"War doesn't change a damn thing no matter how noble the cause, especially during these times in the so-called, "War on Terror." Take out one evil and another more evil one takes its place. The ones who die become martyrs. Their bloodshed gives breed to new followers. War is a convoluted power struggle where yesterday's enemies will become tommorow's allies or something like that.. "
War doesn't change a damn thing no matter how noble the cause, especially during these times in the so-called, "War on Terror." Take out one evil and another more evil one takes its place. The ones who die become martyrs. Their bloodshed gives breed to new followers. War is a convoluted power struggle where yesterday's enemies will become tommorow's allies or something like that..
This also describes the opening monologue to Modern Warfare 2, the follow-up to 2007's modernized reimagining of the Call of Duty franchise. Imran Zakhaev, the main villain of the last game, is worshiped as a hero. His death inspires the new Russian Ultranationalist to continue the work he started. Meanwhile, the game duly begins in Afghanistan, a place no soldier wants to be in right now. You arrive at Fire Base Phoenix as a lowly private from the U.S. Army Rangers. At this point you don't know much about the story or can you morally question your reason for being here. You are only to follow orders. It is in this encampment where you learn the ins and outs of combat. Then you are quickly whisked away by chopper to your first skirmish in a nearby Afghan town.
The battle begins in the city's underpass near the bridge. RPG's hum through the sky while explosions and gunfire are darting in whichever direction. Then you're off to the bridge to commandeer the turret of an armored jeep. This is vintage Call of Duty. As you roll through the narrow streets, it is nerve-wrackingly silent. There's a few men wearing turbans up in the balcony who could pass off as terrorists but they just watch you. All of a sudden the jeep drives hastily and erratically as gunshots rang out from some unknown position. Eventually, a hit from a rocket turns your vehicle over. In a daze, you scramble for cover inside the nearest building to avoid flankers from the roofs. The intensity of combat picks up right where the first Modern Warfare left off. It's only the first stage and the action feels like it should belong in stage three or four. The battle continues in the school playgrounds and into the classroom itself. Finally, the chopper arrives and you have survived your first mission.
If you thought the war in Afghanistan was the only relevant subject that Modern Warfare 2 tackled. Think again. Once you gain the trust of your colonel, he places you into an elite squad called Task Force 141. You're mission now is to hunt down a new terrorist named Makarov. To do this you have to go undercover as one of them. Unfortunately, something diabolical is about to happen at the Russian International Airport. The stage, "No Russian" recalls Columbine and every other shooting massacre in recent memory. The terrorists shoot up an airport with a crowd of several hundred innocent civilians. They get mowed down like cows. The police valiantly try to protect the people but they too become victims. As much as you want to intervene, all you can do is helplessly witness this mayhem and if you feel like it, partake in it too so you don't blow your cover, but you end up dying anyway because Makarov already figured you out. Before you go off spouting "video games are murder simulators" and that more copycat crimes will be commited by youths because of this controversial stage, Modern Warfare makes no apologies for its existence and you have the option to skip it.
Community review by jiggs (November 26, 2009)
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