The Way the World Works
Page 25
The first thing you have to do is learn how to aim and shoot, and to do that you run through a training course in Afghanistan with pop-up wooden targets. Some targets depict enemies—they have angry frowns and wear turbans and look like Khomeini—and some depict civilians: boys in blue-striped polo shirts, little girls in dresses, and a plump man in a button-down shirt. The training course keeps track of how many civilians you’ve killed and how many frowning Khomeinis, while a corporal shouts at you to hurry up: “Go, go, go!”
You do so well as Private Allen, shooting Arabs in Kabul, that you are enlisted to help out the CIA, which is up to nothing good in Russia. Then, as part of something called Task Force 141, you begin dying in earnest. I don’t know how many times I was killed as I tried to work toward the northeast section of a runway in order to plant a bomb. (This was at a military base in Kazakhstan.) I wandered tensely through cold Quonset huts. Each time, a jeep would park, and there was a sudden surge of Russian voices and men would aim at me and shoot me. I was shooting them, too. My name during this phase of the game was Roach. “Roach, search the northeast part of the runway for the fueling station!” my commander, Soap MacTavish, said repeatedly, in his Scottish burr. When I got someone in the head, MacTavish would say, “Nicely done,” or “Good kill.” When I shot badly, he would say, “That was sloppy.” I always felt better when MacTavish was telling me what to do.
When you’re hit in Modern Warfare 2, the bullets make a zing and then a flump. Your field of view jolts and gets alarmingly blood-dropletted around the edges. You begin to gasp. The sound goes hollow, as if you’re listening through a long tube, the controller vibrates, and you know that you have only a moment of life left. As your head hits the ground, the screen’s image turns suddenly diagonal and fuzzes out. There’s a swooshing in your ears, followed by a brief whistling-teakettle sound. The last thing you hear is MacTavish shouting, once again, from far away, “Roach, search the northeast corner of the runway!”
Then, at the blood-blurred moment of death, you are rewarded with a literary quotation. These come from Einstein, Voltaire, Zora Neale Hurston, Edward R. Murrow, Churchill, Machiavelli, Dick Cheney—all sorts of apropos people—and they are confusingly contradictory. Some quotes are cynical, some pacifist, some earnestly pro-war. Cheney says, “It is easy to take liberty for granted when you have never had it taken from you.” Gandhi says, “An eye for an eye only ends up making the whole world blind.” These neat word packets, displayed just as you’ve been shot or blown up by a grenade, mock the notion that there is any body of aphoristic wisdom that can be applied to a fatal firefight. You’re lying in the snow, dead. Words of wisdom mean nothing now.
But of course you’re not really dead. Almost immediately, you respawn. You’re given another chance. You’re given many, many chances, because Modern Warfare 2 is just about the dyingest game out there. It isn’t, in my reading, a glorification of modern warfare. You play for three hours and you think, This? This chaotic chattering absurdity and panic and wasted ardor is what we mean by “troop surge”? It is an unjingoistic, perhaps completely cynical amusement. The CIA, covertly making everything worse, gets mixed up in an airport atrocity in Russia, which prompts Russia to attack a residential neighborhood in northeastern Virginia, not far from the Pentagon and CIA headquarters (both in flames), with paratroopers and helicopter gunships. “Ramirez,” a sergeant shouts, voice-acted by Keith David, “take your team and secure the Burger Town!” Also: “Be advised multiple enemy mobiles have been sighted near the taco joint, over!”
I’d been playing alone, but the “single-player campaign,” with its improbable story, is not what Modern Warfare 2 is really about. Most people want to go online and shoot at other real people, not at software soldiers controlled by artificial intelligence. “Single player is like taking a Spanish class,” my son explained. “Multiplayer is like going to Spain.” In multiplayer, you choose a locale—for instance, the submarine base—and a style of competition. There’s Team Deathmatch, Capture the Flag, Domination, and others. And then you run around shooting and setting claymore mines where other players won’t see them when they walk into a room. If you kill three people without dying, you can get a U.A.V.—a Predator drone. A kill streak of nine gives you a Stealth Bomber air strike. If you kill twenty-five people in a row, you can get a tactical nuclear weapon, and the game is over. You get frequent bonuses and awards—new weapons, new ammunition, new scopes, new camouflage, new proficiencies. “It’s like they’ve got you on a drip feed of sugar,” my son said. “The only way you get the next little drip is by playing a little more.”
