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Every week, sort of, features editor (Reverend) Anthony Burch discusses games and gamer culture in his "Rev Rant" video series.

This video includes SPOILERS for the Modern Warfare 2 "No Russian" level. Not so much for the rest of the game. And I realize that the preview frame for the video may be sort of spoilery, but you'll live.

This week's rant is, yes, about the controversial MW2 airport massacre level, but hopefully not in a way you've heard it discussed yet -- I tried to focus less on the arguments of propriety or controversy and more on how the scene does and does not work on basic interactive and narrative levels.

Watch it above, comment below. If you're interested in hearing the discussion in this video taken further, you may also enjoy this week's episode of Podtoid.

[A note: the actual video in the rant is taken from Brad Nicholson's capture of the No Russian level, which I used for convenience's sake.  I went through the level without killing any civilians -- don't read too much into the fact that Brad did not.]


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172 comments | showing # 1 to 50

GamesAreArt's Avatar - Comment posted on 11/11/2009 15:08
GamesAreArt


As always, thought provoking.
PreacherMan89's Avatar - Comment posted on 11/11/2009 15:11
PreacherMan89
You know, in the end it's just a game.
Ninja In Distress's Avatar - Comment posted on 11/11/2009 15:14
Ninja In Distress
Yeah, its quite the interesting failure. It tries to go above its linear, tin-duck shooting gallery nature, but by definition its stuck down one straight and narrow path, with no other way around it.

Thats one of the main reasons I only play Call of Duty campaigns once, compared to say, Half-Life 2 or Halo 3, is because once you've seen the set pieces, thats it. Its gonna be the exact same set pieces with the exact same weapon with no variation what so ever. You can't come up with some new strategy, you have ONE strategy, and thats Infinity Ward's. Which is nice, for about five-six hours, and then you never bother with it again(because the less said about the terribly imbalanced Veteran mode, the better).
taterchimp's Avatar - Comment posted on 11/11/2009 15:14
taterchimp
Same thing happened in Metal Gear Solid too, and I found it equally as frustrating that I couldn't do what I would chose to do. However I do not view videogames as the interactive medium you are portraying them to be. Instead of being a book or movie its now a chose your own adventure book. In the case where you chose the path that did not advance thier specific naritive, you flipped to the page that said 'you died'. I don't think thats breaking anything. I think you have to give the narritive some sense of control over your acctions, even in games that are supposedly open world. Also, I do not support the slaughter of the grunts in Halo:Combat Evolved, so I made the moral choice to shoot the commander or the ship. Same invincibility and guns crap!
Brian Keljore's Avatar - Comment posted on 11/11/2009 15:14
Brian Keljore
While you make very valid points, I just want to point out that I want to shoot Ms Vance for NOT GIVING ME THE FUCKING GUN
honkwas's Avatar - Comment posted on 11/11/2009 15:16
honkwas
As I don't own the game, but have played this level at a friend's house, I feel if though killing the civilians heightened the feel of the game by giving me the sense if that I didn't do this, I would be discovered and killed, thus ending the experience of the game for me. however, due to the plot, you end up getting discovered and killed anyway, but this still didn't change the effect that, as an agent, I must blend in and follow, until the last moment when you can put your own plan into motion and stop them. thought about killing the terrorists in the gun fight with the armed forces, but in analysing this in the heat of battle, would get me killed by the forces anyway as they wouldn't have believed me.
That was my view and I do enjoy the way you present your opinion of the game, and how it made you feel, but I only wish though this comment to express my own 2 cents on the matter; thinking though my mind frame of this mission being the climax of a spy thriller novel.
Magnalon's Avatar - Comment posted on 11/11/2009 15:17
Magnalon
Was a great first step, but it wasn't brutal enough.
Dimnos's Avatar - Comment posted on 11/11/2009 15:18
Dimnos
I thought this level showed how much that CIA agent fought and sacrificed for the greater good. In the end his effort was futile and for not. This in turn conveyed how much was on the other characters (the SAS guys) to stop this guy (Russian bad guy whats his name).
John B's Avatar - Comment posted on 11/11/2009 15:20
John B
I still think that this level helps to define the cliché "mountain out of molehill".
SelfQ's Avatar - Comment posted on 11/11/2009 15:20
SelfQ
buggy vid is buggy
Corey Buchillon's Avatar - Comment posted on 11/11/2009 15:23
Corey Buchillon
This is what happens when Hollywood tries to take, say, the impact of pulling the trigger on The Boss at the end of MGS3, the idea of making you responsible for your actions. But rather than making it a profoundly effecting moment, it turns it into something cheap and vile, completely missing the point. There's no doubt in my mind they're aiming for the media coverage rather than any kind of depiction of the horrors of war.

