PFT: That Scene
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SPOILER WARNING: Given the debates in the media this week we feel it right to warn you that we couldn’t talk about this subject fully without giving away the odd spoiler. Please be warned.

BIGsheep - As my radio-alarm clicked on Tuesday morning I was awoken by the sounds of the angry public vocalising their dislike towards a videogame. In my semi-conscious state the thought crossed my mind that I had somehow missed out on a Grand Theft Auto launch, but a quick mental audit and it dawned that they must be talking about Call of Duty: Modern Warfare 2 and that scene.

For the want of using italics again, I know you two have played that scene, what did you make of it?

Pogo - I think it’s ruining the industry. We should all take to the streets with pitchforks and shovels, baying for Infinity Ward’s blood…… or not.

It works man. It does pull on those emotional strings, but to be honest, it’s nice to experience that for a change. It really made me stop and think about it. I didn’t get involved in the event myself, but it really works making you have to watch it. It’s a fantastic set piece which is a huge catalyst for the rest of the story.

Manuel – First off, I think the statute of limitations has passed in the whirl of reviews and news coverage, so – spoiler warnings heeded – it’s obviously the airport scene that we’re discussing; which involves witnessing – or participating in – the slaughtering of hundreds of unarmed virtual civilians.

And, to be honest, I have absolutely no moral objections to it whatsoever. Similar scenes have been included in film for the past 30 years, and whilst the element of interactivity is a differentiator, it ends up creating a personal bond with the action; which isn’t a bad thing necessarily. It can make you stop and consider things you wouldn’t otherwise, and the visceral nature of the act itself (and you have to give credit to Infinity Ward for crafting it that way) could easily act as a form of catharsis; especially for anybody mentally disturbed enough to be fantasising about going Michael Douglas at some point.

BIGsheep - The whole act I found dramatically chilling, comparable to anything I’d seen on celluloid. Everything from the slow purposeful walk of the terrorists to the flocking behaviour of the crowds as they ran from their tormentors had me sitting in reverent silence. At one point I found myself open mouthed as I saw one gunman lean over a walkway and opened fire on the unsuspecting queues waiting below. As disturbing as I found it, I have to congratulate Infinity Ward with creating such a powerful set piece.

It’s something that couldn’t have been done in previous generous, either. The way they filled the airport to a believable level and the quality of animation and civilian interaction was technically impressive. Also, part of that power, as you say Manuel, couldn’t have existed in any other medium. Away from the options to skip the level entirely, it was down to you as to where you looked, or didn’t look. You were the director making your own slice of psychological horror but, at the same time, powerless to stop it.

That caption in the bottom left should be heeded.

Manuel - The big problem I have though, is the amount of young ‘uns that’ll end up playing it and coming away thinking wholesale slaughter and terrorism is cool. Infinity Ward tread a fine line in that regard, not quite sensationalising the act itself, but hardly doing a lot to detract from its appeal; especially to those that haven’t yet achieved moral context built from personal hardship, loss or simply witnessing world events.

But should they even need to consider that audience? Of course not. The label is right there on the box, and they signpost it enough in-game – to the point of letting you skip the thing entirely – that it really shouldn’t be a problem.

I think my concern stems from having worked in games retail as a student, witnessing the incredible naivety shown by parents that routinely popped in to purchase ‘Manhunt 67 XXXtreme Chainsaw Edition’ – or whatever – for a little kid that you’d refused to serve only minutes earlier. “It’s an 18, just to let you know”, “I’m aware of that”… Are you really? Have you actually considered or educated yourself on what your soon-to-be devil child is consuming?

Without anybody to explain things, that scene is simply “cool”, and I can guarantee it’ll be the most talked-about topic on playgrounds throughout the western world until Christmas. And then again after Christmas, when the less-fortunate kids have played it.

BIGsheep - you raise two issues there. Firstly, the appropriateness of the scene in context of the story, and, secondly, the classic problem of many children thinking games are for kids no matter what their subject matter.

On the initial point, whilst I did find the scene extremely arresting I wonder of its suitability in context with the rest of the game. Although during the tutorial you are given clear instructions to avoid civilian targets, the vast majority of the game you are taking pop shots at anything that moves. To then be thrust into an environment where you have a “level” filled with “targets” that are off limits seems almost a contradiction.

Maybe that was a deliberate act? After setting the player up and getting the adrenalin flowing in the previous few levels the developers were conducting a minor social experiment on player morals. Will they, fresh from offloading clip after clip into faceless foreigners, be tempted to continue the spree in this more civilian environment? Or is there a political point behind it? I think I could read about half-a-dozen motivations into it that probably aren’t there at all.

