[0:16] [Music] [0:21] Call of Duty Ghost might be the worst [0:23] game I've ever played. Now, that [0:25] requires a lot of qualification and [0:27] humming and hawing and generally being [0:29] annoying, but such is the cost of these [0:31] things. Ghosts occupies an odd place [0:34] within the megalithic franchise that is [0:36] Call of Duty. At this point, it sits [0:38] roughly in the middle, being the 10th [0:40] main title in a series with 21 full [0:42] banner annual releases. It begs us to [0:45] ask, what is a Call of Duty? Well, back [0:48] in the late 18th century, modern nation [0:50] states as we know them began to coalesce [0:52] within a new ideology called [0:53] nationalism, which will differentiate [0:55] with a small N to distinguish it from [0:58] the nationalist political movements that [1:00] would arise in the 20th century. Within [1:02] small N nationalism, people began to [1:04] view themselves as part of a new [1:06] national identity that encompassed or [1:09] even superseded their local ethnic [1:11] identities. This would lead to a bunch [1:14] of stuff. [1:20] As the story goes, when US soldiers [1:22] started killing and dying during the [1:23] Great War, it became necessary to start [1:26] giving medals for doing a particularly [1:28] admirable job of killing or dying. [1:30] Additionally, it was felt that the US [1:32] Medal of Honor had been handed out too [1:34] frivolously during the Civil War, and [1:36] the Medal risked being trivialized as [1:38] over 3,000 had been awarded. Okay, this [1:41] is just It turns out this was a huge [1:44] boondoggle. Actually, a double [1:46] boondoggle. Look, I had to play Call of [1:48] Duty Ghost like a dozen times to make [1:51] this. Y'all are going to sit there and [1:52] listen to my goddamn research. President [1:55] Woodrow Wilson ordered the War [1:56] Department to do a review of the system [1:58] and the committee in turn revoked 911 [2:02] legacy Medals of Honor. Boondoggle one [2:04] is that apparently in the Civil War, [2:06] tons of medals of honor, being the only [2:08] award the military had at the time, were [2:11] handed out for some pretty suspect [2:13] reasons. Many had been promised [2:15] basically as a recruitment bonus. Over [2:17] 500 were awarded to a unit that had [2:20] already gone home for a mission they [2:22] didn't do. And Buffalo Bill wasn't even [2:25] in the military at the time he did the [2:28] thing that got him the medal. Boondoggle [2:30] number two was that Buffalo Bill, for [2:32] better or worse an American icon, had [2:34] his Medal of Honor stripped from him the [2:35] week that he died. Battlefield surgeon [2:38] Dr. Mary Edwards Walker, who got her [2:40] recommendation from Sherman himself and [2:42] spent four months of the war in a [2:43] Confederate P camp, was one of nine [2:46] civilian surgeons to be awarded the [2:48] medal and the only one to have it [2:50] revoked. She was also the only woman to [2:53] have ever, even to this day, been [2:55] awarded the Medal of Honor. Just to not [2:57] leave that story hanging, she refused to [3:00] return it to Congress and wore it [3:01] proudly until she died in 1919 at the [3:04] age of 86. Congress did eventually [3:08] reinstate her award in 1977. However, [3:12] amidst the bureaucracy and sexism, a [3:14] phrase was born. Miller Oscar F. Major [3:18] 361st Infantry is awarded the Medal of [3:21] Honor for conspicuous gallantry and [3:23] intrepidity above and beyond the call of [3:26] duty. And 85 years later, we've got a [3:29] video game franchise. Since its [3:31] inception in 2003, the Call of Duty [3:33] first-person military shooter brand has [3:35] produced 21 mainline titles and 22 [3:38] spin-offs, originating as a cinematic [3:41] shooter in response to Electronic Arts [3:43] Medal of Honor games, which were [3:45] themselves soft adaptations and [3:47] expansions of the film Saving Private [3:48] Ryan under the supervision of Steven [3:50] Spielberg. The games are known for their [3:53] giant setpiece levels, heavily scripted [3:55] sequences, extensive voice cast, [3:57] cuttingedge visuals, and