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Now Boarding: Terrorism
Thursday, November 12, 2009

Editor's note: Spoiler Alert -- Jacob recounts his feelings on the infamous No Russian level in Call of Duty: Modern Warfare 2. Bitmobbers: How has the level affected you? -Jason


I knew from the outset that I would play this No Russian, a level in Call of Duty: Modern Warfare 2 where terrorists attack a Russian airport. I'm not easily disturbed, and my curiosity unfailingly gets the best of me every time.

You have two options in this level: Shoot no one and let your "team" do the work, or do what I did and try to prevent anyone from escaping your field of vision, mowing down even those trying to crawl away as they slowly bleed to death.

One thing I did not anticipate was my sudden mental switch into playing a role. In my mind, Joseph Allen was a budding recruit who would stop at nothing to serve his country. He's told at the debriefing that the few lives he may take here would save millions, even billions, of others. He's told that gaining the trust of the terrorists would enable him to infiltrate their ranks and really make a difference.

 

Going into this mission, I'd read very little about the game or this mission in particular, so I was unsure if my actions would change the outcome. All I knew is what Allen knew -- that he can save the world by sacrificing a few people along the way. When the first bullet left the barrel of my automatic machine gun and splattered the business man's head as he checked the arrivals/departures board, I knew I had just turned a corner. After that first kill the rest seemed like nothing.

I was numb to the screams and cries of the terrified civilians as they fled before us like startled antelope. I didn't even notice that our leader had instructed us not to speak any Russian, and looking back, that was quite profound.

So why was I able to kill those people so easily? Was it because I was American and they were Russians? I would like to say that wasn't the case...but would that be a lie? I know that I can freely mow them down because the people and the bullets spraying from the hot barrel of my gun aren't real. But I have this nagging tendency to get wrapped up in the personalities and roles of the characters that I play in games.

I think that Allen would kill those people because he thought that by doing so he could save the world. As this dawned on me, I wondered how many other soldiers throughout our bloody history have been led to believe the same.

What really affected me was when the terrorists are about to leave the airport after killing what I thought were hundreds of civilians and Russian police forces, and all of a sudden the terrorist leader turns to you and shoots him.

It's not the betrayal that surprised and disturbed me, nor that he'd figured it out. What really bothered me was the last remaining seconds of your life. I was suddenly struck by the gravity of what we'd just done and the soul-crushing realization that it was evil. No good would come of my self-damning actions. I suddenly realized that more people would die because of my participation in this horrendous act.

I applaud Infinity Ward for their bravery. Some people speculated that No Russian glorified terrorism, but I see it as a lesson and a profound statement about the corruption of man and what they will do for their beliefs. Allen is not a hero, nor is any man who takes life for any cause. His desire to be a hero drove him to monstrous actions and in the end was futile.

Another factor people may overlook is the agency that sent him in there. True, they never ordered him to pull the trigger. But they fed that fire inside him that so desperately wanted to make a difference by dropping lines about how the death of a few could save the lives of many. Also, you should consider that they knew of an impending terrorist attack and did not try to stop it.

While the story is entirely fictitious, history's shown that the conditions and motives of the people in it have been driving our race for centuries.

Allen died in the end, and I think this was the most charitable fate he could have received. I cannot imagine that anyone could kill someone without being tortured by it.

I'm actually pretty troubled that it was so easy to convince me to kill these people, even though I knew it was a game and no one was being harmed. I wonder how many real-life soldiers deal with this sort of decision as they fight from house to house where any "civilian" could just as easily be an enemy.

I think in the end it's a blessing that war is so terrible, lest we grow to like it.

 
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Comments (27)
Default_picture
November 11, 2009
Great write-up. I actually had exactly the same experience. I spent a fair amount of time reading reviews of this particular segment and many (if not most) of the reactions were of disgust. I read many people saying that after the first shot fired at an innocent civilian, they immediately regretted the decision and did not kill again until absolutely necessary.

My response was initially the opposite. Being engrossed in the role put before me, I did as I was instructed, penetrate deep into this terrorist's life at no cost. For the greater good right? Like you, I killed everyone I could. I was the role.

Then, there was a turning point. Walking slowly through the terminal towards the end seeing all the dead bodies, I started feeling a pang of guilt, but pushed on nonetheless. By the time I reached the end, I was satisfied with my undercover duties, ready to get pulled into the van. Of course the end of this mission had a great twist.

