This week I did two things.
They won’t seem to be related at first, but bear with me. They are.
I saw the 2006 Paul Walker film Running
Scared. And I played through Call of Duty: Black Ops 2’s single
player campaign.
The experience, in retrospect, was quite similar.
Running Scared is
a movie about raw bombast and hyperrealism.
It has long boring portions where incoherently terrible things happen
for ill-defined reasons punctuated by moments of intense, frenetic action. The hero emerges as the victor, regardless of
what the people around him do, because that’s what heroes do: they win. If things look dark, a random Deus Ex Machina
will always come along and fix things for the hero. There are lots of incongruously selected threats
that these DEMs have to address. There
are mobsters, who are obsessed with finding a McGuffin. There are other mobsters, also obsessed with
finding a McGuffin. There’s a cartoon
pimp, a bunch of Mexican stereotypes.
There’s even a pair of child molesters who have shape shifting
shadows. It’s weird, confusing and at
times profoundly stupid, but the ride itself is strangely enjoyable. Even as I lambasted the stupidity of the
film, I was enjoying the sheer spectacle of it.
The strange internal logic it constructed made the whole thing seem
profound, even as it was head-shakingly dumb.
CoD:BlOpsII has
more or less the same set of issues. It’s
a Call of Duty game in a new era
where Call of Duty games are all
about presenting the biggest possible spectacle for your buck. It jumps around at random, flitting between
conspiracy theories of the past and conspiracy theories of the future. It leaps into a narrative about a character
from a previous game who totally died except now, nope, not dead, so that’s
cool. Then it takes you through every
dirty war that America was engaged in during the 60s, 70s and 80s in what is an
unusually circumspect move on Activision’s part. Usually they eschew the moral complexities of
war by portraying enemies as baby eating monsters and soldiers as chest
thumping heroes of unassailable moral fiber.
CoD:BlOpsII has you and your
allies torturing people, assaulting civilians and murdering prisoners and
teammates. At one point you’re
encouraged to shoot the people you usually spend your time allied with. It’s weird.
And it’s rooted in a narrative so arbitrary that its
attempts at introducing consequences seem totally asinine. In CoD:BlOpsII,
your mission performance determines your ending, in that you can actually fail
objectives, permanently injure your teammates and, at certain points, will have
to make binary choices that impact the game’s outcome. The idea is that you can replay the game to
see each of the endings (a fact reinforced by an intractable “mission
performance tracker” that makes it impossible for players to go back, replay
the game and selectively engage with a mission in order to view a new ending)
and have a distinct experience replaying a Call
of Duty game, a game which would, if it were sold in portions, likely have
fewer than one eighth of its overall sales targeted at its singleplayer
market. In the end, the story is so
incoherent, so poorly told and so arbitrary in its twists and turns that I’m
less inclined to play through it to see if I can avoid burning my buddy’s face
accidentally and more interested in seeing if I can beat my friend’s score on
each level. Treyarch chose to include a
scoring system and the ability to see a friends-only leaderboard if you choose
to do so – one of the best design choices they made in the single player game,
and the one most likely to get me into a second playthrough.
The campaign itself is an exaggeration of the qualities that
Call of Duty has taken on in the wake
of Modern Warfare’s success. It leaps around widely, taking pains to
remove you from the Call of Duty
gameplay formula to insert you into brief setting-establishing scripted
segments that ask you to do things that Call
of Duty’s engine and controls aren’t very good at doing, like flying jets,
guiding robots through tunnels and riding horses. There’s even an enduring minigame where you
try to get Call of Duty’s infamously
terrible AI to do its god damn job consistently so you can complete an
objective.
The end result is a sloppy, formless campaign, full of sound
and fury, signifying little, if anything.
There are interesting elements, but it’s weak tea. Moronic, bombastic storytelling with the same
kind of convoluted, nonsense plot that I encountered in Running Scared. But unlikely Running Scared, I didn’t emerge with any kind of
concept that it was aware of its own stupidity or bombast. Running Scared had the good nature to make a
handful of nods to its contemporary fairy tale aspirations. CoD:BlOpsII
ended on as serious a note as it could.