just all-around [4:00] high production value. Quickly though, [4:02] let's introduce our corporate cast of [4:04] characters. The franchise as a whole is [4:07] published by Activision, now Microsoft [4:09] Activision Blizzard King. The original [4:11] game was developed by Infinity Ward, but [4:14] after the success of the first game, [4:15] Activision brought in a second studio, [4:18] Treyarch, to begin working on a third [4:20] game, while Infinity Ward worked on the [4:22] second. The idea being that the sequel [4:24] would drop in 2005. And then Activision [4:27] would already have a sequel to that [4:29] game, ready to go for 2006, which would [4:32] give Infinity Ward 2 years to make the [4:35] game after that. And then the game of [4:37] Leaprog would continue. Eventually, they [4:39] would need to bring in two more studios, [4:41] Sledgehammer and Raven, to wrangle the [4:43] ever ballooning scope. But we're getting [4:46] ahead of ourselves. This plan for a [4:48] yearly release paid off huge when the [4:50] fourth game, subtitled Modern Warfare, [4:53] smashed sales records and catapulted [4:55] Call of Duty from being a merely [4:57] successful franchise into being the [5:00] video game franchise, a cultural [5:03] shortorthhand for the idea of a video [5:06] game. Indeed, Call of Duty was pushing [5:09] the leading edge of production value so [5:11] hard that the franchise became the [5:13] definition of AAA video games. In the [5:16] same way your grandmother could describe [5:18] all video game consoles as a Nintendo, [5:22] AAA video games could be simply a Call [5:24] of Duty. Ghost, released in 2013, is the [5:27] 10th mainline title in the series, the [5:29] sixth made by developers Infinity Ward. [5:32] The game follows two brothers, Logan and [5:34] Hesh Walker, as they shoot their way [5:36] through a series of nonsense levels [5:38] strung together by a jingoistic plot [5:40] rooted deeply in American insecurity [5:42] that was bubbling up as the global war [5:44] on terror solidly entered its second [5:46] decade. It is the near future, the quote [5:49] great energy producing deserts in the [5:51] Middle East have been destroyed by war, [5:53] cutting off much of America's energy, [5:55] leading to a collapse and decline. In [5:58] the power vacuum that followed, South [6:00] America has been united or conquered [6:02] under the banner of the Federation of [6:04] the Americas, often simply referred to [6:06] as the Fed. The game opens as two [6:08] astronauts perform maintenance on the [6:10] control station for the orbital weapon [6:12] Odin, a kinetic bombardment system [6:14] utilizing tungsten rods dropped from [6:16] space, an impractical but popular pop [6:18] culture weapon often shorthanded as rods [6:21] from God. As they are performing the [6:23] finishing checks on this decidedly [6:25] military super weapon, the station is [6:27] attacked and hijacked by Fed forces who [6:29] gain entry by posing as an American [6:31] supply shuttle. The Fed successfully [6:34] target and bomb a large swath of [6:35] Southern California, Texas, and Florida [6:38] before the temporary prologue [6:39] protagonist or prologist destabilizes [6:43] its orbit and burns up in the [6:44] atmosphere. That that sounds [6:46] grammatically incorrect. So ju just to [6:48] be clear, both the prologonist and Odin [6:52] burn up in the atmosphere. Parallel to [6:54] this, Elias Walker tells his sons the [6:56] origin story of a fabled special ops [6:58] team called the Ghosts. [7:01] >> It was a different time, a different [7:03] enemy. [7:05] 60 men from tier 1 teams were sent to [7:08] face down a force of 500 enemy fighters. [7:11] Their objective to force the enemy back [7:13] from a civilian hospital and keep its [7:16] occupants alive. [7:18] In this other backstory, in another [7:20] time, another war, 60 men from a joint [7:23] special ops team were tasked with [7:24] guarding a hospital and they get [7:26] obliterated over the course of a couple [7:28] nights. 