by Jamie Love - 11.21.09

If the single-player campaign of Modern Warfare 2 revolved around rescuing a puppy from the caves of Tora Bora for six hours, it probably wouldn’t affect the value of the purchase for those that make it.
Whether players are rescuing puddles the poodle, or fighting angry Russians, the game largely follows a template that sees them advance ten feet, duck behind cover while shooting at a cluster of enemies and hoping the grenade indicator doesn’t light up, and then advancing another ten feet to repeat the process. Sometimes you’ll be doing this in the streets, and sometimes you’ll be doing this inside McBurger Town USA. The point is that you’ll be doing this a lot, in many different places, in many short and sputtering ways.
But I don’t think that ever mattered, even as the game spices the scenery by borrowing most of the plot from Red Dawn. It doesn’t matter because the special-ops missions and multiplayer are the primary draw, with the singe-player campaign existing only to tie the package together, because for some reason we can’t stray from a standardized retail model of worth that ignores the fact that those traditionally added-on elements are herein the main draw.


Special-ops missions offer an ideal means of experiencing bite-sized adrenaline shots, as well as providing more practice for the multiplayer slaughter than the single-player campaign could ever hope to provide while tripping over narrative concerns and cinematic distractions. And more of that direct and focused game-play special-ops offers, in addition to the multiplayer and sans a single-player campaign for less cash, constitutes a more enlightened and efficient model. But I guess they don’t see it that way over at Activision quite yet.
So as if seeking a purpose in light of this, Modern Warfare 2 is a game oddly obsessed with doing something interesting with the first-person perspective, while entirely unsure of how to go about it. I came to this conclusion after playing some legitimately well crafted scenarios, continually having my perspective brought into play by last minute rescues that see my hands grabbing for help from comrades as the screen shakes. But these often come after high-speed chases that feel incredibly arcade-like, or drawn out gun battles that create a jigsaw puzzle of experiences that doesn’t quite fit together.
As far as the aim of immersion is concerned, the game never leaves the player in any one place long enough to truly become immersed or feel like part of the battlefield. And after awhile, the moments meant to put you deeper behind the eyes of the character become more of a convent means of ending the game rather than a true attempt at immersion.
The immediate impression I was left with from the single-player campaign was that Modern Warfare 2 doesn’t need to impress me, and it doesn’t want to. Though it does have a desire to punch me in the stomach and perhaps make me feel like shit for awhile.
So maybe it’s forgivable to assume that a level like “No Russian” is entirely about shock value, a sure sign that the game acknowledges the pointlessness of single-player story-mode and kicks against it in a desperate attempt for relevance.
But, since multiplayer is a thing better played than read about, the shock and awe inclusion of a terrorist act that players can participate in does give us something to discuss.

The question of initial interest is why a level like “No Russian” is included, even while realizing that there is no direct answer we could believe free of suspicion. There’s a sliver of me that wants to believe it represents a ballsy act - a recognition of the projected sales and players, and a desire to smack a great many people upside the head, if even a little.
But the fact that the game immediately begins with a warning screen that offers me the chance to avoid the level altogether sort of takes the piss out of that idea. It’s entirely a legal-point, to give Activision some cover from the expected flak and perhaps give the industry’s spokespeople a leg to stand on when Fox News hauls their asses in for the inevitable shit storm. And that warning also turns any notions about the size of Activision’s or Infinity Ward’s balls into raisins.
What we’re left with is a large machine gun in our hands and a whole lot of civilians waiting to be mowed down like cattle. Pulling the trigger asks us to rewire our brain within a game that is regularly preoccupied with screaming about avoiding innocent causalities. And while I’m certainly no stranger to killing civilians in a videogame, intentionally or otherwise, this is the first instance in which I’ve been invited to participate directly in an act of terrorism.

Between the people who will understate the relevance, and those that will scream this opens up a portal to hell for those who play videogames, how can we really find an answer to sum up the weight of committing such acts within a videogame?
Infinity Ward’s solution appears to be in punishing the player regardless of their actions. Whether you participate in shooting civilians, or simply watch it unfold, the end result is a guilty verdict and a bullet in the head. It’s a simplistic solution, but one that perhaps says something about the nature of guilt, more specifically disregarding any difference or consideration between active and passive participation in the act itself – because watching it unfold constitutes a passive level of acceptance that allows it to occur without interruption.
Mind you, should the player attempt to shoot the terrorists they will instantly die and fail the mission. But that does constitute a choice, even if it ends the experience abruptly. Deciding to stop playing constitutes a decision. Accepting your death in the attempt to stop the act does warrant an active choice, even while it ruins your weekend gaming plans.