And the most sickening part is, it's worked."

There is NOTHING shocking about this at all. You expect me too feel bad about faceless npcs? Get real. It was a sloppy attempt and it was done poorly. There werent even any children in the airport. and All you can say is ITS A BOLD STATEMENT! No it wasnt. Look at MW demographic do you even think they understand the intricacies of the scene? I felt 10x worse after I chose to kill father Genitivi in Dragon age yesterday.


Everytime a this comes up i'm going to post this. Stop beating a dead horse
Kraid's Avatar - Comment posted on 11/11/2009 15:24
Kraid
Anthony can you do a Rev Rant without referring to Half Life 2 even once? I'm not saying this to be an ass. We are all aware that Half Life 2 is a marvel of videogame design, it's just that you cannot let it go.

LET GO OF GORDON FREEMAN's arm Anthony! LET IT GO!
Bigmoose85's Avatar - Comment posted on 11/11/2009 15:25
Bigmoose85
there "Fake" Russian citizens... Who gives a fuck.
fuze54's Avatar - Comment posted on 11/11/2009 15:26
fuze54
very valid points, and I really would not be able to actually get into an argument over the matter because I'm pretty sure you would just destroy me in that context. But I do have to say that after finishing the game, I feel like the game's story got it's point across but there's something I would like to know. I'm not near the game at the moment so I can't check on my own, but in the briefing of the no russian level is it Shepard that is conducting it? If so EPIC SPOILERZ LOOK AWAY NOW










































