Article 1- Is War the Answer?
I think we have all been in a situation
where we look forward to the new Call of Duty game. It happens every year and I
myself have been no different. Just last year I was heavily anticipating Call
of Duty Ghosts hoping to play something new. With a name like ghosts I was
expecting to be a stealthy soldier using silence and tactics to eliminate my
foes instead of the traditional hoorah tactics of the previous games. Then I
started playing and after a slightly stealthy first level I began to warm to
the game and even met the legendary stealth experts the ghosts. Then we crashed
a van into a stadium and my dreams died a little. From there stealth was mainly
an excuse to start the mission before breaking into all out chaos. It was
regular COD all over again and all I could do was shake my head and finish it.
The Genre
Ok story time is over now. So this is an
article on the grand topic of war shooters. In first and third person. These
are among the most popular of games and mainly took off with the PS2 as the
first C.O.D games emerged. This trend developed with the release of the last
generation consoles like the 360 and PS3 and has now splashed into the now
current gen consoles, the PS4 and Xbox one.
Is this a negative? No. These new consoles allow for newer and
better-looking war games that can utilize new mechanics and connectivity to
band gamers together. Can we see this happening soon? I hope so.
The basics of this genre are that you will
be a soldier in a war. The brand war shooter gives this away. This can be a
real war say world war 2 or the Middle Eastern conflicts or a completely made
up war that the writers have devised. The latter is much more common now and in
some cases works very well, the stories of C.O.D Modern Warfare 1 and 2 but can
sometimes fall flat, as in C.O.D Ghosts. It will seem like I will insult this
game a lot but this is not the case, I am just conveying what I believe it does
wrong. It is not the only offender and by no means will it ever be the last. The main premise is you will usually be an
American marine or in some games a British S.A.S that has to fight a terrorist
threat in some far-fetched fashion. The spectacle and cinematic nature can be
fun to play but the stories are usually highly unrealistic and the
Americans/Brits will always win. This is just how it has always been.
The Problems
So before I mentioned that Ghosts would be
an example and now I will showcase my problems with the game. I already
mentioned the story is just another gung-ho, explosion filled adrenaline rush
with superior Americans this time fighting the whole of South America in what
is considered a post-destructive wasteland. Now the wasteland is nicely done, I
must admit but the story conveyed a fight against a superior enemy yet they
only gain superiority through use of an American super weapon. There also seems
to be no struggle to fight back against this force rendering the story pretty
useless. This was also seen in Medal of
Honour Warfighter where you are given control of a machine gun mounted robot,
pretty cool huh? Well it easily mows down enemies until it is destroyed by a
rock. It sort of makes you question your actions. If they use rocks, why do I
need a killdroid? It’s not an easy question to answer.
The other key issue in campaigns and this
affects a lot of the main war shooters around is the lack of control. The game
rarely ever lets you explore or try other tactics; they are just linear
shooting galleries with a lot of explosions and not much else. You will occasionally
be given cool weapons and gadgets that can only be used at certain times and
even then they may just be there for the sake of it. For example in Medal of
Honour warfighter you are given laser targets to destroy buildings. This is at
a specific point where you are apparently pinned down by snipers. They never
damage you even if you stand out in the open. The game refuses to let you
progress past this point until you have use a laser target on the building they
occupy even if you could shoot them without it, even killing you if you dare
try to avoid it. This sense of linearity and handholding can ruin the
experience and although creates a cinematic experience limits just what the
player can do. Choice is ignored in these games. Even your teammates can do the work for you.
If you play on normal difficulty a lot of the time you will never be incredibly
challenged. Your teammates can shoot everyone for you or you can call in
vehicles of doom and destruction.
Lastly the genre is usually completely designed
for multiplayer, which again is heavily a copy and paste formula. This is the
main issue here. Single player modes are usually lacking as the game is
designed for multiplayer. This is the problem with franchises like C.O.D and
Battlefield. There is never any depth to the story or they’re just
disappointingly short. Although these multiplayer modes can be fun it is
usually just the same as playing an older game with a few new guns and
occasionally a new mode. New maps are fun but soon grind and get repetitive. A victim of this is an older game that showed
promise, Homefront. This game boasted a campaign written by the writer of Red
Dawn, an impressive war film and featured Americans fighting for their own turf
after the U.S. is invaded by North Korea. Unfortunately the campaign was only
4-6 hours and full of stereotypes and scripted scenes. There was a fully
working online mode that was very similar of other current multiplayer models
and because of this the game disappointed a lot of gamers.
Is it all Bad?
Short answer, no. I have played good war
shooters and bad war shooters and I don’t hate the genre. I enjoy the
excitement of some of them and I can get a kick from some of the explosive
action of these titles, I just hate the shallow nature and lack of change. I
recently played Spec Ops: The Line, an older 3rd person title that
was based on a novel about the darker side of warfare. It pitted me as the
commander of a three-man team looking for a lost squad in a sandstorm ruined
Dubai, fighting desperate rebels and eventually the battalion we were looking
for. It was a dark and quite depressing game, which really questions the nature
of warfare and the questionability of just fighting a lesser enemy or those of
your own. It is an experience that sticks with you and at time really plays
with your mood. As dark as it was I thoroughly enjoyed the narrative and felt
satisfied with it. Another was not necessarily a war shooter but had a
war-based story and that was Metro Last Light.
A first person survival shooter set in a nuked Moscow in the metro
tunnels. There was war among the factions and I actually understood what I was
fighting for and what the stakes were. It was again a mix of fluid shooting
mechanics, difficulty and narrative that made the experience incredibly
enjoyable.
The Improvements
So the last part of this article is the
improvements. I enjoy this genre and happily play a lot of the games from it
but there needs to be change. EA, Activision this is directed at you mainly.
You can’t re-use the same formula without it getting stale. There is a limit on
the control the player can have before it feels more like a movie than a game.
To improve this it is a simple process, look at the classic first person
shooter, there was exploration, secrets and an arsenal of destructive weapons.
You could spend hours on a single level. Imagine incorporating this into a
fully functional battlefield. It would be awesome. Perhaps even creating whole
cities with dynamic warzones that can be randomly generated. There is a long
list of possibilities here.
The other problem is that the narratives
used have gotten stale. We need to break away from the stereotypical U.S. vs.
the world scheme and develop more in-depth and fulfilling stories to satisfy
the single player gamers and story fans alike. There was a scene in the first
Modern Warfare game that still sticks and that was when we see a soldier in the
midst of a nuke explosion and players control him as he tries to crawl away
before slowly dying. It was a cryptic scene that really added a darker,
realistic side to the story and really it was moments like that that the
developers should be trying to create. Memorable sequences that can make the
player question their actions and for once lets see the player decide what
happens and not have the player lead on a trip through the set pieces. It’s
time the player was back in control. Now if you excuse me I’m going to go
replay Spec Ops.
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