil.

I believe they chose a blank good vs evil situation to avoid contraversy here in the US. This isn't Rockstar here, so you'd be looking at politicians pointing at this game, calling it "unpatriotic" and a "morale-killer" for the troops, and whatever other garbage they throw around to justify the war in Iraq.

Maybe the next step in war FPS games is, as you said, an ambivalent grey area in the field of warfare.
Snaileb 's Avatar - Comment posted on 12/03/2007 10:46
Snaileb
I got a call from Workmeng at Cashwh0re.com and I'm sorry to say that your opinions of video games have just been revoked.

Please return all 4.0 and 5.5's to the main office or have them replaced with our signature 7/10's.
king3vbo's Avatar - Comment posted on 12/03/2007 10:47
king3vbo
Usually I find some way to disagree with you Rev, but I totally agree this time around. You nailed it on the head, especially the part about the death sequences.
Snaileb 's Avatar - Comment posted on 12/03/2007 10:49
Snaileb
PS. Mass Effect was great.
PSS. So was Assassins Creed.
PStriple. But Bioshock got GOTY award?
PSSS...S. Naruto wasn't better than all three mentioned above.

PSSSSSSSSS. Rev Ant is racist against games carrying Ass in the name.
Snoopbob2006's Avatar - Comment posted on 12/03/2007 10:50
Snoopbob2006
GOTY!
EternalDeathSlayer's Avatar - Comment posted on 12/03/2007 10:51
EternalDeathSlayer
REveredn Anthony, you're a smart guy. Always hit the nail on the head. No need for further comments
EternalDeathSlayer's Avatar - Comment posted on 12/03/2007 10:51
EternalDeathSlayer
Reverend Anthony, you're a smart guy. Always hit the nail on the head. No need for further comments
geminibros's Avatar - Comment posted on 12/03/2007 10:51
geminibros
An excellent set of observations; Dtoid never lets me down with an overall quality in the writing which far exceeds most of what's out there. In many ways, Dtoid is the blog equivalent of Edge Magazine. Take that how you want to; I'm calling it a compliment.

I was all set to lay into you for coming down on you Rev for coming down on COD4's lack of a relevant plot, but you build a solid defense for your assertions. I don't agree with you entirely; the narrative's lack of commentary wasn't a sticking point for me. The fact that Infinity Ward chose to move away from previous real-life combat scenarios for this latest game is an excellent point, but there's a strong argument to be made of course for the relative value of a fictional story.

Games don't necessarily have to make us think or look outside the escapist box in which they tend to reside, but COD4's FPS "death" and AC-130 levels (I agree 100%) certainly prove that they CAN in much the same way that BioShock's "would you kindly" twist did.

Whenever I find myself pondering issues such as this I'm forced to remind myself that video games are still an emerging art(!!!) form (screw you Ebert). It wasn't until 30 years or so after the birth of film that sound came into the picture; true color (i.e. not painted) came even later. Who knows which developments will mark the continued evolution of gaming as the years go on. I truly believe that, over time, the foundations upon which interactive storytelling is built will become one of the dominant artistic forces in our culture for the expression of important themes and ideas.
Vos's Avatar - Comment posted on 12/03/2007 10:54
Vos
I found the sniper part when you have to judge the wind, humidity, coreolis effect etc quite entertaining. Either way, I was sad when Price died :(
Poopface Morty's Avatar - Comment posted on 12/03/2007 10:58
Poopface Morty
Along the lines of what Tristero said, if a non-fictional endeavor of present day Iraq were the setting, I would almost think that the gameplay would have to be changed entirely to be effective. Granted I haven't played CoD4 yet, but from what I hear it's a lot of run & gun (more or less...it certainly doesn't sound like Brothers in Arms), and I think that would be nothing but fodder to the Thompson-wannabes and all the other pundits (primarily liberal and conservative alike) to denounce the medium; not saying its right, just saying. I think the fictional setting at least avoids that unnecessary criticism given the gameplay. I would like to see a more 'real' setting reserved for a different style of gameplay...again though, I haven't played it yet, so take this all with a grain of salt.

Definitely will give this one a shot though...just so long as that video of the bombing run does NOT have that shitty music in it.
Jim Sterling's Avatar - Comment posted on 12/03/2007 11:08
Jim Sterling
I do agree that the game missed out on not using Iraq as a backdrop, but I disagree the game is socially irrelevant. I think the three sequences you describe are very important and provide some great commentary. That Infinity Ward used a fictional backdrop is something I blame more on outside pressures than themselves, but I think they managed to draw enough parallels and provide enough insight to make Call of Duty 4 very relevant indeed.