The end was definitely was an "oh shit" moment. For the first time in a video game it wasn't an "OH SHIIIT!!!" moment like when blasting full speed in the snowmobile. It was an "oh shit..." moment. I immediatly realized what had happened. All for nothing.

I managed to avoid all spoilers about this level, I only knew that a terrorism level existed. Not knowing at all what to expect, I was completely blown away by the scene. The more I have thought about the scene in the last few days, the more brilliant I am beginning to realize the level was. Bravo Infinity Ward.

I am also eager to hear more responses to this level beyond the "OMG disgusting." Again, great write-up. It's good to hear that I wasn't the only psychopath.

Brett_new_profile
November 11, 2009
I think the point you bring up that you're shooting Russian civilians is a compelling one. Does that make a difference? Will it be "easier" for people to accept than if it was a U.S. airport? These are really tough questions to answer.
Me_and_luke
November 11, 2009
Whoa, hold on, you have your characters mixed up. Shepard is the mastermind behind the operations, and Joseph Allen is the double agent that you play as in the airport terrorism scene. Just had to clear that up. :)

I posted this comment in another article:

I knew the airport terrorist mission was coming, but I was still quite taken aback by it all. Towards the end of the massacre, I realized that my mouth was agape, and I hadn't once swallowed throughout the entire scene. I'm kind of a softy for these kind of things (haven't played enough GTA, I guess), so it struck a chord. I was barely able to bring myself to shoot a guard here or there, just to "fit in."

Brett, I never even considered that, it's a good point. I can only imagine there would have been an even larger outcry for the scene if it were an airport on U.S. soil. Though I do wonder how many people that made a stink about it actually knew where the terrorist act was taking place in the game.
November 11, 2009
Re: Bryan

Thank you for correcting me, it was indeed Joseph Allen and not Shepard. I will edit it now but I wanted to acknowledge that I had it wrong at the outset.

I think the "stink" is indicative of a much larger problem in today's "media", one which I am neither intelligent nor articulate enough to fully discuss and explore. That having been said, the simple fact that the majority of American's have absolutely no idea what goes on in the world outside our own borders and some even outside their own state begs to expose the failing of news media.

Not to be political, but the fact that it took two college students to unearth the Acorn scandal is indicative of how we are better served by reading blogs than CNN. It is not because these students were skilled in journalism and investigation techniques(because lets face it, they were most definitely not) that they were able to expose this corruption, it is simply because they are the only ones looking.

Newspapers are not dying because of the internet alone. Look at what they are now, and what they were in the 60's and you can see that they are all merely shadows of themselves. Napoleon Bonaparte once said "I fear the newspapers more than a hundred thousand bayonets." I think you would be hard pressed to find any politician who fears the news outlets at all, and that my friends is why I say that the news media is largely dead.

So I am going to stop that because I realize I was doing what I said I would not. I think it is a wonderful thing for people to hate war and be disgusted by it. Despite what the "news media" might want you to believe, there is no good in war and Infinity Ward is not afraid of dragging players into hell.
Default_picture
November 11, 2009
Jacob: Wow. I never thought I would ever meet (digitally) someone with the same name as me that isn't in my family. I totally agree with your article. Infinity Ward is definitely brave, though I think it is a little too much for your character to die at the end. It makes you think you played that mission for nothing, no plot development. It feels a little bit like the mission was unnecessary.
Default_picture
November 11, 2009
I meant same last name of course, just clarifying my new brother.
Default_picture
November 11, 2009
There should be a comma between clarifying and my. You are my new brother Jacob.
November 11, 2009
Well I believe there is also a Dave Hinkle of Joystiq fame who is a game's journalist. I think we should all form a coalition of awesome-nes where we talk about how awesome the NES was.