SPOILERS START
At the end of the game when you realize Shepard is a traitor, doesn't it mean like that whole level was a set up from the start done by him? I know it doesn't exactly help my argument but there are some games that are meant to let you have an intense involvement with the story by the choices you make in the game. But there are also some that want to tell a good story and there's just no way of deviating from that story if thats what they want to get across. If Shepard was the person that did set that up in the game then that just gives you even more reason to hate him if he was the one that helped start that whole damn war. I understand that all games are interactive, but it doesn't mean that the player is always allowed to change the cannon of the world. But that's just my two cents. Either way I think that level got the correct emotional response it was going for out of me. Yay for me but I could see how it could not be the same story for you or other players. Still I'm glad something like this was put into a video game, even if it could be a little more tasteful because the medium still has a lot of time to grow and find out what works and what doesn't within the confines of a video game. Here's to learning and open discussion woo!
PS: sorry for any typos and not going into this better, I just hope I made enough sense to get my point across.
azninvasion2000's Avatar - Comment posted on 11/11/2009 15:27
azninvasion2000
jeez, enough about the airport massacre level already. people these days are conditioned to be such big babies. big time lol at the people who are boycotting this game because of this level. yeah, you guys are really sticking it to IW.
SirRobin1's Avatar - Comment posted on 11/11/2009 15:30
SirRobin1
Out of curiosity, has anyone played through the mission without killing any civilians? The first time I played through it I killed the swat teams that were coming to try and stop the terrorist attack, and I was wondering if you make it to the end of the level without actually shooting your gun, do you still fail the mission for not killing anyone or is it necessary to kill in order to progress?
darkitp's Avatar - Comment posted on 11/11/2009 15:30
darkitp
its a game stop analyzing
fuze54's Avatar - Comment posted on 11/11/2009 15:32
fuze54
and for everyone saying that is's just a game and those people are not real, while at the end of the day you guys are indeed right, it just proves how crazily desensitized every gamer has become. I know because I like many of you don't even flinch at much of the violence we see in the games we play or the movies we see anymore. While I agree that the level could have been maybe handled a little better, I still think that it's important to try and remind us every now and then of our humanity y'know? Well I'm going to go play manhunt 2 (lol j/k)
Jumbo's Avatar - Comment posted on 11/11/2009 15:34
Jumbo
The thing I didn't like about it was the retarded twist. Fuck interactivity, the scene wouldn't make any sense on a narrative level. If it were a movie and I was just watching it passively, it would make me groan and roll my eyes. The whole Boris Badinov Russian terrorist nonsense in general was a major let down. Real terrorists don't act like that. And as Jim said on the podcast, the American military has actually mowed down actual civilians all the time in the pursuit of its modern warfare objectives. How about making the player do some of that? Instead of this B-movie "muahahahaha...I tricked you!" crap.
angry midgits's Avatar - Comment posted on 11/11/2009 15:34
angry midgits
You were looking for nonlinear action in a linear story and that's not what IW was going for. All they wanted to do was try something new in video game narrative and I can't blame them for that. If nothing else I think they have explored more territory in video game story telling than many other companies have. While I do wish you had a choice to fight the terrorists I still felt emotions I had never felt before while playing a video game when I played that level, and if a story can get you to feel something then I think its a success even if one of those feelings is betrayal.
casinogrande's Avatar - Comment posted on 11/11/2009 15:36
casinogrande
I think you make some really valid points on interactivity and the fourth-wall, but I thought it was unfair for you to excuse one game which let you avoid a horrendous act by ending the game early, but still condemning MW2 for allowing you the option to skip. I see both of those options as pretty similar, though I'd argue that MW2's option does less to break the narrative flow by letting you continue with the game.
Anus Mcphanus's Avatar - Comment posted on 11/11/2009 15:36
Anus Mcphanus
@SirRobin1:

No you have to kill the swat teams with the riot shields as there's no way to get past them without them killing you.
Zerstorer23's Avatar - Comment posted on 11/11/2009 15:37
Zerstorer23
Anthony f*cked up.

@2:30 You say "'Play the right way so you don't break our story.' And that's bullshit." No, that's not bullshit. That is a completely legitimate request from creators. You're playing the life story of a double agent. This isn't some kind of choose your adventure story.

If in the middle of some other FPS game (I'll use a WWII game as an example), if you for some reason become sympathetic with the German army as an Allied soldier, it's not like you should expect the game to work around the notion of you killing your allies and join the German side. It's completely ridiculous to demand this of Infinity Ward. If you're going to be so critical of the "No Russian" level, you should be critical of any other game that doesn't allow you to switch sides (which is very nearly all of them).

You are playing a story in an FPS, not some kind of open ended RPG or sandbox game. If the story says you're with the terrorists, you're with the terrorists. IW just mind-f*cks you by putting you on the ~extremely~ bad side.