There are many voices saying that it was inserted just for the sake of controversy and whilst I don’t believe that I do believe that it just wasn’t the right game for such a scene to take place in. I think in a Splinter Cell-esque game it might have felt more suited, something that is a more considered pace or politically themed.

As for children playing games that they clearly aren’t meant to, this is a whole separate Pause For Thought. Having also worked in retail you can see that it is the mind set of the parents that has to change, and probably will so as the generations advance and more and more understand just what gaming is above a toy to keep Little Jimmy quiet. Although, to be fair, I know lots of parents who allow children to play shooters like Gears and Halo either supervised or because they have trialled it themselves and deem it suitable for their offspring. When they do that, I don’t feel that we can complain too strongly.

Pogo - You’ve hit the nail on the head with parental responsibility, sheep. Anyone who’s worked in retail will frustratingly understand the ignorance of some parents. I’m not saying all; I’ve served some parents whom have heeded my warning of “this game has lots of guns and drugs in it”, but the majority just don’t understand. To be honest, maybe media coverage and outcry can only help to simplify this issue for us. Parents watching the news would hopefully be moved themselves by Infinity Ward’s latest moral tightrope. Hopefully this will encourage them to look into game content a little more thoroughly in the future. Especially on titles not designed for little Jimmy’s eyes.

Just moments beforehand you're out on the piste.

Manuel - One under-rated facet of the whole thing is the audio, which nobody seems to be paying any attention to. Somebody has clearly done their homework at IW, because that Texas Chainsaw Massacre-inspired hum throughout the entire thing is what really sets it apart and makes it unsettling. I’m sure there’s a psychology to it, but it’s in the perfect key to both adrenalise and create a very real sense of danger; which adds weight to the fact you’re forced through it at walking pace.

I might have imagined it, but the hum disappears at the point you’re forced to take up arms against the SWAT team, suggesting an interesting strain of morality to say the least.

BIGsheep - It was as the SWAT teams appeared that the illusion shattered for me. Up until that point you were a shadow; tagging along on the coattails of the terrorists but never being forced to raise your gun. Whilst it made you experience the horror it never once made you take part and yet come the police arrival Infinity Ward felt it ok for you to take up arms.

Several times I attempted to hang back whilst the gang I was with took on the authorities, waiting minute after minute for them to break through their lines so we could escape. Quite typically with CoD AI however, they were designed merely to be good enough to hold their ground but not advance.

After witnessing a massacre I sincerely did not want to gunning down innocent police officers. Just because they had riot shields did not make them any different in my mind to the poor souls who had been picking up their holiday tickets in the room behind me. As the realisation dawned that my only path of progression lay through my own trigger finger – and trust me, I’d tried numerous things including shooting my own gang in a bid to surrender to test the bounds – I grew angry at the developers for seeming to have done so much put to then come up so short.

Manuel - So, widening the scope a little bit, is there anything in any other game that has shocked you in that manner? Anything that you felt uncomfortable to be witnessing or interacting with?

BIGsheep - The last time I was so taken by a game and the imagery it portrayed was probably the previous Modern Warfare. At one point you play a soldier escaping a city in a helicopter only for a distant nuclear explosion’s blast wave to pluck you from the sky. As you come to from the crash, the proceeding scene sees you crawl helplessly from the downed craft in a bid for safety. As you escape wreckage you catch sight of the devastation wrought all in the city around you, but only for a moment or two before your eyelids close.

There’s no way out. There’s no way you can “win”. And compared to that, rescuing princesses and seeing your dog die heroically all pale in comparison.

To conclude that scene, however, I would like to say that no matter how misguided I think aspects of its execution were or how striking the scene was itself I completely agree with Pogo’s earlier point. To have a game make me sit up and pay attention due to such emotive imagery is refreshing. I just want it surrounded by a more suitable context next time.

Article contributed by on 13/11/09 in Features, General, PC, PS3, Xbox 360
James has written 216 previous posts. Archive viewable here
Bio:" I make my living as a programmer at a British games developer. In my spare time I try and spread myself between writing, gaming, drumming, goalkeeping, rolling dice and keeping my hair blue. Somewhere around that my wife fits in. Disclaimer: the views expressed are my own and do not neccessarily reflect those of my employer. "

14 Comments

  1. Nick
    Posted November 13, 2009 at 12:32 pm | #

    First I should point out upfront that I haven’t played MW2 and haven’t played the scene in question, so feel free to disregard this.

    Infinity Ward by sticking a warning in front of it, by allowing you the opportunity to sidestep this section are calling attention to it. Presumably either they’re saying that this episode brings nothing to the game, in which case why include it? Or they feel that they’ve crafted a powerful scene which is disturbing and adds something to the game.