Fiction is not an automatic irrelevance. Would you say the same of BioShock's utopia-gone-wrong criticism or the emotional pull that Shadow got from people, just because they're fictional?

CoD4 is about the most relevant game to come out this year, regardless of backdrop.
Snaileb 's Avatar - Comment posted on 12/03/2007 11:08
Snaileb
Holy sh*t it's Morty.
alphex's Avatar - Comment posted on 12/03/2007 11:11
alphex
Wow. this is exactly the review I've been waiting to see.
Having played about half way through the game, I was finding my self more and more, empty, as each level progressed.

the black and white of the game was more jarring to me then any other part, and thats with how jarring the player deaths were (intro, nuke, etc). I think it reached its peak when I was in the AC-130, and just like you said, found it identical to the video that we've all seen from real life that leaked sometime earlier this year.

Just recently I went and saw the new film by Brian DePalma, "Redacted", which tells the story of a US Army squad that mans a checkpoint in Iraq. They're descent in to chaos as the mind numbing bordem and then stark horror of the war effects them, and what the real nature of war is when the very thin line of command authority collapses.

COD4 makes "war" look easy, in terms of moral justification, and your sentence in this review about this is how George W Bush must see war strikes it on the head exactly.

I continue to load up COD4 multiplayer (Hardcore mode is awesome), but I'm having a real hard time playing Single Player with the weight of its story having a big impact on my ability to process the visceral parts of the game.

I'm actually extremely surprised this game hasn't gained any traction in the media with its extremely detailed level of violence and hyper-justified position on using violence to solve problems. Though with its "RA-RA America Kill the Jihad" theme, I guess its ok to kill brown people...

As a new member, I just want to say your treatment of the recent Gamespot firing, combined with this review have made me create an account, and I'm adding destructoid to my daily list of sites to visit.

PLEASE continue to deliver reviews of this caliber, that actually address the nature of games in our society. COD4 represents a perfect example of the dangerous line that can be crossed. Those of us who are sane enough to recognize it as a *GAME* and those of us who use it as justification for acting out in violent ways. If a game like COD4 can go by with out being TALKED ABOUT for its content, then we have no justification as a society for being angry about games like Manhunt and any of the others that get censored or put in the media spot light.

For the record, I'm anti-censorship, and would never suggest a game NOT be made because of its content. Just that it be consumed intellegently.

Thank you for actually DISCUSSING this game. And not just saying it rules cause its well done. (which it is, just... a-morally)
Threepwood's Avatar - Comment posted on 12/03/2007 11:14
Threepwood
Nice article, Reverend.

While I agree wholeheartedly with the first half of the article (those moments were some of the most intense and disturbing sequences I've ever experienced), I have to disagree with the "social irrelevance" section.

Part of the difficulty of setting the game in Iraq is the actual nature of the conflict. Not being a traditional war (and COD4 being a traditional FPS), the conflicts portrayed are very different situations. The Iraq War (barring the "shock and awe" invasion) is not characterized by massive gun battles like we see in this game. To have a traditional shooter set in the current conflict, there would need to be tremendous liberties taken, which in turn would detract from the realism of the game and soften its impact.

I think that the scenario it presents us does present a pretty anti-war message, and not just due to the sequences you described in the narrative brilliance section. In the middle east sections especially, I felt a pretty sick feeling in my stomach during many of the set piece battles. Indiscriminately killing so many people in such a realistic setting is a disturbing experience, and I think the way the game frames everything is pretty remarkable.

Another great aspect of the storytelling is the personal nature of the story. You really don't feel like some big macho killing machine (unlike say, Gears of War). Most of the sequences make you feel like you are just barely trying to survive and hoping your squadmates do the same. This is important, because most modern fps' don't focus on surviving, but on killing. There is a distinctive defensive aspect to this game which forces the player to think about the situation in a much better way than a heavy-handed anti-war story.

I personally don't think games have reached the level of storytelling needed to exactly portray the Iraq War, but I think that COD4 did the best job possible at portraying these sorts of current events.

This probably didn't make much sense, but that's my two cents
RivaOni's Avatar - Comment posted on 12/03/2007 11:15
RivaOni
I think for me, the fact that a controllable American character was killed off, rather than the British character, was a rather large shock. So often we're fed the gung-ho, indestructible US marine style stuff from pretty much every game that features US marines, whilst everyone else is dispensible.

