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On the Contrary: Modern Warfare 2's Takedown Is Brilliant
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Sunday, January 31, 2010

Oh Infinity Ward, you really managed to piss me off back there. Takedown is one of the most frustrating and unforgiving levels in recent memory thanks in part to its nefarious level design. Some have even bestowed upon it as one of the worst designed in the history of games. I don't see how it warrants such a title. Certainly it can't be as bad as the Library from Halo. Difficult and confusing though it may be, the favela level was in no way poorly conceived. On the contrary, it is a shining example of level design done right.

 

 

Before you bemoan and lambaste my statement, ask why you hate the level so much. Is it because the sharp jump in difficulty so early on in the game? Maybe you have issues with the layout of the level? Is it due to the unfair and overwhelming odds you have to face? Whatever the case, I fail to see how these reflect poorly on the design of the overall level. Is difficulty a mark of what makes or breaks a level? I applaud Infinity Ward for making it so punishingly hard, because, due in part of its pace and setting, that is the nature of the level and the focus of its design.

 

The spike in difficulty when playing through Takedown is quite jarring when compared to the levels that precede it. However, what should be considered is that this is the end of the first act in Modern Warfare 2. Had it been the first level in the game then surely it would be a problem, yet it is in its rightful place because it is meant to close out the act. Most of us think that difficulty should stay at a constant pace throughout a game. While a fair and justifiable reason, does this have to be the case with every game? For the sake of argument, look at a game such as Resident Evil 4. Before entering a new setting (say, for example, the transition of the village to the castle) are there not boss fights and situations that challenge the player and are more difficult than what immediately follows it? In the context of pace, the difficulty of Takedown is justifiable.

What also needs to be considered with the difficulty is the layout of the level. Playing through Takedown, I am amazed at how close Infinity Ward got to resemble the look and feel of Rio de Janeiro's favelas. Shacks stacked on top of one another, streets that bend into small alleyways, and tightly packed residential quarters all give the level a grungy and maze like quality. The number of militants you run into is also a nod to the real life situation on the ground. Life in Rio's slums is a constant struggle between gang members vying for power, police forces who employ brutality, and average citizens caught in the middle. All of these meld into the situation presented in the game, so it is no wonder why some choose to flee and other fight against you. (Author's Note: There is an amazing documentary on the City of God DVD called News from a Personal War. Anyone interested in how close the setting of Takedown resembles the favelas should consider watching it.)

When the civilians start to run and the militia pours out, a new challenge is presented. In a game where seconds count between locating your next target and eliminating the threat, having to wait and see who is an innocent bystander and who is gunning for your head pushes your skills over the edge. Under all the stress and chaos, it is overwhelming. It evokes a feeling of helplessness to the player; no matter which way you turn, you are at a disadvantage. The difficulty, therefore, is a product of the overall focus -- done on purpose by design -- not due to laziness or bad practices.

Throughout all this, the militia constantly have the upper hand. They can come from around any corner and attack from high or low -- there is no safe haven for the player to rest. Every wound becomes an agonizing test of skill and reaction to move forward and not linger. Not knowing where the next enemy will strike is part of the level and setting. Removing this aspect would dampen the experience until it becomes dull and void of character. Doing this, instead, brings to light the true face of modern urban combat. The battle is constantly shifting, taking the players heart and pulsing it to the beat of drag racer.

When I play this level, I keep thinking back to Ridley Scott's Black Hawk Down. While the setting of the two are different, the tone and pace are eerily similar. In both instances soldiers are assaulted on all fronts, enemies take every possible position, and not everyone makes it out of the lion's den. Losing your only two teammates in the fight adds to the momentum. It is this chaotic momentum that Infinity Ward set out to create, and I can see how it is fun through its difficulty. Allowing the setting to create the level is what makes Takedown a brilliant example of good design.

 
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Comments (7)
59583_467229896345_615671345_7027350_950079_n
January 31, 2010
Good points. Now that I think about it, that was a pretty intense level, and with little room to dodge and ambushes everywhere, it really kept me on my toes.
Redeye
January 31, 2010
Eh. I wouldn't argue that they didn't do a decent job with the setting and concept of the level. Here's where the argument breaks down for me personally thought.

The library in halo 1: Fun for me.

This level in Modern Warfare 2: So not fun that It pretty much stopped me from ever wanting to play the game's single player ever again.

I think that's the only real deciding factor I need to personally satisfy judging infinity ward for making the level.
Img_20100902_162803
January 31, 2010
After learning where all the baddies will pop out of, taking down Takedown in Veteran was a slice of apple pie.
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January 31, 2010
Another big problem of Takedown is Soap tells you advance forward and keep moving, but the game's level is contradictory. You need to sit down, and take every enemy down, so you can advance, and take it VERY SLOWLY. Contrary to your objectives.

You forgot to mention as a positive that even though Soap gets the guy in your previous piece, you get an exhilirating Mirror's Edge chase at the end to get TO THE CHOPPA!
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January 31, 2010
@Jeff I can see your point and I can't argue whether you can find fun in something or not. Poker is a fun game to many but not to everyone, so I find it to be a moot point to the argument. I see fun as being something of a personal taste and opinion, which is why my argument isn't about whether or not the level is fun but to examine what it sets out to accomplish.

@Jaun Very true, but I am grateful that there were no infinite enemy respawns. I believe that would have ruined the overall design Infinity Ward was going for.

@Moeez The chopper extraction comes later in another level. I decided to focus on Takedown since it is unique compared to the rest of the game.
Redeye
January 31, 2010
@Matt well I would argue that a game like modern warfare 2 doesn't do nearly enough revolutionary or intelligent things story or design wise to excuse any part of the game not being designed to be fun first and push the envelope second. Still it is indeed a matter of personal taste. I acknowledge that the level tried to do something specific and the fact that I didn't like it doesn't prove that they are incompitent.

Still I probably would have considered the level more fun if it was designed in such a way that I understood it. As their was nothing to suggest that the first part of the level didn't have an infinite enemy spawner in it based on my previous experience with the series. So that constant stream of enemies and the levels encouragement to keep moving forward undermined the playability of the level by encouraging a forward momentum that was impossible to maintain without an extrodinary amount of luck. So in that respect I think the level could have used much more play testing outside of it's comfort zone of hardcore players.

@moeez I personally didn't like the 'get to the choppa' run. Simply because I thought it was stupid that you were the only person who didn't make the first jump to the chopper, thus making you seem incompitent and the run to the chopper seem more like a walk of shame.
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January 31, 2010
@Jeffrey: On the contrary, you're always the person who doesn't make the jump and needs help (snow ice climbing level), and is always on the ground. This is consistent (even if kinda tedious).

It might be a "walk of shame" story-wise, but it's a simplistic rush gameplay-wise that shows Infinity Ward can get a little creative for including a first-person chase without weapons.
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