If you want this open ended illusion of good.vs.bad choice, play Splinter Cell: Double Agent, it should be right up your alley.
gamadaya's Avatar - Comment posted on 11/11/2009 15:39
gamadaya
So would it have been better if the game allowed you to kill the terrorists and then find it showed a cutscene of everything being fine? That sounds sort of pointless. And the alternative of actually crafting an alternate storyline where you do kill the terrorists would be insanely difficult, and would delay the shit out of the game. I don't think most people would want that. And would you want that? A 10 hour game with 2 scenarios where one is just 5 hours of peace? Sounds boring. I guess I just don't get what the fuck you're complaining about. That IW didn't give you as much choice as the scenario they set up led you to believe? Well, tough shit. And I know that sounds stupid, but seriously, tough shit. That's like 99.9% of all games. I can't count the number of times that that has happened to me. It's just something that isn't worth complaining about anymore. I recognize that the developer wasn't trying to allow me to make a decision every time I wanted to, but rather to tell the story with some interactive elements. I didn't want to play along with Far Cry 2's story at all times either, but I didn't let it get to me because Ubisoft never set out to design that kind of game. Ok, I guess I can relate a little. The way you have to kill your best buddies at the end of the game after spending so much time keeping them alive really pissed me off. But I remember that I am not the person in Far Cry 2. I control some of his actions, and some of his decisions, but for other parts of the game, I'm just along for the ride. And I really don't buy it when you say you aren't squeamish. If you were in the same position, except fighting against soldiers (good ones who you would like to side with, mind you) would you have felt the same way? By the way you described your feelings near the end of the video, I don't think that would be the case.
Naim Master's Avatar - Comment posted on 11/11/2009 15:39
Naim Master
I played the whole SP campaign and this scene was pretty sweet, maybe I'm coldhearted, but I slaughtered every civilian in my way, maybe I'm just lucky to be similar to my character, otherwise the scene would fail...
Klarden's Avatar - Comment posted on 11/11/2009 15:40
Klarden
yeah, i think there would've been a point in showing explicitly why you can't shoot Makarov, when he's standing with his back turned to you armed with a gun, why the sacrifice must be made. I think, the level would've had less "controversy talks" that way
Conan-san's Avatar - Comment posted on 11/11/2009 15:42
Conan-san
Honestly, they could have easily have made a "Bad ending" route where you do in the other terrorists and slowly but surely everything goes to hell as a result with missions where other terrorists are popping up like wild fire, somehow convinced by the terrorists in No Russian being killed that the time is now, until you get to the final mission of that route with you in [town to be atomized off the planet] having to run to the fuzzy bomb in a desperate (and perpetually non-successful) bid to prevent it from going off, bang (this time, you get to experience what being reduced to atoms feels like!), Cue End sequence stating that because (Whoever is in No Russian) did what he believed to be morally right (IE: Kill the terrorists during No Russian) the world is basically fucked.

There, in 10 minutes I have described basic plot tree therm.

But, like everything else that comes from the common man's mind, Activision don't want to hear of it.
Martin Wilson's Avatar - Comment posted on 11/11/2009 15:42
Martin Wilson
I think it comes down to your character in this situation. You're supposed to be assuming the mindset of the character Joeseph Allen, a CIA agent who has infiltrated this terrorist group. Personally I think it would be naive for an agent in a deep cover mission like that not to know what he was getting into. You say that you made a decision that "No, this was too much", and turned the gun on the terrorists instead, but do you really think that's the reaction that a trained operative on an undercover mission would take? I am of the opinion that he knew what he was doing and wouldn't make a flip decision to throw all his work and efforts out the window.

Although as far as choice goes, I actually experienced an interesting illusion of choice here. I didn't play it personally but watched my flatmate play the sequence. He didn't shoot a lot of civilians- only one or two "mercy kills", while he avoided spraying crowds with bullets like the rest of the Russians. So when he got to the end of the level and Makarov turned the gun on him I thought "Damn, you must have blown your cover by not shooting the civilians". I actually thought he'd screwed up and the game was going to rollback and make him repeat the mission. I was surprised and sort of impressed to see the game roll on after that, because it was a twist that I didn't see coming and it actually made the story feel more alive for me.
Daniel Scott's Avatar - Comment posted on 11/11/2009 15:44
Daniel Scott
It's a video game. Just reminding you people.
Nitex's Avatar - Comment posted on 11/11/2009 15:45
Nitex
I found the whole level very unbelievable. We killed the same looking models over and over and the retarded mall cops just stood there with a gun in their hand doing nothing. Then you get shot at the end by the dude your helping and the whole time I was thinking why would this dude believe an American would be his buddy? The whole game is pretty underwhelming and a huge disappointment for me. I truly don't understand the hype on this average shooter.
Backspace529's Avatar - Comment posted on 11/11/2009 15:45
Backspace529
For the first time, Rev, I must disagree. Is this an interactive medium? Yes. Now is this a game built around your choices? As far as I can tell, from what Ive heard. Its not.