Call of Duty 4 changed that, and for me, bring English, it helped me identift with the plot line that little bit better.

There were so many stand out moments within the game, the ones already pointed out, but also quietly making your way through Pripyat, crawling through the fields in your Ghilli whilst the enemy is slowly searching for you, that was probably the first time a game has actually made me nervous about being caught, as with Metal Gear, you always knew that you could run off and hide, this, there was no option but to tread incredibly carefully.

Also, the only other games that I can think of that have had a "proper" death that either, A) effected the story line, or b) effected how you approached the game were probably Silent Hill (the beginning where you believe Harry has died, only for it to have been a dream) and Final Fantasy VII, the obvious one being Aeris' death, but also when AVALANCHE are caught and imprisoned shortly before Weapon attacks, I was highly concerned that I'd lose every member of my team that had been captured.
Beatnik Joe's Avatar - Comment posted on 12/03/2007 11:19
Beatnik Joe
Yeah, that's what I'm looking for in a shooter -- a chance to listen to some preening scriptwriter lecture me about morality and tell me how I, the player, am really just as bad as the chaps sawing off the heads of civilians. Sounds like a real party! Maybe they could throw in a level where you get to play as Saddam and use chemical weapons to against women and children in Kurdish villages so we can "see it from his side."

Thanks, but no thanks... Call of Duty 4 got it exactly right. I have no interest in "playing" a game set in an ongoing, politically-charged war. I play games to escape the everyday, not to be lectured about it.
paddymcspud's Avatar - Comment posted on 12/03/2007 11:31
paddymcspud
First off; top class article Rev, i really enjoy it when Destructoid widens/raises the conversation. I agree with Geminibros about gaming's future looming large, but might tackling issues in a mature, unflinching way bring us closer to the day when a videogame can profoundly stir the soul/raise awareness etc?...oh and show the detractors that their dealing with a modern, confident medium.
(we shouldn't humbly await acceptance either)

Oh and EternalDeathSlayer, Chavez is far from the worst of them and is the subject of some nasty propaganda right now. Plus, if the domestic politicians/media don't get videogames, imagine how they may be percieved in Venezuela by a nervous regime that has experienced the blunt end of America's foreign policy before..
But i digress
Vos's Avatar - Comment posted on 12/03/2007 11:33
Vos
I believe more "moral complexity", and the combination of the political and social atmosphere of the current Iraq war "which is anything but black and white from a general perspective" with COD4's exhilarating action would be an incredible experience for me personally with the next round of COD. However, like Jim said, I don't believe that the "outside" pressures from the world would permit it. Mainly because the source of the controversy with the War in Iraq runs much deeper than just our guys against theirs in the field which mr.baddy petting his nuclear war head while eyeing New York or something. It is the politicians, the incompetent idiots like Donald Rumsfeld and Paul Bremer. It is the people behind the desks who start the wars and their reasons for it. To fully capture political and social realism in a war game, I feel the source, the politicians and their corruption would have to be included for the sake of having everything coming circle, as well as the justification of WHY there is an insurgency in Iraq "with us mainly not stopping looting of historical archives/Baghdad, disbanding the Iraq Government AND military, literally". However, if InfinityWard had the guts to do that, you bet your ass there would be HUGE political and social controversy toward such a game. That type of pressure would make or break it, and considering the differing opinion of the war concerning the American society's and the American Government, I'm not sure who would win out. Especially considering all the Jack Thompsons out there.
Vos's Avatar - Comment posted on 12/03/2007 11:35
Vos
coming full circle*
Anthony Burch's Avatar - Comment posted on 12/03/2007 11:36
Anthony Burch
Jim:
It's not the sole act of fiction that makes it irrelevant -- it's the fact that COD4 says one thing and does another. BioShock, Mass Effect, and Half-Life make entire stories and universes behind them, without necessarily claiming to reflect the reality of a specific era or location: they strive for realism, in many senses, but their stated narrative goal has nothing to do with recreating real life.

Call of Duty, on the other hand, operates under a pretense of (within reason) expressing what war is really like -- the quasi-realism precedent was set up by CoD 1, 2, and 3, and Call of Duty 4's mission statement is right there in the title: "Modern Warfare."

If Call of Duty 4 wanted to be about real warfare of a certain era, as the other CoD's were and as the title promises, then to throw its story away on a completely absurd "terrorism hunt" scenario which shares nothing in common with reality (as the game has promised it would) is to suck an immense amount of relevance out of the plot.