The normally clear and clean waters of the FPS genre get murky when people trouble themselves to defend their actions during that level. There’s a fear of being judged a homicidal maniac from admitting participation, some players telling me they fired over people’s heads or didn’t fire at all, as if I was judging them based on an act committed against 1’s and 0’s. Mind you, in front of company I found it hard to pull the trigger, feeling that sting from potentially judging eyes beside me, causing me to second guess my actions.
But that is the question with the most longevity, not a matter of where you were when it happened, but entirely a question of what your actions were in that situation and what that might mean. It probably matters far more that we question that, and prove we have the capacity to do so, versus the tired debate of what is or isn’t permissible within the space of a videogame once again.
With that in mind, I’m at least willing to tilt my head and blur my vision enough to believe that Modern Warfare 2 has something more than shock to offer via the single-player campaign.
In many ways the kicking the game makes for relevancy separates it from all other games in the genre, specifically kicking against the idea of sterile war environments, and offering a view of modern combat as something that can’t be contained - so that when the Russians invade, there is space to see a recognition of the inability to contain war quite so much as we would wish to believe possible.











I just don’t get it. Unless this is your first game, you’ve done far worse in many than shoot a bunch of people at an airport. Maybe I’m just desensitized, but No Russian, to me, was neither shocking nor appalling. Friends watched as I played that mission, and I didn’t find the need to defend my actions. I was asked to restart the mission so they could give it a try.
I’m usually able to put myself in the feet of someone else on the other side of the fence, but I just can’t do it on this. I don’t see how it’s possible for someone who has lived in this day and age where movies depict decapitation and rape, and where half the games on a Gamestop shelf have you shooting someone or slashing someone, think this is “shocking” or a problem.
Perhaps it’s because I realize when someone plays ‘No Russian,’ they’re looking at a TV, with a controller in their hand. I would sooner judge them for littering than I would for “killing” a hundred pixel-people.
Ipop - 11.21.09 7:20 pm
i remember piling up a much bigger body count at an airport in GTA vice city… haha not so shocking.
DaveC - 11.21.09 10:02 pm
I hope that at least a level like No Russian existing in game already gives another company the confidence to do something that’s actually interesting with the general concept of a level like that.
peshue - 11.22.09 12:47 am
IPOP, I agree with you in many respects - this certainly isn’t the most shocking, violent assault on NPCs I’ve ever seen in a game. However, I think Jamie’s point was much subtler. He didn’t seem to be specifically talking about *his own* experience of being shocked or deeply morally conflicted. In fact, from what I see in the article, he was hardly touched by the game at all. If anything, he’s picking up on the *intention* expressed in the game - that a player who was emotionally caught up in the level to a sufficient degree, experience it as morally trapped. This is evidenced in, “I’m at least willing to tilt my head and blur my vision enough…” - a way of saying that he’s willing to suspend his judgment and twist his perception enough to see what the game *wanted* to achieve in its single player mode.
So if anything, I think that Infinity Ward had the right “idea” if Jamie’s guess at their intentions is correct, but their execution totally falls flat to me. If I want to be put in a situation where I want to drop by gun and quit the military, it’s not going to be because one level out of a bunch has no moral victory. I’m a trained soldier. People get killed when bullets start flying. But if I’m put in a situation where I become complicit in complete act of inhuman cruelty, and it puts into question my ability to be a soldier, maybe THEN I’ll be thrown into some identity/moral confusion. But in the end, I don’t think very many people really bother to role-play their soldiers…. they just want the equivalent of a Counterstrike mod with high-res graphics. That’s why MW2’s single player mode is a total afterthought.
Sorry to be so pessimistic, but I think this is an awfully tired genre, and it’s time for us to move on with a different gameplay metaphor. The whole hype-buying-playing frenzy machine got old back when Halo 2 was released.
While I’m here - if anything Jamie - I’d like to know YOUR experience of that moral scene. You don’t seem to be actually very convinced by your own vetting for MW2’s single player campaign… even the ‘No Russian’ level. Am I wrong?
Chris Lepine - 11.22.09 1:20 am
All I’m gonna say on the airport massacre mission is, I was talking to my friends about how ridiculous it was that a CIA agent would kill, or let that many people get killed for the sake of staying undercover.
My friends didn’t really understand, so I said if it were me, I would try to kill the terrorists, I wouldn’t even consider trying to remain under cover an option.