This isn't YOUR game. This story wasn't something you were meant to decide the outcome of. It is a story, pure and simple, and Infinity Ward is the author.

From your logic (purely as an example), if you didn't like the way a book ended, you should be upset that the author did not make it a "choose your own adventure" book. So that way, YOU could have chosen the ending YOU wanted.

I don't understand why you think you are entitled to choose how the story goes, but its just not your story to tell, what-so-ever. This is what THEY wanted, not what you think they SHOULD have wanted.
Drowning Rabbit's Avatar - Comment posted on 11/11/2009 15:46
Drowning Rabbit
@Darktip games exist as a medium to express concepts. Saying "It's a game" is like saying "It's a painting." It's actually easier to analyze a game, because it takes the aesthetics of movies/books/pictures and puts them into a new light with interactivity.

You can analyze a book for the steps taken to personify evil in many of the classic literary works, why not in games as well, where the effect is much deeper as the player is the one taking the steps. Not some random figment who is plodding along the narrative.
J03yyz's Avatar - Comment posted on 11/11/2009 15:46
J03yyz
couldnt have said it better myself... i really couldnt, im not that articulate.
LackofPants's Avatar - Comment posted on 11/11/2009 15:47
LackofPants
I get that this breaks fourth wall, in a way that interactivity is actually not that interactive, and I felt the same feelings you felt. But to desire a game to fit all choices in the game itself is a game that will have no grandiose written story, which this game does have.

I mean don't get me wrong, I want games to have fully interactive stories with multiple branching paths and branching overarching story designs, given on players choices around the way, with, hopefully, equally emotional stories. Indigo Prophecy does this, or tries, and Heavy Rain looks like it's going to do the same. But Call of Duty is not this sort of game and to expect any different is just absurd. I understand the desire, given the level's emotion, to destroy the terrorists, but you CAN'T, and part of the horror and twisted disgusting emotion you're supposed to feel is from that fact alone; the CIA operative(the player) does not have the ability to do anything about it, it's going to cost him a piece of himself, just like the cutscene before the level says.

I felt helpless, betrayed, disgusted, horrified, and beaten by what was presented to me in this level. I could not bring myself to shooting innocents who were not harmed - my only contribution to the 'terrorism' was putting suffering innocents who couldn't move out of their misery.

I can't say I've ever felt anything or been moved to behave like that from any other game I've ever played. I honestly felt bad for virtual pixels shaped as humans, which I've also never felt before. I've murdered hundreds of thousands of these human-shaped pixels in my years of gaming, but never before has a game actually made me feel bad watching them die.

Hell, I've massacred more in Hitman: Blood Money, in the Mardi Gras level that has 500-1000 NPCs. And I felt nothing. This game did something amazing. To complain about the fact that the story does not branch seems almost pointless, as giving any ability to shoot the terrorists almost eliminates the emotion, the helplessness. It would be a cathartic release to unleash hell upon Makarov, even if you go down guns blazing, but would it have any meaning overall, or would you just be killing bad guys like in every other game?

I'm fine with the restrictions and role playing in the game. As Roach, you're not going to shoot Ghost. As Gordon Freeman, you're not going to shoot Alyx Vance. As this CIA operative, you're not going to kill the terrorists, whether or not the player wants to or not. Your arguments say that Gordon Freeman 'would never really kill Alyx,' well, the CIA operative Allen is 'never' going to kill the Terrorists, no matter how much you want him to. And I'm sorry that you can't come to grips with that, but that's how it is.

