"It's a Massacre!": The Appalling Failure of Modern Warfare 2's "No Russian" Mission


11/13/2009 7:01 AM | 29 Comments | Page 1 of 1

Tom Bissell
Tom Bissell
Status: Anger.
I have now received several interesting phone calls from friends wanting to talk about their reactions to the "No Russian" mission in Infinity Ward's Modern Warfare 2, in which one must watch, and has the choice to take part in, the terroristic massacre of civilians. Most of these calls have fallen somewhere between flummoxed and upset -- only one could be characterized as infuriated -- but all agreed it was affecting and provocative.

When I first heard about the mission, I will confess, I was skeptical. The talented people at Infinity Ward may have no peers when it comes to gameplay- and multiplayer-level design, but complex moral experiences have not exactly been an emblem of the Call of Duty franchise. In short, these games peddle a creed of salvation by M-16, in which you do the right -- and instantly apparent -- thing, and then bask in a heroic swell of music. I have now played through "No Russian" several times and behaved differently each run through it. My skepticism, I believe, was warranted. About the best one can say about "No Russian" is that it is morally confused and dramatically lazy. Yes, of course, it is affecting and provocative -- but so is purposefully stomping on someone's big toe. This is essentially what "No Russian" does when it desperately needs to do much, much more.

Modern Warfare 2: No Russian
Let me be clear that I very much want to champion what Infinity Ward is obviously attempting to do here. I am all for thought-provoking scenarios and have no objection to the depiction of barbarous acts in games, provided that there is an appropriate and compelling dramatic context. Many sincere commentators have commended "No Russian" for these very things. Most of these people, I think, are bluffing, not wishing to fall in with the Fox News brownshirts and other opponents of videogame violence. Those who are not bluffing, and are authentically inclined to hail what is going on in "No Russian," are confusing thought provoking for mere provocation. Simply put, the issues raised during "No Russian" can be considered morally compelling only by the willfully obtuse.

My argument has to do with what is depicted only incidentally. In fact, my first objections are logic-based. For one thing, are we really to believe that Imran Zakhaev, the destroyed Russian terrorist from Call of Duty 4: Modern Warfare, would truly be hailed as a national hero by Russians? That he would have a Cossack-in-equestrian-glory statue raised to him? That he would have an airport named for him? Supporters of Imran Zakhaev have decided to stage a terrorist attack on Zakhaev International Airport: Think, for a moment, how conceptually stupid that is. At any rate, given what I know about Russian history, if Imran Zakhaev were to be accepted by average Russians as anything more than a gangster folk hero, he would have been obligated to kill several million more -- and preferably Russian -- people.

Modern Warfare 2: No Russian
Now let us consider what has put Pfc. Joseph Allen undercover and in the midst of a Russian terror cell. Yet we cannot consider this. All we are told is that we do not want to know what the CIA had to do to make this happen (though it probably involved a lot of Berlitz language classes for Allen). We do learn, however, that it was only "yesterday" that Allen was on the frontlines (which does not seem nearly enough time for him to have picked up the finer points of the Muscovite accent). According to our commander, the leader of this terrorist cell, Makarov, is our new "best friend," and because he is "not loyal" to "any set of ideals," the required mission will "cost you a piece of yourself."

This is ridiculous in a logical, operational and moral sense. Yes, Modern Warfare 2 is only a videogame, a form not known for its adherence to narrative logic or pristine moral code. But we cannot honestly face up to Allen's quandary without believing in the difficulty of his choice. This mission is asking you to take part in the morally outrageous slaughter of innocent people guilty only of attempting to make their connecting flights to Prague and London and Kiev. The game frames this act in terms of moral necessity, which is, of course, a convention of stories with a "deep cover" conceit. A film like "The Departed" requires two-and-a-half hours of finely modulated performances and superb writing and direction to make the moral anguish of being in deep cover clear, and even then the decisions Leonardo DiCaprio's character makes are ambiguous.

It is not wrong that the mission is in the game, in other words. What is wrong is that it is framed so pathetically. For the experience to matter in a dramatic sense, we would have to get to know Makarov quite well and Allen even better; only then would we feel the noose of motivation tighten. Videogames, unfortunately, do not handle this type of storytelling well, and Infinity Ward handles this type of storytelling less well than most videogames. (Consider a game like Fallout 3, which not only has the imagination to leave the Russians out of the future apocalypse, but whose giant, slogan-shouting, Commie-crushing American robot manages to say more about the absurdity of war than any Call of Duty game.) It is as if we are being asked to empathize with Raskolnikov after no more exposure to him than the paragraph in which he chops up the old money lender.