Somehow they disagreed…
TakaM - 11.22.09 7:17 am
@Chris - You know me too well.
The game definitely presumes an expectation that there’s character investment, not intentionally from the developers who almost seem to make fun of the idea, but in the way the levels treat and respond to your character. The fact that you so constantly switch characters, and the nature of the combat in an FPS, make any investment beyond the barrel of the gun non-existent.
There’s a sense of some weight or burden from the first Modern Warfare for a morality tale, and an irritation for having to present one, which herein entirely dissolves into very typical situations of betrayal and stereotypical depictions of characters.
The reason I’m hung up on that is because I’m surprised people care to pick at the plot and scenario regarding whether your character would even participate, which seems to illustrate that people expect a high level of reality from the game. It never would have occurred to me to think that x or y are silly because that doesn’t fit my idea of how this would play out in the real world. Entirely odd that the immediate reaction is to separate it further from reality, making the big complaint that it wasn’t authentic terrorism.
But here it is, No Russian forces your pace, so you are walking, and thus spending more time passing by this scene of destruction with civilian bodies piling up - because if you could move at a normal pace you’d bypass the entirely of it in 5 seconds. Characters try to crawl away, beg for their lives, and help others to safety, and it doesn’t evoke any emotion whatsoever. And then mall cops with pistols come charging in to die. After all this is done with, you walk outside and take on a more traditional enemy via an armored swat force.
You haven’t spent anytime with the men carrying out the act, or even as the agent involved that you’re playing as. So we have something that’s primarily going to evoke a strong response from tourists, people who don’t play videogames. This is the same year that Six Days in Fallujah was canceled before anyone really knew a damn thing about the game beyond the premise, so that the big pisser is that because Infinity Ward could get away with including a scene like No Russian, they’d have been best to make it mean something that could make a better game experience and argue for greater freedoms within games altogether.
Infinity Ward makes me briefly feel like shit over the fact that I don’t care, that I have no real emotional response to it, not because I’m inhuman, but because of their delivery. My only feeling is that they really didn’t want to make this game as far as a single-player campaign is concerned, and that they are pissing on anyone who did want it. Once this scene is over we return to the regularly schedule program that players are familiar with. And in that way it feels entirely like someone walked out and said “and now for something completely different.”
But, what I can’t get away from is that maybe it isn’t entirely their fault, even if they mix a scene of potential shock with speeding downhill on a snowmobile while spraying bullets at enemies.
Ultimately a designer puts the set pieces into play, allows us to play, and all that is left is our reaction. Had Infinity Ward worked to make it more painful, dramatic, or real, would this have forced a predetermined reaction from us as players? This isn’t like watching a film passively, being trapped in a theater while something awful happens and thereby feeling slightly violated. How can a morality force itself through the controller and back to us via the television when it needs to to carry it out- again in No Russian, your accomplices will carry out the act whether you participate or not.
Any attempt to make it more real, or meaningful, would have felt incredible forced upon me. But that leaves me to think once again that they were as incredible bored with creating the single-player campaign as I was playing it.
Jamie Love - 11.22.09 10:25 am
I was pretty sure that Infinity Ward went with realism in this scene, I mean would you really try to get emotionally connected with the people you are killing?
It’s your duty to do your job regardless of the outcome, so trying to connect with the masses of victims would jeopardize everything, so you cut off all emotions and kill everyone.
Forcing you to fly through.
Or at least that’s how I see it.
Daniel - 11.22.09 7:07 pm
@TAKAM: All I’ll say is the CIA generally cares more about completing a mission than the well being of innocent civilians. CIA agents aren’t cops; their job isn’t to protect the general public.
The CIA has a history of being involved in numerous less than wholesome activities and it’s impossible to even know 1% of the stuff they do. It’s quite possible, and actually very probable, that the CIA has been involved in many acts of terrorism around the globe.
jhgd - 11.22.09 9:07 pm
“This is the same year that Six Days in Fallujah was canceled before anyone really knew a damn thing about the game beyond the premise, so that the big pisser is that because Infinity Ward could get away with including a scene like No Russian, they’d have been best to make it mean something that could make a better game experience and argue for greater freedoms within games altogether.”
If they’d pushed it to actually be significant in its message, wouldnt there have been problems with ratings? noone wants an AO.
I’ve not actually played the game myself (or any of IW’s games for that matter) so i dont really know the tone of the level or how brief it is, but i would assume if players spent any more time with the terrorists it would have gone into ‘ training you to be a terrorist!!!!1′ territory, and someone higher up would have stomped it out for the sake of avoiding problems further down the line.