This is the first time I've ever really disagreed with your rants, as they're usually amazing, but this one seems based on your desire alone to shoot some bad guys, and then you try to justify it, even though it would ruin the narrative, the scene, the emotion, everything which makes this moment in gaming so moving.
KingSigy's Avatar - Comment posted on 11/11/2009 15:47
KingSigy
I actually posed the question last week of, "Is Modern Warfare 2 Art?" You're rant sums up essentially what I felt after seeing this level. The way in which Infinity Ward goes about this level is just wrong if their message is to show the horror of war.
pezking6983's Avatar - Comment posted on 11/11/2009 15:49
pezking6983
I think this is a situation where it is awesome that they do not let you chose. It makes it more horrifying. IW isn't saying "fuck you" by not letting you chose. If you shoot the terrorists and get a game over, because you would have died in that situation. It is their story, and you are interacting with it, regardless how you would prefer the outcome. Just because it is a game doesn't mean the player should have the option of doing whatever they want in terms of changing the story. It would be nice to see it implemented, but many companies won't bother to make two games, with two different story lines based on your choices. I would rather see the linear version, than the current way developers are handeling "choices" in games. *couch* Fable.
kce05d's Avatar - Comment posted on 11/11/2009 15:50
kce05d
Question: did the developers actually say they wanted this to be an interactive thought provoking moment about choice. If so, then yeah, fuck them.

But if they didn't make that claim, then we really don't have the right to demand that they do MORE just because the capacity for further depth is there.
KoKoO Psy's Avatar - Comment posted on 11/11/2009 15:51
KoKoO Psy
I don't intend nor want to play the game, that said, i feel this a huge lost opportunity. So much can be done here on a meaningful and emotional-interactive level, if treated right, I would have been close etched to calling it the greatest designed sequence of the century. Unfortunately, someone got it wrong.
BlackDove's Avatar - Comment posted on 11/11/2009 15:55
BlackDove
You missed the point Anthony.

You got the deeper levels of why the level was made, but not the core of it.

The entire idea WAS to force you to do something that you may not want to do, as opposed to have the game (like every single game out there) have you doing things that you DO want to do.

Is the rest of the game any different? If you hate America and do not wish to see them succeed, is it the game designers fault for not giving you as the player, the choice to start killing your American squad mates and join Makarov?

You didn't flip the idea when you had it.

The entire point of No Russian was to force you to do the wrong thing. To see the gruesomeness of what undercover agents have to do in order to serve a hypothetical greater good, that may in fact not be good, but may even lead to worse things (and in No Russian, as you find out by the end, you were set up by Shepherd to take the worst fall and cause WW3, so it was the antithesis to everything one may have hoped for when signing up for the OP).

The level was excellent in what it does. It got you pissed off, and it was meant to do that. You however thought you were smarter (in your divine knowledge of what games are and should be) and decided to break it down, while you in fact, weren't.

That's the moment you lost.
KorJax's Avatar - Comment posted on 11/11/2009 15:56
KorJax
@ everyone saying "lol it's a game"

Shut.

The.

Fuck.

Up.

That is all.