On second thought, maybe we should just pose as him on various sites and buy stuff using his credit card. Yeah that sounds like a plan.
Me_and_luke
November 12, 2009
@Trevor: Makarov killing you at the end of the mission is actually very important to the story. He exposes that you are a spy (albeit brutally, but this is war, and Makarov is a heartless bastard), and uses you as an excuse for the act of terrorism, making it look like it was the Americans' idea. And this, of course, leads to the Russian invasion of D.C.
Default_picture
November 12, 2009
Great article! It was kind of the opposite for me, where I felt numb going into it. I've killed countless civies in other games; why should this one be different? Once I heard the screams and saw the carnage, my finger came off the trigger and I became increasingly disturbed. Here's my take on it: http://bitmob.com/index.php/mobfeed/my-thoughts-on-qno-russianq-from-modern-warfare-2.html
Default_picture
November 12, 2009
Nice Article. Although I wasn't bothered by that ACT. It did start to bug me when I had to kill americans. At times you have the option to let the wounded US solders live or you can finish them off. Very powerful and a testsment to Infinity's game writing ability. At the end of the game I felt a little disturbed. It really remided me of killing the Little Sisters in bioshock.
Once again nice article.8)
Img_20100902_162803
November 12, 2009
I was let down. The No Russian Level had no build up, you are just thrown in the mixer with a few minute briefing, no idea what is going on, and blam, you are shooting random unarmed civilians. Post play, I think the experience should of been jarring, as watching the movie Donnie Brasco or reading the monstrosities of, 2666, Crime and Punishment or Lolita. At the end of the level, I felt there was no lesson, the cost of life in Modern Warfare 2 is meaningless, which is the opposite what the men and women of Infinity Ward were aiming for.
Default_picture
November 12, 2009
I agree that the level is a brave step on the part of Infinity Ward, but my reaction to it was surprising none the less. Of course I'd heard of it, but I hadn't sought out any video of what was going to happen in the No Russian level. In my mind's eye I had pictured something more akin to a heist with occational shootings rather than a full-auto salughter (sounds like an album name).

I had psyched up my mind for the level, thinking it would be something interesting and fun to take part in, to see it from the other side if you will. Also it would be years of payback for tall the FPS's where you cannot shoot, or are penalized for shooting, civilians. As soon as I saw what my "teammates" were doing though, I was literally stunned out of action. My thumb kept pushing me forward on the left stick, while my trigger finger remained unused. It was a level of villainy that was terrifying and yet real at the same time. I have often stated that evil has a better strategy towards winning a war, because they will cross lines heroes won't. This, however, is beyond the realm of "usual evil" and borders on insanity to a point.

That being said, I did make it through the level (firing at armed guards who shot first only) and found it an effective means of storytelling. I am inclined to agree with anyone who finds it disturbing as that is a point of view that is totally understandible. I do not, however, think it is so deplorable that it should have been omitted (or skippable) in the final game. I think it established our pseudo-villain well and got things going in a way not often attempted in either games or movies. Well done Infinity Ward, well done. *golf clap*
Default_picture
November 12, 2009
I myself tried to get past that part without any casualties on my behalf. But as soon as the authorities showed up I had no choice but to act out my part to progress the story. Even though they were armed and shooting at me to take me out, the whole idea of the unarmed civilians that had just being slaughtered still irked me because it is a reality that others have experienced in REAL life. Still though Infinity Ward definetely has some big balls to bring this to life in a videogame that is suppose to be in our present time. This game really is intended for a mature audience. Meaning not just in age but most importantly mature in mind.
November 12, 2009
At the end of the level, I felt there was no lesson, the cost of life in Modern Warfare 2 is meaningless, which is the opposite what the men and women of Infinity Ward were aiming for.


I think you are right about the loss of life here seeming meaningless. However I think this is exactly what Infinity Ward wanted us to feel. As Allen we have no desire to kill the civilians and if we do it is only to solidify our trustworthiness to the Russian terrorists. But consider the act from the viewpoint of the bad guys. These deaths had meaning. These deaths would bring about the will of an entire nation to go to war and perhaps end America's egotistical supremacy when it comes to world powers. Think about it, by setting the Americans up as willing mass murderers, America the beautiful would soon find herself alone in the world because any nation with sense would quickly distance themselves from us. I agree that Infinity Ward does sort of jump around without enough back-story, but then again we are playing the role of soldiers who are relatively low on the totem pole and being a veteran of the armed forces myself, I can tell you that the commonly used spy idea of "need to know" information sharing is absolutely 100% accurate. The military wants their soldiers to be smart, skilled and adaptable to rapidly changing conditions on the battlefield. In boot camp they stress the importance of paying attention to minute details, partly because these details can spell the difference between life and death but also (I now suspect) because they want your programmed and automatic responses to threats and orders to take over. A spiritual soldier is a liability in the end, because anyone who has time to think about what they are doing and who they have to kill to accomplish this, would quickly find themselves doubting the "good of the country" mentality.