Threepwood:
I think that were the setting to be changed to the Iraq War, we'd have to see a total change in the gameplay style...which could be immensely interesting in and of itself. Rather than engaging in straight-out gunfights, ambushes could come from everywhere, your enemies would look just like civilians, and there's no clear objective outside of survival. It'd make for a pretty unusual, iconoclastic experience, but I feel like we could be ready for that.
Necros's Avatar - Comment posted on 12/03/2007 11:51
Necros
Rev, this is one of the best articles I've ever read from you. I was not even considering buying this game, since I'm not a giant FPS fan and it just looked like another war game. But if the storytelling is as innovative as you're saying, I guess I have no choice but to get it. Thank you for changing my opinion.
boatorious's Avatar - Comment posted on 12/03/2007 12:00
boatorious
Games have unambiguous morality because games are supposed to be fun. Adopting a political message into a game just means you are going to alienate people who would otherwise enjoy your game.

I also don't buy the grayness of morality in the conflict in Iraq. From what I've read I'd say there's plenty of absolute good and plenty of absolute evil.
Harkonnen's Avatar - Comment posted on 12/03/2007 12:02
Harkonnen
I think Anthony is right that it is completely irrelevant from a political and social point of view. You might feel bad when playing the gunner level (I did), but overall you feel you're doing the right thing because not recovering those nukes would be much worse.

But if they were looking for political and social relevance, I think they should have done something completely different. It is not necessary to focus on the actual Iraq war. The player would suffer a massive blow if, after playing through the game, it was discovered that there were no nukes... just a game of power in which you were a simple pawn.

That would be a win, in my humble opinion.
JohnnyWadd's Avatar - Comment posted on 12/03/2007 12:07
JohnnyWadd
I don't need too much real life politics in my gaming...i play to escape all dat shit not emerse myself into it.
lethaljim's Avatar - Comment posted on 12/03/2007 12:10
lethaljim
thoroughly good article sir. for as long as i can remember i've wanted a shooter thats realistic not for its portrayal of dismemberment (as fun as that is), but for its engagement with moral issues. grey, rather than black and white as you said. that mixed with operation flashpoint's genuine 'oh god oh fuck i don't want to die' (though i was young when i played it last, i do remember it being the best war experience, borderline not fun but very thrilling i guess). beatnik joe makes a fair point, games should on the hole be an escape and fun. but i think there's room for a fps like, in the same way people watch blockbuster no brainer action movies as well as films with depth.
Threepwood's Avatar - Comment posted on 12/03/2007 12:11
Threepwood
Rev:

I think it's something that would be better handled by an indie game or new franchise at this point (well, politically it could probably only be created as an indie game).

I definitely think it would be an interesting experience, but the only way I can see it working is as something other than a shooter. I could see it working off of an improved mass effect system, with the dialogue more of what was promised originally (being able to actually interrupt people etc.). I also think one of the biggest barriers to the game would be scripting, as I think a scripted experience such as the COD games would hamper the effect. I also don't think competitive multiplayer would really be possible without some questionable moral choices (and I dont mean that in a good way), which would also probably prevent the game from being under a COD banner.

I'm also not sure most gamers are ready for (or interested in) this sort of thing yet. I think the way COD4 handled the situation was very diplomatic and sly, wrapping up these thought-provoking half-real scenarios into a fun shooter that everyone can enjoy.
Fading Star's Avatar - Comment posted on 12/03/2007 12:39
Fading Star
Good job Rev.
galagabug 's Avatar - Comment posted on 12/03/2007 12:40
galagabug
*super spoiler!*
i was angry at the end of the game. i thought it was perfect, but i felt like i should not have survived. i thought infinity ward had done the best job of conveying that there are no winners in war, and i was really hoping everyone would just be D-E-D at the end of the game. damn, i'm morbid.
xper's Avatar - Comment posted on 12/03/2007 13:19
xper
cod 4 set up the perfect chance for real commentary and a real take on war general, but IW shot themselves in the feet with contributing to the demoralization of war, the "war on terror" in particularly. i think we all have been thinking this for a while now. with all the war games coming out nowadays, no one says it like it is. its always the baddies(preferably muslim, brown people as terrorists) against the goodies(preferably us marine soldiers or special tasks forces).