Modern Warfare 2: No Russian
As presented in Modern Warfare 2, the morality of Allen's situation is actually, completely clear. It could not be clearer. No one in Allen's place, deep cover or not, could be expected to take part in such senseless slaughter. Why would he not just attempt to shoot his three accomplices in the back? (You can do that in the game, of course. You will also not succeed in passing the mission if you do.) A scenario cannot be morally provocative if it does not align with any identifiable set of moral imperatives. Thus, the makers of Modern Warfare 2 are asking us to think about what we would do if we were in a moral situation that a) could never actually occur, and b) does not present a conundrum worth thinking about. In place of the morally riveting experience Infinity Ward has tried to give us, we have, most basically, a murder simulator.

Arguing against the morality of a game that asks you to gun down enemy soldiers by the dozen may seem like an odd stance. But the whole point of games like Call of Duty is that they offer an uncomplicated, athleticized version of war in which the messier questions of morality are set aside. You are the good guys and the bad guys are over there: Go get 'em, soldier. In previous Call of Duty games, I always found myself laughing in appalled amusement whenever one of those preposterously "deep" epigraphs popped up after an in-game death. But with Call of Duty 4 and now with Modern Warfare 2, I have the sinking feeling that Infinity Ward believes it has something (however borrowed) to say about war. During the "No Russian" sequence -- which I played on Veteran-level difficulty and, thus, died often -- I was faced with a gnomic quote from the vile Dick Armey ("You cannot get ahead while getting even"), which was followed by a peaceable and rather lonely quote from Gandhi, which was followed by this gem from former Vice President Dick Cheney: "It is easy to take liberty for granted when it's never been taken from you." If this is satire, it is a gruesomely unfunny species of it.

Modern Warfare 2: No Russian
While researching my upcoming book, "Extra Lives: Why Video Games Matter," I had the pleasure of interviewing Clint Hocking about his game Far Cry 2, which also attempts to say something about the morality of war, but in a much less sensationalistic and more organically game-like way. When I asked why, in a game about the perverting and seductive power of violence, the player was not allowed to put that seduction to the test against an in-game civilian population, Hocking said, "We didn't want to be muddying up our themes with a bunch of mass murder for laughs. That would have made it confusing." This is surely correct. The "No Russian" mission is not only confusing; it is confused. And it throws more mud upon a game whose moral windshield is already quite spattered.

While "No Russian" was a commendable creative risk, Infinity Ward finally reveals an unforgivable doublethink when the game grants the player the option to not play it. I hope the next game to attempt something so troubling and willfully outrageous will do so out of courage rather than cowardice, and I hope the designers will have the maturity to recognize the difference between testing the conscience to make a serious point and shocking the conscience as a kind of pointless test.

Come back to Crispy Gamer at 2 p.m. EST on Friday, Nov. 13 to chat live with the Game Trust about Modern Warfare 2!

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Comments

  • RyanKuo
    Game Trust Member
    RyanKuo (Game Trust Writer)

    11/17/2009 12:11:47 PM

    @TomBissell:

    Pulling out narrative flowcharts to defend the scene doesn't seem so different from calling it out for being awkwardly rammed in, in a way. It's an expression of how urgently we need in our minds to integrate this level that's like a photo negative of the rest of the game.

    But that should have been Infinity Ward's job. The more I think about it, the more No Russian seems to wallow in pretension. They go from a Michael Bay blockbuster to thinking they can suddenly turn around and depict naked truths. So another thing that falls through, for me, is that whatever sobering effect there might've been in seeing civilians gunned down en masse is quickly clouded over by the riot-cop-headshotting spectacle that follows on the tarmac.

    Reply »
  • CG-Prophet
    Game Trust Member
    CG-Prophet (Game Trust Writer)

    11/17/2009 10:32:31 AM

    @w1ndst0rm:

    Yes it was very brave of him.

    Reply »
  • w1ndst0rm
    w1ndst0rm

    11/17/2009 10:01:10 AM

    @CG-Prophet:

    Wow indeed.

    I nominate @tombissell for post of the month.

    Reply »
  • CG-Prophet
    Game Trust Member
    CG-Prophet (Game Trust Writer)

    11/17/2009 8:42:07 AM

    @tombissell:


    Wow.