Now, I do not want to spark conspiracy theories about 9/11/01, but as I write this an interesting thought occurs to me. Did Infinity Ward purposely put us in the shoes of the terrorist, to show the reaction of a nation from the outside? Consider our situation in 2001 with Russia's in this game and you can hardly ignore the glaring similarities between them. I would not be surprised if there were 2976 victims at that airport (death toll on 9/11) though the number seems high for such a small space but then again I do remember reloading many many times.

We did what the Russian people did, retaliate in mass. Can we blame them for their actions? What if......the hijackers were American, and the entire attack was orchestrated so that we would go to war? Now do you see the similarities? Can you imagine the leader of such a group saying, "Remember,no American. Oh and for good measure wave the Qur'an around a bit?" Would these soldiers have committed such a horrendous act if they thought as Allen did? If they thought that their actions would save billions of lives by getting to the terrorists before they could wield nuclear weapons against us?

Now, I am not saying that this is what happened with 9/11, I am merely saying that someone at Infinity Ward wanted us to explore the idea. Maybe, Infinity Ward, because of their awesome popularity and assurance that this game would sell, took the opportunity to get political. Now I am almost positive that were I to approach a writer for this game and ask him this question he would say that it is entirely fictitious and that any similarity to world events are purely coincidental, but I think that even as he answers with that prepared PR speech, we might catch the glee in his eyes as he realizes that his message was received.

We are fortunate to be taken so seriously as an audience and even if we do not agree with what they have to say, I am elated by Infinity Ward's passion and conviction.

Do not think I am some whack job who believes that every public bench is bugged and that 9/11 was our government's doing based solely on the parallels in a video game. I merely present these ideas to what I believe is an open minded audience, and one whom I know is not afraid of voicing their thoughts......so please, have at it.
Franksmall
November 12, 2009
I think this is all an attempt to justify Infinity Ward putting a yet another tasteless scene in a COD game. The last game had the torture and then murder of an unarmed an subdued enemy combatant, this game goes farther and adds in torture and the massacre of hundreds of civilians.

I would buy your arguments if IW did not seem to be sending a message that 'war is hell...a awesome!' in almost every aspect of their COD games.

I am not throwing stones at particularly anyone here, but I have noticed in other places that the same people defending this scene are the same ones that end up defending the use of torture and murder when I bring that subject up. This leads me to believe that a lot of the supporters of this scene simply have a broken moral radar.

You can try and justify all this by claiming something like 'well, GTA does it and most gamers don't cry about it,' but GTA did also not start out as a series that was built to lift up the image of the soldier and say that these men and women are the best of the best, out to protect our freedoms and lives by risking their own lives.

Even the title -Call of Duty- is a reflection of the series original attempt to praise the idea of the soldier as the best man has to offer.

Maybe this new path they are taking is a reflection of our current situation, but I was always taught that to not be like the enemy, you had to be better than the enemy.

I think that is a lesson the developers at Infinity Ward need to go back and re-learn.
Default_picture
November 12, 2009
I for one do not feel at all that this game is trying to send the message of "war is hell...a awesome!" in fact, I think IW is trying to say precisely the opposite. The first few levels leading up to the terrorist level felt to me like the usual FPS. After completing this level, there was a major shift in the mood of the game.

Immediately following the terrorism level was the "Takedown" mission taking place in a very poor part of South America. No longer did I feel like the glorified badass so often (always?) protrayed in action games. I felt very insignificant and out of place, thrown into this messed up world struggling to survive. Rather than glorifying the violence or desensitizing us, the terrorism level actually made me more sensitive to the violence.

Perhaps I'm just getting into the roles of my characters a bit too much, but I think this game does the opposite of glorifying war. I don't think the intent of the torture scene in the last game was to somehow rationalize the use of violence, but exactly the opposite. Denying that these sorts of activities take place in the real world is just plain stupid. Sure it's a fictional story, but the point is that war is messed up, not saying torture is okay!

Sure, if you look at the game purely subjectively, it does look like just senseless violence. It'd be like muting a battle scene in any famous war movie and watching the screen from 30 feet away. That too would look like senseless violence.

Start the game over. Turn out the lights, crank the volume, get immersed in the game. Like any fine book or movie, the meat of it is between the lines.
Default_picture
November 12, 2009
@ Jacob,

great piece and I good debate to be had by all!