It opened with a well constructed, heart wrenching introductory cutscene
with a starkly evocative musical backdrop and introduced a tremendously
likeable, sympathetic villain. If the
game was intended as a high-level joke of some kind, a commentary on the nature
of the franchise, I missed it, and I’m poorer for my failing. Because it’s dumb. Really, really dumb.
I would, to a select group of friends, highly recommend
Running Scared. It has “holy shit”
elements within it that make it a profoundly watchable experience, and I
honestly think I’d watch it again, especially if marijuana is ever legalized in
New York. I would not say the same for CoD:BlOpsII. There are people who will enjoy this
campaign. They aren’t the people who
listen to me. They aren’t the people who
grasp the difference between Modern Warfare’s tightly focused and successful
gameplay formula and sharp, snazzy level design and the bombastic mess that CoD:BlOpsII is (for example, certain
levels require you to walk along an invisible path and, if you deviate, cause
enemies to fire on you more rigorously, effectively constructing a series of
invisible walls that kill you if you walk through them – these portions almost
always occur in wide-open environs and you are never told what you did wrong,
simply left to sort it out on your own).
There are glimmers of greatness, moments of tremendous fun contained
within this game, but they’re concealed by moments where you take control of
drones, engaging in forced stealth which is less about being stealthy and more
about following directions and driving cars and planes that feel more like fat
kids on skateboards than vehicles.
I long for a return to Call of Duty games where the focus
remains on the gameplay that people enjoy – the gameplay lovingly re-created
and tweaked time and time again in its superlative multiplayer game (though the
profound balance issues therein prevent it from its previous aspiration towards
e-sports glory – more on that another week) that people flock to it for. I’d love to see Global Achievement stats for CoD:BlOpsII, just to see how many people
finish the campaign compared to how many people move past their first prestige
level or move into ranked play. There’s
a product here people seem to love, and rightly so. It’s a great core game, and I actually think
the most recent set of multiplayer tweaks were good (love the point system!)
but a signal was crossed somewhere. That
cold, sterile profundity that happened in Modern Warfare’s AC-130, where the
truly terrible nature of war in our current day and age was laid clear in a few
minutes as you fired not at jowling enemies but tiny, dehumanized heat
signatures on the ground below, was mistaken for a laudable fist pump in favor
of war. The tension of the first,
meticulously designed sniper level of Modern Warfare has been stripped away and
replaced with a set of formulaic missions wherein a series of sneaks lead you
to a cutscene or a scripted series of moments, usually in a war-torn present
day city where the frequency of enemies is used to justify your decision not to
engage with them.
The state of Call of
Duty as a franchise is queer, at best.
It’s selling like hot-cakes, which is great for Treyarch (and terrible
for Infinity Ward, who put so much effort into building the god damn thing in
the first place before it was more or less torn away from them in one of the
fouler tasting moments in business history) but it’s also becoming a sort of “Madden
with guns” faster than most people want to acknowledge. This isn’t good for the core fan-base of Call of Duty, and the decline in sales,
however small, isn’t a good sign when you consider the rapidly expanding video
game marketplace.
I don’t mean to be apocalyptic in my rhetoric. Call of
Duty: Black Ops 2 has a solidly constructed multiplayer game, a great take
on the “zombies” formula and some pretty okay moments in its single player
campaign. But it’s muddled by high cost
bullshit and a business model focused around a perennial release schedule which
relies on retail markets to make up its sales in an increasingly digital
marketplace. It emphasizes iteration
over revolution, moving away from the traits that propelled Modern Warfare to such great heights and
made the franchise great. In the end,
developers and gamers are the ones who really stand to lose here, as
originality fades and reason and intellect grow overshadowed by bombast, the
running and gunning of the franchise eventually overwhelmed by a series of
robot-launched explosives.
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