    Reply »
  • TomBissell
    Game Trust Member
    TomBissell (Game Trust Writer)

    11/17/2009 4:08:41 AM

    @CG-Prophet:

    Triumphalist view of American firepower. Bizarre tendencies toward conspiratorial thinking. Studied ignorance of the particulars of foreign peoples and lands. Distrust of any authority that does not derive from plain-talkin', on-the-ground experience. The overall sense that whatever is wrong with the world, a Navy Seal or Ranger can make right, if only he's allowed "to do his job."

    Reply »
  • Crispy Specials

  • CG-Prophet
    Game Trust Member
    CG-Prophet (Game Trust Writer)

    11/17/2009 3:32:53 AM

    @tombissell:

    Explain to us how this game is "Republican porn" as you put it.

    Reply »
  • TomBissell
    Game Trust Member
    TomBissell (Game Trust Writer)

    11/16/2009 11:27:19 PM

    @RyanKuo:

    I think you're exactly right. There are plenty of games that have freaked me out with their approach to violence, and the ones that manage to do this always stay within an established aesthetic perimeter. I suppose GTA is the supreme example. You can do some freaky, weird shit, but you never feel as though there's this complete tonal break and moral relocation. Plus it's satire. Disturbing satire, but satire. MW2 is Super Soldier fantasy, a kind of Republican porno. (Yeah, I'm aware there are people who think the game is anti-war. I don't buy it. I also don't care. Fuck pro- and anti-. If your story is about war, your only obligation is to explore it.) I think the utter incongruousness is what those of us who loathe the mission are responding to. I was just exchanging emails with a friend who was laughing about the people who defend the scene on the basis that "you have to piece the story together yourself after making up a flow chart and character map based on the entire Modern Warfare mythology!" As my friend said: "Yeah. Because that's what storytelling is all about." I wonder if the guys at Infinity Ward might not actually be kind of . . . simple. Like, maybe they really find the scene ethically compelling. Could that be possible? Might this be a moron's idea of an intriguing video-game scenario?

    Reply »
  • RyanKuo
    Game Trust Member
    RyanKuo (Game Trust Writer)

    11/16/2009 10:54:39 PM

    @tombissell:

    No, I agree the scene is blatantly incongruous with the rest of the game in terms of its tone and subject matter, and is irresponsible and lazy. Perhaps that "aesthetic failure" is why I read into the subsequent Schwarzenegger-esque heroism more than it probably deserves (i.e., a game that makes a game out of war ought to stay a game about war, rather than generate any kind of coherent one-line meaning about the act).

    Maybe one reason the whole thing rings so incredibly untrue is because you have mimesis (graphical, perspectival, aural) being deployed in a work that is primarily about a) entertainment and b) wish fulfillment, in a sequence that has nothing to do with either, or at least has absolutely no business with either. These are all the tools of vicarious pleasure suddenly and without warning mixing with notions of pure malice and abject horror, neither of which seems very well handled on a format that's fundamentally about letting you see the thing that you shoot in as realistic a way as possible. Or maybe that's just obvious....

    Reply »
  • TomBissell
    Game Trust Member
    TomBissell (Game Trust Writer)

    11/16/2009 6:52:47 PM

    @RyanKuo:

    Thanks for this. I see what you're saying, but the aesthetic purpose of the scene, if it's really seeking to make you understand what it's like to be a terrorist gunning people down, ostensibly for a greater good . . . I don't think I really needed to be told it would be a discomforting and ugly experience. The scene is such a massive problem because it raises the stakes for everything surrounding it. You simply cannot depict this kind of act carelessly. It's profoundly dumb and moreover it's self-defeating. The more seriously a work of art takes the act of killing, the more honestly it is forced to grapple with what it actually means. Think of "Hamlet": the whole play is about a guy contemplating murder. And the guy whose murder he's contemplating happens to deserve it. Even then, things are not so clear cut, or easy. When I'm killing enemy soldiers in Call of Duty I'm not operating in a world of conventional morality. Nor is the game asking me to. The "No Russian" mission is asking me to accept Hamlet-like gravity in the middle of "Invasion USA." If aesthetics are important, and I believe they are, they have to be consistent, and thoughtfully employed. Slowing me down to a crawl and pumping in grim music while I watch innocent people get slaughtered fails as an aesthetic decision, because nothing else in the game is operating at anywhere near this level of moral gravity or intensity. Anyway, I've thought about this a lot--probably too much--and I apologize for the length of my responses here. I'm still trying to figure out why the negative ferocity of my response gets stronger the more I think about it.