I totally agree with your thoughts about infinity ward's attempt at showing the loss of life as meaningless, however I do question whether their approach was effective in conveying that message.

As Juan Letona commented, it seemed a tad too brief to allow the message to have context in the game and for the gamer for the intended message to take shape.

Imagine if we transported this concept to WW2 nazi. We have a freedom fighter trying to infiltrate the ranks of the SS and as a player, you are asked to gas/kill/burn all the innocent jews you could find - would you do it even though you knew it was just a game? or would players question the purpose of such a mission/level?

The question I have in my mind is more to do with why is it ok to kill Russians civilians? Would it have had a different response if - as Brett states - required you to kill U.S civilians?

Why do we feel less sensitive about killing russians as opposed to Africans infected with a biological chemical (Resi 5 debate)?

again, great choice of topic to discuss ;)
Default_picture
November 12, 2009
I meant too brief a lead up (not brief as in level or gameplay)
Dan__shoe__hsu_-_square
November 12, 2009
Really nice article, for sure! I didn't fire a bullet when I played that level -- 90% out of guilt, 10% admittedly because I wondered if there was some secret achievement involved (though in hindsight, I remembered the game telling us there's nothing you'd miss for skipping that stage).

But I've been telling some mainstream news guys that this level is very smartly designed on multiple levels (a lot of which you covered in your article). And thematically, it's only catching up to modern media, so it really isn't that shocking in the broad scheme of things.
Default_picture
November 12, 2009
@ Dan, Good point about catching up to modern media. When you compare the gaming experience of this level to how these themes are covered in other media, it certainly isn't "that shocking in the broader scheme of things"

This is a great move from Infinity Ward, using the #1 hit of the year to send a little message to all of us: War will always mean taking lives of human beings exactly like us, if you think that's insane, you're right
November 12, 2009
@ Luis Carlos

Well said!
November 14, 2009
"No Russian" is an important step in advancing gaming as a culturally relevant media. However, it's a painful step. The interactivity of gaming is what makes a scene like this controversial. You can watch films with despicable acts but it's entirely different to carry them out.

Where this scene succeeds is in its subversive nature. While on the surface the game is a balls to the walls action game; IW slips in moments that make you step back and think about the actions that are being carried out.

The key for moving beyond painful baby steps to meaningful strides is interactivity. You see, while this scene is a bold step forward in the context of its medium the same can't really be said about the narrative in a broader sense.

When we as the players have a chance to take the reins of a scene like this is when we really start to move forward. Example: Has the gravity of the situation become so overwhelming that I turn my gun on Marakov? Myself? Or go along with the mission as I believe my ultimate cause is righteous?

Sure, the story maybe sacrificed to allow these decisions but I think these are sacrifices that need to be made.
Default_picture
November 14, 2009
I was completely shocked by this level. I have little access to news beyond 1up and this site and, thankfully, had not read any spoilers. My first reaction was intrigue; invading a terrorist organization could be interesting. When I saw all the civilians, I was surprised. When the game made my gun fire on them, I was shocked.

When I realized that the game had NOT taken control and that I had done it on REFLEX, I was dumbfounded. I had automatically switched my mind to "these are my comrades; I do as they do" and when the level finished I had no idea what to think.

I just showed my girlfriend the entire level, start to finish, and while explaining the necessity for it in the story, I finally came to terms with it. Infinity Ward has some huge balls to pull that off and they should be applauded. It had significance and ellicited a greater emotional response in both of us than any movie or book in the last year.
November 14, 2009
What also must be considered in this level is you don't have to shoot any unarmed civilians at all. In a game where straying off path often results in a fail state IW allows some "choice" here. Is it a cop-out due to the controversial nature of the level? I'm not sure if I lessened the impact of the scene by not taking an innocent life. I'm curious what others think. Do you need to pull the trigger to understand truly what Infinity Ward is trying to say? Or is it just enough to be present for it?
November 14, 2009
I think in large part, the fact that you and your organization allow such a massacre to take place at all, makes you every bit as guilty for it were you to fire a shot or not.

Firing on the civilians is just the next step down a road you already decided to take. It is inspiring that a level in an FPS where you do not have to fire a shot,can be the most controversial one in years and I think it says a lot about IW's story telling abilities.

On a side note; Hollywood if your listening, here is a game that sold 4.7 million units on the first day. Scrap your plans for that Carmen Sandiego movie and make this one instead.
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