In multiplayer you kill and die so often that a single statistic becomes extremely important to you: your kill-to-death ratio. As you get better—reviewing your deaths on “killcam” instant replay to see who got you—your kill-to-death ratio goes to one and then to more than one. One of my son’s friends, a good student, has a kill-to-death ratio of 1.65. In 219 hours of game-playing, he has killed 32,884 times and died 19,956 times. My son, who believes that wars serve no purpose, has played for 96 hours, and he has a kill-to-death of 1.17; it was 1.4 when he was playing every day. Mine is 0.08.
In order to give me a taste of multiplayer madness, as I practiced my shooting and my sprinting skills, my son set us up by ourselves in a location called Rust—a place in Afghanistan where there is an old oil installation. Sitting side by side and watching our characters on the split screen, we spawned out in Rust, and he began running circles around me. I could hear his feet going pad pad pad pad in the sand, and then the sound changed and became hollow as he ran onto a pipe. I would look around, trying to find him—and then I’d see that he was a few feet away, pointing his gun at my head. His character was an American soldier, I noticed. My character, which I saw when I looked at his split-screen image, was some bad jihadist with Arabic writing on my head scarf.
We were very considerate of each other in the beginning. My son could have shot me many times, but he didn’t. “Go ahead!” I said. “No, Dad,” he said, “I’m not going to shoot you.” He followed me around, waiting for me to take some shots. We carried on this peculiar chivalry for fifteen minutes, sometimes using riot shields, whose glass cracks realistically under repeated fire. Finally I wounded him, and he stabbed me, and we relaxed and began shooting and sniping and running and laughing, just as he did with his friends via inter-couchal headsets. We switched to another map, Afghan, which has as its centerpiece a C-130 transport plane that has crashed somewhere in the mountains of Afghanistan. There were thick-budded poppies growing in the sun, with PVC irrigation pipes over them. Again I heard my son’s sprinting footsteps—he had a multiplayer perk that allowed him to run forever without tiring. He knew a way to get up on the fuselage—I could hear him running down the metallic skin—and onto the tail, and from there up onto a high cliff. I’d spray bullets in a semicircle, and then there would be a single quick sniper shot and I’d be dead. Then he’d apologize. “Sorry, Dad, I didn’t mean to kill, only to maim.” I died often enough that I received a temporary health boost called a “painkiller deathstreak.” By the end, I’d improved—so he said—and I’d machine-gunned him a few times. We went off to dinner full of weird camaraderie.
Altogether, it took me an astounding twenty-four hours to get through the single-player version of Modern Warfare 2—three times longer than the average player takes. But I made a lot of notes, and that stretched the time out some. What fascinated me most were those moments in the midst of a fierce firefight when you were given a chance to find some “intel”—on the second floor of a house on the Russian border, say, where Makarov, the paleo-Soviet terrorist, was rumored to be hiding out. During these tranced lulls, I found, you could wander at your leisure from room to room while your squadron-mates stood around waiting for you to act. As they waited, they cracked their necks from side to side and scratched themselves, as idle men seem always to do under the guidance of artificial intelligence.
I found many interes
ting things while exploring this house, not wanting, particularly, to get back into the action and be killed again. Some Russians lay in pools of blood in the upstairs hall. In the master bedroom were books on a bookshelf, including The Jungle Book, a law treatise, and what appeared to be a biography of the Dutch painter Gerard van Honthorst. I’d seen these same books back in northern Virginia, during a break in the frantic action there, before the bloodbath at Burger Town. In the bathroom there were sections of illegible newspaper and a Teddy bear fixed to the wall with a knife through its nose. I went into a smaller bedroom.
In it were seven or eight sleeping bags, unrolled, empty, and a lot of rollaway suitcases. Also a pinup of a clothed woman wielding a machine gun. There was something touching about this tableau of sleeping bags, since I knew that the soldiers who had slept there were now dead. If I got down on my stomach, I could crawl right through the sleeping bags, which was an interesting experience—seeing the underside of the texture. I could even crawl through a dead body, and I did once—for everything in a video game is just a contortedly triangulated, infinitely thin quilt of surface. What, I wondered, was in the suitcases?