    Reply »
  • TomBissell
    Game Trust Member
    TomBissell (Game Trust Writer)

    11/16/2009 6:41:53 PM

    @EvanNarcisse:
    Thanks, Evan. You know, I know plenty of vets who cannot stand these games for the very same reason. My father, for instance, is a Vietnam vet, a Marine, gravely wounded in combat, all that, and he despises shooters. They make him physically ill to watch. I know another guy here in Portland, Desert Storm vet, and he's the same way. I've spent some time around soldiers and Marines as a journalist, though, and all the ones under 25 love shooters. So what's going on? I'm not sure, but I suspect it's generational. I admire plenty of shooters, but this is what I think: I'm interested more than anything else in how games with a basic seriousness of intent handle violence narratively and emotionally. That's why I think Far Cry 2 and the GTA games are many leagues above the Call of Duty games when it comes to the portrayal of violence. One is grounded how it makes you feel to be a monster, and the other in how it feels to see a character you're supposed to empathize with behave monstrously. My emotions are engaged. With Call of Duty games, or even Gears of War, I'm in animal-reaction mode, and I'm responding to the kinetics of the situation rather than the emotional content. Neither is better than the other; they're just different experiences, and I like both. But when a Call of Duty game tries to tell me it has something to say about war, a subject I happen to know a little about--most of it, of course, second-hand--I am here to say to its makers: No, actually, you don't. You know cartoon war. Your game is an emotional cartoon, and trying to pretend otherwise is embarrassing for you and deeply distressing to me. So I think your vet friend may have had a similar reaction, maybe. A shooter in which civilians are used in a meaningful way, I'd be all for. Killing an innocent person is about the gravest thing to contemplate. "No Russian" is pretending it's forced us to contemplate it. It's actually just rubbed our noses in the obvious.

    Reply »
  • Crispy Specials

  • RyanKuo
    Game Trust Member
    RyanKuo (Game Trust Writer)

    11/16/2009 5:32:43 PM

    This is a great write-up. But I think everyone, supporters and naysayers alike, are giving too much credence to the narrative framework that opens No Russian. It's been stated many times that games are not particularly strong at portraying character and building multilayered narratives. Nor are many gamers actually bothering to pay attention to in-game narratives. So why build a moral critique of the scene that centers around the narrative?

    From a purely sensory standpoint, the scene is about occupying the shoes of a terrorist. You're forced to walk around the airport at the same pace as your three companions, gun arrogantly down, gazing at the violence and disruption of normality that you (at least implicitly) have caused. As a (presumably) non-terrorist in reality you find this nauseating. This is a world with black-and-white morals, yes. When you are forced to kill riot cops to proceed in the scene, you are clearly on the "bad" side of the game's morality. Narrative sense aside, I think many people playing the level will feel this way.

    Not enough has been made of the fact that you (SPOILER) are shot at the end of the scene. It feels like a punishment for your crimes. And that is the real purpose served by the completely implausible narrative -- to justify your killing by the terrorists you walked alongside. The level sets you up to feel like a villain, then executes you as a villain. Afterward, on the right side of morality once again, you feel like a hero who executes for the right reasons. You feel completely different than you did pre-No Russian.

    So, yeah, this is not morally sophisticated. But it does serve an aesthetic purpose. It motivates your actions in the game with the promise of vengeance, and then vengeful patriotism. It cements your understanding that you are killing bad people, like the one you just were. Whether that was a worthwhile end is another story altogether.

    Reply »
  • EvanNarcisse
    Game Trust Member
    EvanNarcisse (Game Trust Writer)

    11/16/2009 5:18:37 PM

    Most of the doormen in my building all know what I do and one of them stopped me to talk about MW2. He loved the game. This particular guy is a former serviceman, a retired Army Ranger to be exact. I know he's seen some action but never pressed him on where.

    I asked him what he thought of No Russian. He thought it went too far. "There's always going to be collateral damage," he said, "but that mission was beyond that." Here's a guy who's probably had actual bullets whizzing and he was still bothered by No Russian. I think when a vet's gotta think twice about that kind of fictional situation, your narrative execution might be a little off.

    Reply »
  • kramelbrain
    kramelbrain

    11/15/2009 8:15:07 PM

    Tom, this post was both well-thought-out and well-written; I couldn't agree more.

    Seriously. Props.