60 become 15 and eventually [7:30] these remaining 15, they evacuate the [7:33] hospital and send one of their own as an [7:35] escort. Then the remaining 14 cover [7:37] themselves in blood and sand and hide [7:39] under the bodies to ambush the enemy [7:41] fighters. The pros in this story is [7:43] fluid, reverential, bordering on [7:46] spiritual ecstasy. They are baptized [7:49] with blood and anointed by the sand, [7:52] then massacre the opposition with [7:53] hit-and-run tactics that are so sick and [7:56] badass that the one remaining enemy [7:58] fighter goes crazy. He expressed [8:01] warnings to others of a force so [8:02] menacing and unbeatable, it could only [8:05] be described as supernatural. [8:07] He called them ghosts. [8:13] God damn it. It's even got the ellipsus [8:15] right there in the subtitles. I feel I [8:18] feel like I feel like this is what [8:21] folding ideas sounds like to people who [8:24] don't like folding ideas. This literal [8:26] campfire story is then interrupted by [8:28] the rods from God falling on San Diego [8:30] as the Fed uses Odin to obliterate [8:33] basically everything south of Santa [8:35] Monica. The body of the game takes place [8:37] 10 years later, long after the war with [8:39] the Fed has come to a stalemate. It's [8:41] not really relevant to anything, and you [8:43] need to dig into the codeex entries to [8:45] sort it out, but basically the US [8:46] military doesn't have branches anymore. [8:48] It's all just one big blob, which is [8:50] really just the underlying justification [8:52] for the main characters, Logan and Hesh, [8:54] to run around doing whatever the [8:56] designers thought was cool. After a [8:58] tutorial mission and some walk and talk, [9:00] the boys are sent out to scout some fed [9:02] salvage operation back in San Diego. [9:04] their first big mission beyond the [9:06] massive border wall the US has built. [9:09] They are assisted on their missions by [9:10] the game spectacle feature Riley, a [9:13] trained German Shepherd and his doggy [9:15] cam sneak attack. [9:20] Despite the lengthy geopolitical setup [9:22] and hell dump of backstory, the game's [9:24] lore is extremely front-loaded and the [9:27] meat of the game revolves around a man [9:28] named Ror, a ghost and dad's former [9:31] commanding officer. Oh, spoiler. Dad's a [9:33] ghost. like that's why he knows all [9:36] their backstory and stuff, but not like [9:38] a cool ghost. He's just he's a he's an [9:40] assassin [9:42] special ops badass. I It's It's treated [9:46] as a twist. It's You're supposed to find [9:48] You're supposed to You're It's It's [9:50] treated as a twist. They play it like [9:52] it's a real twist that you didn't that [9:55] you didn't see coming. [9:58] >> But your father's not there anymore. [10:04] Dad, this whole time you you were one of [10:06] them. You a ghost. [10:08] >> Try the ghost. [10:09] >> So Ror, along with your dad was one of [10:11] the original 14 ghosts who were anointed [10:13] with sand after defending the hospital. [10:15] And his psych profile is basically that [10:17] he's Rambo, but like Rambo 3 or Rambo [10:22] for Rambo. Not really first blood Rambo. [10:25] Ror went missing in Caracus two years [10:27] before the Odin incident and was [10:29] presumed dead. When the Fed threatened [10:31] all of South America and ordered all [10:33] US-born residents killed or imprisoned, [10:36] the US preemptively invaded Venezuela [10:38] and sent the Ghost to assassinate Fed [10:40] leadership in a mission that culminates [10:42] in Federation leader General Elmagro [10:44] ordering a missile strike on a massive [10:46] dam overlooking the city. Now, this [10:49] self-destructive action here, we're [10:51] going to have to set aside the fact that [10:53] America's enemies are so insane they'll [10:55] nuke themselves, was already a recurring [10:58] plot beat in the franchise by this [11:00] point, so we can instead focus on the [11:02] silliness of the scenario. If Western [11:05] media gets accused of playing fast and [11:07] loose with its audience's lack of [11:09] knowledge of the rest of the world, few [11:11] other instances will really compete with [11:14] this game. stashing a billion