its dangerous, and contradictory as well. they want to portrait war as a bad thing(they do this intentionally, contrary to what rev thinks), yet they paint it black and white, confusing us normal human beings who has functional brains.
Fleet3000's Avatar - Comment posted on 12/03/2007 13:20
Fleet3000
as cool as it would be to make a gamer think while playing a game, the question wouldn't be how much does it make you think.

the question would be would it sell? it might to those who are older and wish to get some kind of moral thinking out of a game, but for younger audience (who obviously get their hands on a game whether or not it has an M rating on it) might not get such deep ideas and won't fully enjoy the game itself.

i loved call of duty 4. the gunship level was by far one of my favorite parts of it solely because it was almost exactly like other real videos i had seen. but with all the points that you've made, the game triggers an entirely different level for me, so thank you for making me actually think about what I'm doing.
nademagnet's Avatar - Comment posted on 12/03/2007 13:44
nademagnet
Thanks for the good read Rev. Also, they gunship comparison vids were shocking.
Danmartigan's Avatar - Comment posted on 12/03/2007 13:45
Danmartigan
I personally LOVED the fictional setting. It was like reading a great book or watching an epic movie. I think a game set in Iraq would seriously limit the popularity of the title. The various factions seem like they were custom tailored to function between single and multiplayer modes. Genius.
weedgan's Avatar - Comment posted on 12/03/2007 14:34
weedgan
I think peopel wanting a game thats closer and closer to real life war is disturbing, i don't think anyone should want that.

In real combat i don't think there would be a narrative, theres so much noise and shit going on, and your ears ring like bells because of all the adrinline.
Namelessted's Avatar - Comment posted on 12/03/2007 14:56
Namelessted
Rev, great fucking article. I really enjoyed reading through it all. You pretty much described a lot of what I felt about the game. And you did it in a much better and more understandable way than I ever could.

I haven't read through the comments yet, but I am planning on it. there are just some long responses so it is gonna take time, i look forward to the rest of your guys' thoughts on the game.
Ascythopicism's Avatar - Comment posted on 12/03/2007 15:10
Ascythopicism
Very well written and thought out piece; thanks for the contribution, it was thoroughly enjoyed. You described perfectly why the atomic bomb scene affected me so deeply. I was so awe struck that they'd allow for an atomic bomb to be detonated, and even more so when they allowed one of the main characters to die.

On a side note, I'm stuck on the sniper level on "Hardened." I'm at the part where you have to place the injured MacMillon (sic) on the grassy area next to the Ferris wheel and fend off the enemy until "Big Bird" arrives. I can survive up until "Big Bird" touches down, but get killed as soon as I pick up MacMillon to bring him to the chopper. Any suggestions?

Also, if anyone has the 360 version and is looking for someone to play online with, my gamer-tag is Ascythopicism.
Eschatos's Avatar - Comment posted on 12/03/2007 15:14
Eschatos
Truly, the two death scenes were some of the best in any game ever. I do think it would be nice if they based it on the Iraq war, but that's not gonna happen. It'd alienate some of the audience, and undoubtedly some politician would complain.

Also, it really was scary how similar those two gunship videos were. Even down to the "do not fire on the mosque/church."
blu3steel's Avatar - Comment posted on 12/03/2007 16:36
blu3steel
I agree with you Rev. For me, the reason that the game is irrelevant is that as much as everyone is sick of playing WWII games, I'm sick of shooting terrorists in movies/games/tv shows. "Terrorist" are the new Nazis, in that they're always evil and there's not moral reason not to shoot them.

I'd like to see a game where the realization is made that these "terrorists" are really fighting for their freedom or that their extremist religious hatred for the west is a product of the west's meddling in their affairs in years past. They're not just "crazy arabs." Sure the extremist views of Islam are pretty terrible (just like any other religious extremist view) but did they just decide one day that they hate the west? Could it have been a psychological evolution that began with western countries treating them atrociously and therefore the "extremists" adapted their hatred of the west into their religion?

Anyway, I'm sick of killing evil terrorists in games.
blu3steel's Avatar - Comment posted on 12/03/2007 16:37
blu3steel
*no* moral reason
Jordan Devore's Avatar - Comment posted on 12/03/2007 16:56
Jordan Devore
Loved this article! CoD4 has been one of my favorite games this year, without a doubt. Even though the sniper sequence is extremely scripted, I thought it was really cool the first time around.
hexfix93's Avatar - Comment posted on 12/03/2007 17:17
hexfix93
Ok, you don't play on both sides, but at least you get to hear the speech of the bad guys and what they think and believe, and on the regular news, you never hear that.

i guess that is what i meant..
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