    The events in the level are horrific, over which you have no control. You’re forced to watch (at the very least) these murders. What is the point? Do you come out of this a better person? You can’t intervene so there’s no moral choice presented to the player. What does it achieve other than to bluntly tweak a player’s emotions?

    The lack of control is scenes the biggest sin in my eyes. Which is more horrific, being literally unable to stop the carnage or to have made the calculation and decided that you shouldn’t? Which better confronts the player with the horror of the scene.

    In the comments with BIGsheep yesterday he mentioned that video games were a young media. I should point out that videogames have been around for well over thirty years. Battleship Potemkin was filmed approximately thirty years after the invention of the film camera. The MW2 scene isn’t really comparable to the Odessa Steps scene of BP.

    I also disagree that games can be given a pass for being young, the medium may be but the developers aren’t (except for your ever-youthful self, of course). Trying to make a meaningful point and failing due to the medium is one thing, but I rarely see an attempt to even do this. I’d argue that games are standing on the shoulders of giants and should therefore be expected to see further because of this.

    I honestly don’t see how this is either entertainment or art. It neither forces difficult choices on a player, nor does it make a new and interesting comment. It barely even sounds like it’s sophisticated enough for propaganda. I fervently believe that games are capable of so much more than this.

  2. Posted November 13, 2009 at 2:34 pm | #

    “What is the point? Do you come out of this a better person?” I find that a very subjective question, to be honest. What would your answer be when quizzed about films like Saw or Hostel? How about Legally Blonde 2? I hope you see where I’m going with this :)

    Also, yes, part of the point is to tweak a player’s emotions but surely you could say that about killing Old Yeller or Bambi’s mum? They are attempting to portray the bad guy as a bad guy and some may say they have gone a little far in proving their point but that was the reason for the entire scene – to promote hatred and outrage at a character in a way that has never been attempted before. Seeing a nuclear bomb go off in a cutscene: so what, seen that before. Seeing newspaper headlines spin into view proclaiming the death of thousands: so what. Actually being there first hand and see the bloody shed: WTF! That was their point in my mind and they create a villian of such standing that you have all the motivation you need (if the rest of the story wasn’t so iffy) to bring him down.

    I’ll agree that the lack of control is disappointing – and as mentioned I did try – and I think that’s a shame. Killing any one of the terrorists results in your death pretty much instantly and you can only assume they’ve done that so they can railroad their story through. It would have been nice if you could have changed the course of the yarn but you have to look at it and go well what if Nedry hadn’t tried to steal Jurassic Park’s DNA then there wouldn’t have been much of a movie really. Although it would have been a ballsy move on their part.

  3. Nick
    Posted November 13, 2009 at 3:41 pm | #

    I totally see where you’re going with this, and I agree with you. I totally equate Saw and Hostel with MW2. I think the difference between the two is that people rarely describe Saw as (with apologies to Pogo) having a “fantastic set piece which is a huge catalyst for the rest of the story.” When Saw and Hostel came out they provoked huge discussion and disgust and the relative maturity of the medium is almost irrelevant.

    “Do you come out of this a better person”, is certainly a subjective question and you can cast it aside as irrelevant in a game. But seeing as this isn’t an interactive section, I feel justified in treating it as any other mainstream artwork. If the game wants you to feel disturbed and unsettled then it needs to maintain that ambiguity and it sounds like it doesn’t. If the game wants to show the horrors of war, then maybe it shouldn’t play like a run-and-gun-er. I wonder, does it teach you something about yourself that you didn’t know before?

    The death of Old Yeller was partly about moving between childhood and adulthood; the film Bambi showed him learning independence and ended with him roaming the forest as a majestic stag. Do we really need a civilian massacre to have the motivation to stop these people?

    Kudos to Infinity Ward for trying something new, but I definitely feel that they misstepped here. I don’t know the plot, so I can’t comment too much but surely if you stop or interrupt the massacre then it would have been easy to set up an alternate, and more difficult, plot line. Certainly it would have been a lot of work, but this is a game that has been reported to have sold 7m unit in one day: they’d have made their money back ten-fold.

  4. Posted November 13, 2009 at 3:47 pm | #

    Did anyone else notice the flight board whilst playing it though? as you walked past it all the flights turn to delayed/cancelled. I thought that was a funky little touch! Just another example of the attention to detail which makes this game standout.

  5. Posted November 14, 2009 at 9:57 am | #

    (Sorry, Pogo, talking around you)

    Ok, whilst our opinions seem to differ about the justification for the massacre I think we’re almost arguing the same point from different angles; I also don’t think it was the right game for it to take place in. I think we both agree that if taking place in a more considered political/military setting then it might have worked better due to the surrounding context not being so starkly at odds with it.