The only way I knew how to look inside a random object was to shoot it. So I shot at a suitcase. A dingy striped shirt flew out. I shot at another suitcase: another dingy shirt. These rang a bell: I’d seen them hanging from a clothesline in the Brazilian favela, the setting for an earlier battle. In the master bedroom, I shot at some cardboard boxes. Bags of potato chips and beef jerky popped out, and little cherry pies. Down in the kitchen, I noticed an old crate of potatoes—also bags of flour and basmati rice. These staples, too, I’d seen in the favela.
I began to think a lot about the hardworking set dressers for this game, who cleverly reused the same props in different ways in different countries. What moral were they offering—that people were basically the same everywhere? That most of life was getting up in the morning, putting on your clothes, and eating basmati rice? That war, even for the soldier, was the aberration? Or were they just being thrifty, or playful?
Modern Warfare 2, at that moment, felt truer, realer than almost all war movies—although it owes much to them, of course, especially Black Hawk Down. In fact, when I watched The Hurt Locker I sensed the rifle-scopic influence of the entire Call of Duty series—as in the long, still standoff in the desert with the tiny figure at the window. Cinematographers and movie directors think more like snipers now because of the Xbox. I went downstairs in the Russian house to resume the battle. When I was shot and died, I was offered a quotation from Confucius: “Before you embark on a journey of revenge, dig two graves.”
Next on my master list, appearing on November 17, was the ultra-stealthy, silver-hooded Assassin’s Creed II, set in Renaissance Florence and Venice. (This list, by the way, I’d made with my son’s help. He reads the video-game websites and listens every week to the charmingly garrulous “Giant Bombcast,” which is like “Car Talk” but with four vastly knowledgeable gamers.) In Assassin’s Creed II, you are Ezio, a man with many missions. You deliver letters and hurry around cities with a loping stride, climbing up the facades of palazzos and churches when the mood moves you. You leap from rooftop to rooftop, and sometimes you leap in the wrong direction and fall, and if you fall too far you die, whereupon the screen goes red and then white, crisscrossed with many schematic lines, and it says “desynchronized”—because in the game’s frame story you’re not really in Renaissance Italy; you’re really a twenty-first-century man (again voice-acted by Nolan North) reclining in a comfortable virtual-reality machine with an orange cushion.
Sometimes you have to assassinate someone—that’s your creed, after all—which you can do with hidden wrist knives or poison blades or swords or even an early gun, and sometimes you just have to beat someone up. One of your first tasks, in fact, is to find a lout who is cheating on your sister. You call him a lurid pig, and when you beat him up you make money. You can hire thieves, you can loot dead bodies, you can steal florins from pedestrians (although they will fuss if you do), and you can buy Renaissance paintings from a small art stand. You can even hire a group of murmurously flirty courtesans who wear low-cut pastel gowns and coo provocatively, and if you suddenly decide to parkour around on the roof once again they will wait for you down below.
The game, made by Ubisoft Montreal, has moments of loveliness, as when you reach a lookout high up over Venice and allow your gaze to sweep across the sfumatoed city. The colors are brown stone, weathered brick, the occasional red flapping banner, and pale Mediterranean blue. The wind sounds just the way wind should sound. Not much that’s noble or witty or soul-stirring happens in these lovingly re-created cities. If you hang in there for many hours, you get to fly Leonardo da Vinci’s bat-winged glider by night. But mostly it’s death, death, death—and fistfights, and the accumulation of wealth by acts of thuggery. You leap down on the Borgia Pope in the middle of Mass and punch him out. You’re forever pressing the pink square to stab. (Or, on the Xbox, the blue X.) “There’s a lot of face and neck stabbing, if you like to stab dudes in the face and neck,” Ryan Davis explained on the Giant Bombcast. “There’s one really good move where you will stab a dude five or six times super quickly, shank style, like, uh uh uh uh uh, just jabbing—and that’s oddly satisfying.” The most fun I had was jumping off a building into a pile of hay. My son showed me how to rock-climb to the top of the Tower of San Marco, keeping a lookout for the slightly darker brick where the handholds were. That was a pleasure.