gallons of [11:17] water a kilometer in the air above the [11:19] Caribbean Sea. So, the ghosts do [11:22] successfully assassinate General [11:23] Elmagro. You play as your dad, Elias, [11:25] for this mission and shoot him yourself. [11:27] But the helicopter crashes, Ror falls [11:29] into the water, and after weeks of [11:31] searching for his body, the ghosts are [11:33] pulled from Caracus, and Ror is declared [11:35] MIA. Since he's the antagonist, he [11:38] obviously survived and now he holds a [11:40] grudge against the ghosts for a [11:41] combination of not rescuing him and not [11:43] having the decency to die trying to [11:45] rescue him. He was instead captured by [11:47] the Fed and tortured in a jungle pit [11:50] where they used all the old standards, [11:52] isolation, temperature extremes, sleep [11:54] deprivation, stress positions, keeping [11:55] him wet, presumably direct physical and [11:58] verbal abuse, and they feed him [11:59] psychoactive poisons implicitly. [12:02] This process stylized for the cinematic [12:05] blows all of the white off of him as [12:07] black alien crystals burst out of his [12:09] skin. That's interesting iconography [12:12] that might come up later. [12:14] >> Broke was their ghost. Now, [12:18] the perfect weapon to use against us. [12:21] >> He becomes the main villain of the [12:23] entire game. And he's Bane, the Batman [12:25] villain. Specifically, the Bane from The [12:27] Dark Knight Rises, a two steps ahead [12:29] criminal mastermind with seemingly [12:31] limitless resources to pour into a plan [12:33] that uses lofty geopolitical ambitions [12:35] as a smoke screen for a personal grudge [12:37] against a couple specific dudes. There's [12:40] a series of RO focused missions, [12:41] including backstory, then an [12:43] infiltration mission to find where he's [12:45] hiding, an assault on the hideout, [12:46] capturing RO, then getting hijacked by [12:48] Ror's people and dumped in the jungle, [12:50] after which the game switches to [12:52] hardcore filler mode. There's a winter [12:55] science facility level in Chile, then an [12:57] oil rig level in Antarctica, then an [12:59] underwater level in the Atlantic, then a [13:01] factory level in Brazil somewhere north [13:03] of Rio. After blowing up the factory, [13:05] the team heads to a safe house in the [13:07] remains of Las Vegas to hang out, where [13:09] they get ambushed and captured by Ror [13:11] again. Oh, you are right, Elias. I'm not [13:16] a ghost. [13:17] I'm the man that haunts them and sends [13:20] them back to the other side. [13:24] Dad, a ghost. [13:25] >> There's a sinking aircraft carrier, then [13:27] a tank mission, and a second space [13:29] mission, and then finally you fight Ror [13:31] on a train. The thing you learn in all [13:33] of that faffing about, maybe a nugget [13:35] permission, is that the Fed has cloned [13:37] Odin. That wreckage way back in the San [13:40] Diego level where Doggy Cam was a [13:42] mechanic, that was Odin. And I guess [13:44] that information isn't exactly hidden, [13:47] but it's really downplayed. [13:49] >> This is definitely the place. [13:53] Stalker 6, we got something here. Looks [13:55] like they're taking some wreckage. [13:58] What kind of wreckage? [14:01] >> Not sure. It's guarded, but we're going [14:03] to push through. [14:04] >> It's actually kind of amazing how good a [14:05] job the game does of making this [14:07] theoretically important discovery feel [14:09] utterly beneath notice. The crash [14:12] satellite looks unremarkable in the [14:14] muddy brown gloom that pervades the [14:16] game, and all leading lines direct the [14:18] player away from it. You get a glimpse [14:20] at the top of the hill, but the shape of [14:22] the hill and the people shooting at you [14:24] from down below pull your attention [14:26] downwards and then to the left. When you [14:28] exit the cave, the shooting is again [14:30] coming from the left, pulling your view [14:33] away from the crash site. Even when you [14:35] exit the building and traverse a catwalk [14:37] that goes right next to the