  6. Nicholas Rose
    Posted November 14, 2009 at 11:50 am | #

    I have played the game and scene in question, although at first I was disturbed by it my brain ticked over and realised that its just a game, being of 20 odd years old the brain tends to do that. Its the little ‘uns that worry me.

    Still working in a retail establishment I’ve had a few “mothers” that have come a bought the game, one of which even stated “oh its not for me, its for my 10 year old” This is the part that worries me. Can a 10 year old’s brain tick over to the “its only a game thought?”

    And one a happier note – I did spot the flight boards changing which did lighten the mood a little bit, Touch of Class!

  7. Posted November 16, 2009 at 11:18 am | #

    Who do you work for Nicholas if you dont mind me asking? I did the scene the other day on veteran. I ended up helping my collegue take out some targets over the balcony. It’s amazing how it means nothing the second time eh?

  8. Robin
    Posted November 16, 2009 at 10:58 pm | #

    Hmmm, personally I didn’t find the scene emotive or otherwise inspiring. The plot after all; throughout the whole ‘Campaign’ is as always, weak and unispired and very very short. Perhaps the most offensive thing about it was the fact that if you didn’t want to experience it this apparently classes you as ‘easily offended’, what is was however was unnecessary. For me it added nothing to the game, considering the entire CoD series is all about online gameplay anyway, it’s this above anything else that says to me it was part of their entire media assault to promote sales.
    However its nowhere near as bad as the travesty of excuses that people come out with for watching films like SAW. Neither for that matter does it come anywhere close to matching the warped minds @ Running With Scissors.

  9. Posted November 17, 2009 at 7:14 pm | #

    You’ve just given me flashbacks of a urinating Gary Coleman.

  10. Nicholas Rose
    Posted November 18, 2009 at 10:39 pm | #

    Sure, I work for one of the big 4 supermarkets, (still looking for my post uni career!).

    I have also noticed how short the Modern Warfare campaign modes are, as WaW was considerably longer and definately more time consuming.

  11. Weeman
    Posted November 20, 2009 at 6:15 pm | #

    So i just read an interview with the main scriptwriter of the game, and he had this to say:-

    ‘When we tested the level, it was interesting. Steve Mancuda, who ran a lot of the testing, said people would get angry or sad or disgusted and immediately wonder what the Hell was going on here. And then after a few moments of having that experience, they would remember that they were in a video game and they would let go. Every single person in testing opened fire on the crowd, which is human nature. It feels so real but at the same time it’s a video game and the response to it has been fascinating. I never really knew you could elicit such a deep feeling from a video game, but it has’

    Everyone eventually opened fire?! I know I did. Although thinking about it I did it to put people out of their misery. I didnt once shoot someone who was running away. The article doesnt clarify the context in which they opened fire but I gotta think some did mow everyone down in sight. Its interesting how different people can have such different actions and reactions to one scene in a game.

  12. Posted November 23, 2009 at 10:30 am | #

    Interesting. I did exactly the same as you. I lagged behind and eventually started shooting the people that were ‘bleeding out’, so to speak.

    That was my natural reaction to the way that it unfolded, and the nagging realisation that no matter what I did, I couldn’t stop the developer from presenting it to me the way they wanted.

  13. Majikel
    Posted January 11, 2010 at 2:45 pm | #

    I too participated in the ‘mercy killings’ and although the scene is dark in its nature, I feel that that the age rating on the box and the warning at the start of the game give us choice. You choose if you kill or not, you choose to play a game that simulates the horrors of war. The fact that they have included that scene made me think of the men and women who go undercover and the moral decisions that they face in the same way. When accepting a career in the military you make that choice. Why should we expect a game of it to tell us a cuddly fairytale that all the people they kill are evil people? In war there are civilian losses, I feel sorry for the people who have to deal with that morally in real life. This scene has raised our little debate and made us consider our actions in a game, I can only think that the dilemma we are having means that we aren’t cold gamers but people who consider our actions, or in other words…the target audience.

  14. DaddyBrown73
    Posted March 14, 2010 at 11:33 am | #

    I thought the scene was ridiculous and completely misplaced. Hilariously so, in fact.

    Here you have a video game that plays out like some James Bond movie with Steven Segal in the leading role suddenly shoehorn in this laughable attempt at morality. It’s not that I think it was done in bad taste; it’s just that it was, well, crap. Badly researched and poorly implemented. AS on example: in a real situation any agent would’ve immediately broken cover once the ‘bad guys’ began gunning down innocent civilians, not stand idly by and ‘watch’, or worse actually fu*king join in!

    The whole scene was comic book. I’m aware of what IW was attempting; they just failed on a huge scale. My reaction? I pulled the trigger and joined in the fun, massacring ‘innocent civilians’.

    …quick, call the Daily Mail, video games have turned me into a crazed lunatic!

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