    Reply »
  • jsbenjamin
    jsbenjamin

    11/13/2009 3:33:54 PM

    I don't usually volunteer this information on gaming websites (as it's not usually relevant), but I'm a professional philosopher who has taught multiple courses on morality and ethical theory.

    And this is easily the most lucid, thoughtful discussion of ethics and gaming I have ever come across in the gaming press. Well done, Mr. Bissell. Thank you for a great piece. I wish the gaming press, and the gaming community, had a lot more articles like this one. Maybe, with influence from people such as yourself, someday it will.

    Reply »
  • Sketched Gecko
    Sketched Gecko

    11/13/2009 2:37:57 PM

    Everyone may be up in arms about this level, but maybe this is something that will show people "Hey, game's rated M, maybe I should play this and not let my ten year old play it, because as a mature adult I understand this isn't real, but my kid may see some violence and blah blah blah blah." Maybe parents will start listening to the ratings. And maybe we'll see a new rating somewhere between T and M.

    Reply »
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  • w1ndst0rm
    w1ndst0rm

    11/13/2009 1:52:19 PM

    @Sketched Gecko:

    I can't help appreciating your post - in spite of the delivery.

    Reply »
  • Newbrof
    Newbrof

    11/13/2009 1:51:59 PM

    MW2 is the biggest AAA title this holiday season. It has a huge budget. And it is really laughable what they serve... not even the worst Michael Bay movie is that bad regarding story or characters. Actually, it is pretty sad that MW2 is at the top of the gaming pyramid... I wish it would've failed money-wise, so that they are forced to think more, but going by sales numbers IW did everything right, right?

    Reply »
  • Newbrof
    Newbrof

    11/13/2009 1:51:58 PM

    MW2 is the biggest AAA title this holiday season. It has a huge budget. And it is really laughable what they serve... not even the worst Michael Bay movie is that bad regarding story or characters. Actually, it is pretty sad that MW2 is at the top of the gaming pyramid... I wish it would've failed money-wise, so that they are forced to think more, but going by sales numbers IW did everything right, right?

    Reply »
  • Sketched Gecko
    Sketched Gecko

    11/13/2009 1:28:32 PM

    If you hadn't noticed, this botched operation sets up the ENTIRE GAME. Because one CIA agent got caught during an op and killed during one of the WORST terrorist attacks in Russia, Russia had the justification to attack the United States. The mission isn't meant for you to know the motives of it, you're just supposed to prove you've got the balls to run with Makarov. And the reason Zachaev is supposed to be a hero is he's stickin it to the oppressive and two faced United States by selling weapons to their opposition. Also, if you haven't played the game, stop commenting on it. Right there, that's it. And one more thing, there's a reason it's called Modern Warfare 2, as in sequel, so go play the first one before you play this one, then you know the characters, what's supposed to be going on, and why Shepard has gone crazy because he "lost 30,000 soldiers in the blink of an eye and the world just stood by and fuckin' watched."

    Reply »
  • Shimarenda
    Shimarenda

    11/13/2009 12:44:58 PM

    Thank you for the considered and well-written critique. It's the best one I've seen so far. It really clarifies the issues caught in the turgid flood of the ill-natured debate that is typical of the internet. Just as understanding an artist's intentions is important, so an artist ultimately must answer for how well those intentions were realized.

    Reply »
  • Crispy Specials

  • Oot
    Oot

    11/13/2009 12:17:50 PM

    @Sketched Gecko:

    "As a soldier...you have to look underneath your orders." Isn't this what the gamers who are so appalled by this scene wish they could be doing, but can't because of Infinity Ward's feeble attempt at making an ethical statement?

    Good argument Tom, and I feel it's worth mentioning again the point Kyle made in another article (can't remember which) that copping out and saying "it's just a game" marginalizes our medium and spits in the face of developers who've worked so hard to state to the world that yes, at least on some level, video games are art. Given the media attention that MW2 is getting from certain radical "news" outlets, IW may have inadvertently set the entire game industry back a couple of years in the eyes of the public when it looks like they set out to do the opposite.

    The more I read about this game, the more it sounds like IW is trying to make the CoD franchise into the next Halo. They're certainly grabbing at that same fanatical fanbase, at least.

    Reply »
  • Sketched Gecko
    Sketched Gecko

    11/13/2009 11:18:28 AM

    @Newbrof:

    Yeah, well with better equipment and technology and training we just don't screw up as much and commit worse.