satellite, [14:39] the game makes sure there's people [14:41] shooting at you off to the left, pulling [14:43] your attention away from the wreckage. [14:46] In glimpses and fragments, this crash [14:48] satellite just looks like indistinct [14:50] industrial wreckage. A refinery or a [14:53] silo of some kind, not a grounded weapon [14:56] of mass destruction. That's the reason [14:58] everyone's in this mess in the first [14:59] place. The only way to really appreciate [15:02] that it's the wreckage of Odin is to sit [15:04] around and explore. But this is a game [15:06] that very much does not want you to [15:08] explore. Cinematic shooters are 90% high [15:11] gloss hallways. That's kind of the core [15:14] pitch. You trade freedom to wander for [15:16] extremely intricate scripted sequences [15:18] and spectacle. Wandering off is almost [15:21] always tightly constrained. A door that [15:23] you aren't explicitly directed to open [15:25] will almost never open. A side hallway [15:28] that isn't part of a shooting arena will [15:30] almost always deadend quickly with [15:33] nothing to see. In the case of the Odin [15:35] wreckage, poking around is explicitly [15:38] punished by falling into radioactive [15:40] kill zones, sending you back to the [15:42] previous checkpoint. Curiosity in the [15:44] genre is structurally discouraged. So, [15:48] nominally, Logan and Hash were sent to [15:49] San Diego to figure out what the Fed is [15:51] rooting around looking for. But when [15:53] they find it, they just go, I don't [15:55] know, some big busted thing looks [15:57] expensive. And are then immediately [15:59] derailed by Ror capturing a ghost named [16:02] Ajax, at which point the actual mission [16:04] is discarded in lie of meeting up with [16:06] Ghost's American Keegan and heading off [16:08] to rescue Ajax from the ruins of Dodger [16:11] Stadium. So, the fact that the [16:13] Federation is rooting around in the [16:14] wreckage of Odin is uncovered in chapter [16:16] 3 and then deemed so unremarkable that [16:19] aside from a stray mention in chapter 9, [16:21] it isn't really relevant again until [16:23] chapter 13 when the team stumbles into a [16:26] factory loading up Federation Odin [16:28] clones, a project called Loki, named [16:30] after the shape-shifting infiltrator [16:32] that ends the world. Now, here's the [16:34] very important thing to remember about [16:36] Loki. It is said out loud to call your [16:38] attention to this. The important thing [16:40] to note about the clone of the orbital [16:42] penetrating rod weapon of mass [16:44] destruction built by the South Americans [16:47] is that theirs is smaller. It's less [16:49] girthy. It's not quite as potent, but it [16:52] is significantly more numerous. [16:55] >> Yeah, these are smaller, but there's a [16:57] lot more of them. [16:59] >> There might be some symbolism in there. [17:01] I don't know. There's another space [17:03] mission where Americans hijack Loki and [17:05] start raining hell down on South [17:06] America. You drive a tank. You fight Ror [17:09] on a train. You eventually shoot him and [17:11] your brother and all of the windows [17:13] crack like blow open and he drowns and [17:15] you and your brother sit on a beach [17:17] watching the world burn as the credits [17:19] start to roll before the inevitable and [17:21] tragic sequel bait when an apparently [17:23] immortal Ror kidnaps Logan. That's you. [17:26] And drags him off with a postredits clip [17:29] implying that Logan is being subjected [17:30] to the same jungle drug torture [17:32] brainwashing as Ror was. So ghost falls [17:36] apart in basically every way. Like if [17:38] we're talking about a bad game, what are [17:40] the ways in which a game can be bad? [17:43] They can be just technically bad. [17:45] Unstable as software that doesn't launch [17:48] right, crashes frequently, or breaks at [17:50] the programming level. That's one type [17:53] of bad. It can be just not particularly [17:56] fun to push the buttons like the [17:57] responsiveness of it or the feedback [17:59] that you get or the rewards that you [18:01] get, the way that it respects or [18:03] disrespects your time. Or it could be [18:06] offensive on some narrative level. The [18:08] story is full of holes. It isn't told in [18:11] a way that carries the player through. [18:13] Character motivations are vague or thin. [18:15] Actions and consequences don't really [18:17] seem to line up. And maybe it espouses [18:19] some morally reprehensible worldview. [18:22] Ghosts is all of these. So, the long [18:26] story short behind all this is twofold. [18:28] One is simply that games of this scope [18:30] take, as a rule of thumb, about three [18:32] years to make, and Activision had their [18:34] studios cranking them out in barely two. [18:36] While Ghost was not noted for its [18:38] development crunch, this is because it [18:40] was still so ubiquitous and normalized [18:42] across the AAA industry in the early [18:44] teens that it was deemed unremarkable. A [18:46] contemporary Guardian article about the [18:48] development of Ghost opens by talking [18:50] about Crunch in an extremely [18:52] matter-of-fact way, like how you would [18:54] say that being a sailor involves the [18:56] risk of getting wet. The second is that [18:58] around the release of Modern Warfare 2, [19:00] Infinity Ward went through a major [19:02] upheaval. Studio co-founders Vince [19:05] Sampella and Jason West had wanted to [19:07] sever Modern Warfare from the Call of [19:09] Duty brand, getting Infinity Ward a [19:11] bigger slice of the record-breaking pie. [19:14] When Activision caught wind of this, all [19:16] hell broke loose. The two were fired. [19:18] Then they sued Activision for basically [19:20] manufacturing cause for their dismissal. [19:22] Then Activision counters sued, calling [19:24] them insubordinate and self-serving [19:26] schemers who attempted to hijack [19:28] Activision's assets for their own [19:30] personal gain. This got very messy. It [19:32] came out that Activision had a thing [19:34] called Project Icebreaker that West and [19:36] Zimpella alleged was a scheme to ou them [19:38] from Infinity Ward. While Activision [19:40] insisted in their defense that [19:42] Icebreaker was merely a scheme to spy on [19:44] employee emails in order to improve the [19:47] relationship with the studio, in the [19:49] fallout, almost four dozen devs departed [19:51] Infinity Ward in solidarity, leaving a [19:53] big old hole in Infinity Ward's dev [19:55] team. While Modern Warfare 3 would [19:57] ultimately come out on time, it was only [19:59] because Activision brought in Raven and [20:01] Sledgehammer to help finish the game. [20:04] Afterwards, it was decided that the [20:05] 2-year leapfrog cycle just wasn't enough [20:08] time, and thus the third game out from [20:10] that point would be developed by [20:12] Sledgehammer starting a three studio [20:14] rotation. All this required was for the [20:16] folks at Sledgehammer to be brought [20:18] fully up to speed, not just finishing [20:20] assets for a game already in progress, [20:22] but working from scratch with the new [20:24] engine and all the various intricacies [20:26] of making a Call of Duty. This added [20:29] workload on the remaining Infinity Ward [20:31] staff, creating a massive technical debt [20:33] that would ultimately be paid by ghosts. [20:36] None of the problems that plague ghosts [20:38] are unique to it. Rather, Ghost is [20:40] unique for suffering from every single [20:43] problem that plagues AAA video game [20:45] production. I have taken the liberty for [20:47] the sake of pacing and shaking things up [20:49] a bit of organizing all that into a [20:52] numbered list. [20:57] The focus in development was on getting [20:59] the game ready for the launch of the [21:01] PlayStation 4 and Xbox One, which left [21:03] the PC version in a pretty bad state [21:06] with numerous development problems [21:08] leading to frequent crashes to desktop, [21:10] broken script triggers, and numerous [21:12] soft locks. They fixed a lot of this [21:14] over the years. It is a lot more stable [21:16] these days if you play it on a modern [21:18] machine, but it's