Though I get the impression from this review and others i’ve seen that IW doesnt really care so much about spinning a yarn, just getting you through the action. Isnt there a bit where you walk past the wreckage of air force one, something which would be a plot of an entire movie in itself, but its barely given a mention?
ALH - 11.23.09 5:31 am
I have just got done playing modern warfare 2. and after about 3 hours of playing time i am very unhappy with the game. it definitly did not even come close to my exspectations!!!!!
all everyone does is camp it is set up perfect for everyone who wants to sit in one spot and like the worthless campers they are i think this terrible game should be renamed to CALL OF DUTY 2 MODERN CAMPER
barbie - 11.23.09 7:47 am
[b]Who weeps for the po-po?[/b]
I really appreciate this well thought-out critique. There are valid points here that I haven’t seen discussed anywhere else.
So maybe you could tackle a question for me that I’ve been itching to ask since the blogs and boards started churning over “No Russian”.
Why is there no shred of public outcry or remorse for the Russian SWAT you mow down after leaving the terminal?
I’m not implying any “cops are heroes” sentiment or any other bleeding heart opinion. I’m not saying anyone should think any particular way or feel one way or the other about shooting ones and zeros point blank in the face.
It’s just that, logically, the police are just as innocent as the civilians in the eyes of the character you control. Is it any less wrong to kill them just because they are armed? Is slaughtering sheep any more distasteful than slaughtering the shepherds?
The interesting thing to me is that there really seems to be a disconnect out there. Under the guise of “I’m playing evil”, people have gotten comfortable with killing anyone and anything over the years, from soldiers and police to little girls. But change the story to “I’m a good guy pretending to be evil”, and the moral compass goes out the window? If we were playing from the point of view of one of the terrorists, most people would probably say it was just another Call of Duty level with a boring first half.
This opens up a metric ton of possible other questions.
Does the public see police and soldiers as expendable simply because they knew the job was dangerous when they took it (, Fred)? Sort of like six degrees of separation except that at seven I don’t care if you get killed or not? Does backlash from this feed the “all soldiers have halos” movement that is so popular at the moment?
Does the media, with all its moral posturing on many sides, share some of the blame for doing a bad job at telling the public what to think? No news outlet has mentioned the in-game cold-blooded killing of innocent Russian SWAT. Or is the media blameless and only the individual can be held responsible? Or is there no real problem out there anyway, because it’s all just hype to fill the time between commercials?
Have we been desensitized to the point where killing police in a game has become a reflex act with no emotional response? Or are we all just bored with the issue because humans can’t be outraged about more than five things at once without beginning to tune out? Are people degenerate animals or are we all really little Fonzies and it’s a non-issue because it’s non-real? Is MW2 just a giant public version of Milgram’s experiment (funded by the CIA to turn us all into Jason Bourne)?
Was Tommy Lee Jones right when he said “A person is smart. People are dumb, panicky dangerous animals and you know it.” or is there hope for the human race as long as we keep quoting MIB?
Abe Froman - 11.24.09 6:41 pm
To be completely honest, I wasn’t as bothered by the “No More Russian” scene in the game as I was by one of the later ones. In my opinion, the scene in which you’re rappelling down the mountain to take out the two guards on the side of the road is incredibly more graphic. Once you rappel down the small cliff and reach your target, you stab him in the gut with your knife and MAINTAIN eye contact with your victim the entire time he dies. After I saw him struggle and the life slowly drained out of his eyes I paused the game, looked at my cringing friend and said, “That’s the most disgusting thing I’ve ever done in a video game.”
This one on one killing seems more disturbing than just spraying and annihilating hundreds of civilians in the less formal manner of a machine gun. (Wow, never thought I’d say that sentence…) COD Modern Warfare 2 had countless scenes in it that made me feel a little uncomfortable, but at the same time I respect it for what it’s done. the story was beautifully put together and I felt as if I was part of the situations being played out. Rage, betrayal, courage, weakness, strength, all those emotions are what defines conflict. With all that being said, I think it was a pretty smart idea to put the warning in front of the single player as a bit of a shield to fall back on.
Shit storm’s gotta be a comin.
Jakeeatworld - 11.25.09 3:51 pm
@Abe Froman - This is a really great question, because the game really does move from a one to the other in a way that really did feel strange. Kinda like, here you go champ, go back to killing what you know. I don’t have a good answer for this at present, but I wanted to thank-you because it’s a really important point that I didn’t include in my write-up.
Jamie Love - 11.26.09 10:58 pm