-Sincerely, the people who actually are interested in how a game can affect the audience. I bet you guys wouldn't be talking if I was in charge for IW and decided to remove everything involving the storyline and substituted all the graphics for simple icons that just represent enemies. Say "that's okay it's just a game it doesn't matter" to that and I'll give you this one. MW2 wasn't made as a game, it was made as an experience. Ranting and analyzing how the experience could have been better is a good thing, as it promotes better idea's from everyone down the road. So stop being so dumb and thick by assuming nothing matters except the raw gameplay in a game like MW2, because that's certainly not how it is designed.
TheNomadicTroll's Avatar - Comment posted on 11/11/2009 15:57
TheNomadicTroll
How about this, change the civilians to German/Nazi supporters and put you in the French resistances and have it set in a 1940's. Done, no more controversy.
Haizeus's Avatar - Comment posted on 11/11/2009 15:59
Haizeus
To everyone saying "it's just a game": Why are you here?
kefkaesque's Avatar - Comment posted on 11/11/2009 16:01
kefkaesque
The part where you said that you should of been able to kill the terrorists and then get a cut scene about how it would of all back fired on you instantly made me think of "EVO Search For Eden". In that game many of the bosses in the different time periods you're going through give you the option to join them, and you actually could choose an option to do so. Sure the outcome cut scene was always pretty much the same and it was mostly just the goddess being pissed at you for choosing such a route that eventually leads to your decline, so it wasn't very complex or necessary to the game or it's quality, but I've always thought it was interesting.

Anyway more on topic, I really disagree with your comments about linearity and it's breaking or "true" interactivity. All games are interactive, the story controlling interactivity that you're talking about is just a different level of interactivity. I listened to the first part which commented on this sort of thing multiple times and I think I may have misunderstood you, but it sounded like you were saying that games with linear stories aren't actually interactive (you used the word artificial) Interactivity isn't complete or even a strong control over something (like it's plot), it's just any interaction that you control it the game.

I probably sound whiny and nit picky here, but pretty much all of my favorite games have more or less linear stories (okay so bioshock gave the player some choice, but it was really only which crappy ending you were given) so I've never really gotten this contempt for linearity that so many gamers feel. I've never felt the need to project myself into a game or to control the story of the game, often I just want a fantastic story that I participate in, that I make the set characters fight/win in. Is that really so terrible?
The Decoy 13's Avatar - Comment posted on 11/11/2009 16:01
The Decoy 13
I believe this is another case of MW2 hype. We all expected the greatest single player experience to grace us, but what we got was less so (but still great). It was never going to be an interactive scene, and probably shouldn't have been. It would be pointless to give you a false choice to kill them when you just get a cutscene that summarizes what the game was telling you originally "Your doing it wrong."
JehutyFromHell's Avatar - Comment posted on 11/11/2009 16:05
JehutyFromHell
Jesus Christ I feel like I just watched The View. Anthony, for a supposed "gamer", you are looking WAAAAAAY to into this whole fiasco. It reminds me of the fanatic Star Wars philosophers who say so and so symbolizes Christianity and something-something is a statement about the war in Iraq. ITS A F****** VIDEO GAME.

BTW when you talk about the linear narrative and linear games in genereal, you come off sounding like an elitist snob.
PreacherMan89's Avatar - Comment posted on 11/11/2009 16:06
PreacherMan89
@Haizeus
I think we are simply stating that being only a game it causes no harm. I myself don't understand how people can get so worked up over fiction.
Kaggen's Avatar - Comment posted on 11/11/2009 16:07
Kaggen
Stop whining Anthony, admit that you loved every second of it ^^ And then you played the level again and whipped out your member... ( I am being creative today!)
Derek Gillies's Avatar - Comment posted on 11/11/2009 16:14
Derek Gillies
Even better @TheNomadicTroll, would be ACTUAL NAZIS. Or Nazi Zombies from WaW. Oh man that'd be fun.
TheDirtyHobo's Avatar - Comment posted on 11/11/2009 16:15
TheDirtyHobo
A Rev Rant I sort of agree with? Blasphemy. Hold on while I comb over a few times to pick out a small article I disagree with and state how that invalidates your entire thought.
altered's Avatar - Comment posted on 11/11/2009 16:16
altered
Shut the fuck up to everyone who is commenting saying "it's just a videogame, who cares?" Who are you to care how we want to discuss the way these games make us think? Stop fucking marginalising those of us who want to look more into these games just because you don't.

Or at least stop posting comments which make it obvious that you've missed the whole fucking point of these Rev Rant segments.
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