    Reply »
  • Newbrof
    Newbrof

    11/13/2009 11:14:31 AM

    @Sketched Gecko:

    "The CIA participates in stuff like this all the time. Remember the failed Bay of Pigs operation"
    yeah, I remember... that was 40 years ago... lol

    Reply »
  • Sketched Gecko
    Sketched Gecko

    11/13/2009 11:01:07 AM

    The story isn't meant to just lie in front of you waiting like most other games. Infinity Ward made this game from a soldiers perspective and that's how you get the story. As a soldier you have to figure out what's going on from hushed conversations between your CO and his CO, you have to look underneath your orders, and you have to figure things out from the world around you. And morality of this issue? The CIA participates in stuff like this all the time. Remember the failed Bay of Pigs operation? No? Where the CIA trained Cuban rebels to attack and slaughter? Still not ringing a bell? Yeah, stuff like this does happen. The scene is valid in the game, because this is how stuff happens in reality.

    Reply »
  • Newbrof
    Newbrof

    11/13/2009 10:48:46 AM

    @Newbrof:

    p.s. usually I get the response: hey, it is not a movie, it is a game, you are dumb... well, MW2 tries to present itself like a movie. So we have to apply some minimal requirements to MW2's story like it would be a movie. Because it is mimicking a movie.

    Reply »
  • Crispy Specials

  • Necronner
    Necronner

    11/13/2009 10:33:09 AM

    Tell you the truth, when I played this scene, I took potshots at the terrorists, not a full unload of the barrel, just "accidental" shots to the head that could have been mistaken for trying to shoot at the victims. Never got a traitor, even after I did give Makarov three new holes to the head. Personally I wish we could have done that, kill the terrorists, but the russians show up and only see a CIA opperative that killed hundereds of russians.

    Even the latter mission where Makarov shows up could have been delt with by having a subordinate take his place.

    Reply »
  • Newbrof
    Newbrof

    11/13/2009 10:29:56 AM

    This scene is such a failed mess... any movie director would have big, big troubles to incorporate that kind of scene in a movie. But with the help of a good script, good actors, and a lot of backstory, a movie could pull it off.

    The problem is, that MW is not a well thought out movie, but instead a simple twitch shooter ... so IW was trying too hard.

    Reply »
  • KingArmery
    KingArmery

    11/13/2009 9:21:58 AM

    @KyleOrland:

    When I watched the Youtube video, the reasoning behind why you were helping them really seemed to be out of place...this, coupled with the fact that I haven't actually played the scene, is why I haven't been affected by it too much.

    Sure, I see where you are coming from when you say that it makes you think. It's just how they do it makes it much less powerful than what it could have been. Like this article states, instead of "testing the conscience" it shocked "the conscience as a kind of pointless test".

    Reply »
  • KyleOrland
    Game Trust Member
    KyleOrland (Game Trust Writer)

    11/13/2009 8:54:28 AM

    Good points all around, and well argued. All I'll say is, as far as context goes, I had almost no idea going in what my or the terrorists larger motivations for being there was supposed to be, other than "you're an undercover agent" and "they are terrorists." All the logical inconsistencies you point out at the beginning of the piece were totally lost on my because I could barely follow the fragmented, sloppily presented story at all. The fact that I never actually played through Modern Warfare might also contribute to this.

    My point is, I didn't really need a larger context to be affected by this scene. Even just considering it an act of random terror that I was forced to watch and/or participate in was enough to get to me. I agree Infinity Ward could have done "much, much more" by tying the scene to some larger themes in the general narrative, but just because they didn't doesn't take away from the power that is there in the scene, as is. For me, at least.

    Also: "No one in Allen's place, deep cover or not, could be expected to take part in such senseless slaughter."

    Tell that to all the commenters I've seen who gleefully joined in the carnage, completely oblivious to the moral issues the game is trying to raise. Maybe (probably, even) they wouldn't do the same thing in real life, but maybe they would if they were afraid these murderous Russians would turn on them if they failed to keep up their cover. Maybe they'd slaughter these innocents if they thought it would help them infiltrate the Russians' cell and save billions more from further nuclear attacks.

    I read about one player who fired just above the victims heads, to make it look like he was taking part while still not actively contributing to the slaughter. Even though you can't stop the massacre, you can make _some_ choices about how it unfolds, and that adds to its power.

    Too long, didn't read summary: Could "No Russians" have been better? Yes. Does that mean it's not still powerful and troubling? For me, no.

    Reply »

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