To avoid competing with Modern Warfare 2, many game publishers took cover and postponed their launches, so after Assassin’s Creed II there wasn’t much going on till late in January. Out of curiosity, I played the demo for Bayonetta, a Japanese game in which a woman dressed in her own hair kickboxes her way through battles with fearsome creatures. She wears hip eyeglasses and looks like Tina Fey. When she goes wild with a kick combination, her hair suddenly swooshes out and forms itself into a swirling lethal force that helps her defeat her enemy. I also fought zombies with a fry pan and a crowbar in Left 4 Dead 2. A zombie called the Spitter doused me with corrosive stomach acid that emerged in a flume from her enormous toothy mouth. That was the only game that gave me a bad dream: in it, I crouched in a jet engine with my family, hiding out from evil people on the runway, wishing I had a fry pan.
Meanwhile, my son and his friends were laboriously working their way up the multiplayer ladder of Modern Warfare 2. The goal is to reach the top rank, level 70, in which you unlock an AK-47. At that point, you start again at level 1, but with a fancy star icon next to your name to signal that you’ve gone “Prestige.” My son quit playing the game at that point—many of his friends have continued.
Then came BioWare’s gigantic opus, Mass Effect 2, released on January 26, 2010. Commander Shepard (no relation to Modern Warfare’s General Shepherd) is in control of a gracefully elongated spaceship, the Normandy, which has bunk beds, fish tanks, and a wisecracking mess officer who also cleans the bathrooms. “This ain’t no luxury liner,” he says. “I catch what falls through the cracks, heh-heh.” Young ensigns flirt outrageously with Shepard as they give him messages, and Miranda, a brunette with “extensive genetic modification” (i.e., breast implants), accompanies you sometimes on your travels. You visit a strip club where a blue alien dances for you and a bartender tries to poison you. You avert a plague by using some big fans to spread an antidote around.
Mass Effect 2 is the most novelistic of the games I played. It’s an elaborately cataloged scatterment of worlds in which you slingshot yourself around using mass-effect generators that make you go at light speed. You meet many colorful humanoids, with whom you converse by choosing bits of dialogue with your control stick. It sounds awkward, but it works. After one battle, Shepard encounters a young Krogan standing in a corner. The Krogan, a hulking monster with a huge reptilian neck, was born in a tank the week before. “You are different,” the Krogan says. “You don’t smell like this world. Seven night cycles
and I have felt only the need to kill. But you—something makes me speak.”
“How can you speak if you’re only a week old?” Commander Shepard asks, providing you prompt this query with your control stick.
“There was a scratching sound in my head, and it became the voice,” the Krogan replies. “It taught things I would need—walking, talking, hitting, shooting.” Walking, talking, hitting, shooting—that just about sums it up. Video games aim to find and nurture the tank-born Krogan in all of us.
I played for a while, visiting planets and shooting incendiary bullets at waves of venomous antagonists. Then I stopped. It’s two DVD disks. It’s really enormous. In order to do all the missions and side missions of Mass Effect 2, you can easily spend fifty hours or more, especially if you like trying all the dialogue options, as I do. I craved more sunshine pouring in through the helmet visors, more leaf shadow, more wind, more air—maybe some little Krogans riding on bicycles. Finally, I gave up. I was dying too much, and when you die the music goes bom-bom-bom-bom-bom-bom-bom, while terrible red and black retinal veins grow in from the edges of the screen.
By then it was the end of February, and time to play the most self-consciously artistic game on the list: Heavy Rain, by Quantic Dream, a studio in Paris that got development funding from Sony. Sony kindly sent me an early copy, in a faux-battered shoebox. When I lifted the lid, an audio clip of a woman’s voice asked, “Are you prepared to suffer to save your son?” David Cage, Quantic Dream’s founder, calls the game an interactive drama. In one interview, in the Independent, Cage said that he feels close to Orson Welles, advancing an art form. And in fact he’s right.
For the first half hour, the game is a stunner. “It’s flipping genius, Dad!” my son called out as he began playing. The faces have complicated eyes and eyelids, and you, a sad-faced father with a strong resemblance to David Duchovny, do pleasant things with your kids and your wife. Then comes grief: one of your sons dies in front of your eyes. Whereupon you enter the gloomy Heavy Rain universe, switching among several characters, one of whom may possibly be a serial murderer who likes paper folding. You are a woman with amazingly good posture and an impassive face who high-steps around her apartment in her underwear. You are a private detective with a big stomach and a big heart. You are an FBI agent with virtual-reality sunglasses. It’s always raining, and the music is lush, and everyone’s face is sad and empty, until you can’t stand the pop of droplets anymore and you’re slogging around in the runoff at the side of the street, wondering whether the clouds will ever part. No, they never will.