still really easy to [21:20] soft lock various levels because Call of [21:22] Duty games are extremely complicated on [21:25] a scripting level. If in chapter 2 you [21:27] exit the tunnel into the LA River and [21:29] immediately try and shoot down the [21:31] helicopter, you can actually sort of [21:33] shoot it down, but since it's supposed [21:35] to come back later and you've already [21:36] tripped the flag saying it's destroyed, [21:38] it just never comes back for when you're [21:40] actually supposed to shoot it down and [21:42] the level soft locks. [21:44] I hear more literal birds than I hear [21:47] helicopters. [21:49] All right. Well, only one option. [22:03] >> The experience of the game, the game [22:05] play itself is sluggish. Even sprinting [22:08] feels more like a waddle. There is [22:10] multiple vehicle segments that just do [22:12] not function the way that you'd expect [22:13] them to. The helicopter fights in [22:15] particular have a very bizarre control [22:18] scheme that I still do not fully [22:20] understand. Lateral movement works more [22:22] or less like you'd expect, even if it [22:24] feels terrible. But altitude control is [22:27] semi-automated within a very shallow [22:31] layer. It's very awkward if you expect [22:33] the helicopter to control like a [22:35] helicopter. [22:40] It's just kind of ugly. Even at the [22:42] time, Call of Duty games were remarked [22:44] on for being dominated by shades of [22:46] brown green brown brown green gray [22:48] brown, and gray. Online comic strips [22:51] like VG Cats were already mocking this [22:53] trend in 2007. And yet, 7 years later, [22:57] Ghosts somehow takes that and makes it [22:59] even worse. The brown gay shooter has [23:01] effectively become an archetype, and [23:03] Call of Duty Ghosts is its avatar. The [23:06] game's average color is taupe. This [23:08] actually brings us to our next point, [23:10] which will hand off to Folding Ideas [23:11] Mexican Office. [23:22] A major marketing point was the hiring [23:24] of Oscar-winning screenwriter Steven [23:26] Gagan to pen the script. Now, Gagean won [23:28] an Oscar for Traffic, a movie with its [23:31] own, let's say, interesting relationship [23:33] with Latin America. Traffic can be [23:36] almost single-handedly credited with [23:37] convincing audiences that Mexico looks [23:40] like piss, which in turn became the [23:42] visual language of hot places that are [23:44] also dangerous, which became the visual [23:46] language of war writ large, which is in [23:48] part why Call of Duty Ghosts looks the [23:51] way it does. In all fairness to Gagan, I [23:53] just happen to have a copy of the [23:55] published shooting script, and it [23:56] doesn't say anywhere, "Mexico, a land [23:59] the color of piss. Everything is a shade [24:01] of piss, even the sky." So that one's [24:04] more on Solderberg or well Peter Andrews [24:06] who's just Steven Solderberg with a [24:08] Carheart Beanie and a Leica. Gage's [24:10] pedigree as a writer is honestly like [24:12] most writers a little mixed. He wrote [24:15] Traffic and Serriiana, but he also wrote [24:17] Abandoned and The Alamo. And not [24:20] relevant to Ghosts, but still funny. He [24:22] would eventually write and direct the [24:23] 2020 film Dittle starring Robert Downey [24:26] Jr. [24:28] >> Oh, good heavens. [24:29] >> The writing of a video game is [24:31] complicated. more so for a game like [24:33] Call of Duty than most. But there are [24:35] elements that we can pretty safely put [24:37] in GageN's lap, like the mission [24:39] briefings with their absolutely tortured [24:42] stoic pros. [24:43] >> The sand stuck to their skin like a [24:45] shroud, changing them, anointing them. [24:49] >> This is just kind of a whirlpool of [24:51] hell. The performances aren't saving the [24:54] script, but the script isn't giving the [24:57] performers material worth saving. [25:01] This whole time you you were one of [25:02] them. You ghost. [25:04] >> Try the ghost. [25:09] >> The bulk of the story is very stupid and [25:11] is plagued with obvious backfills that [25:13] are emergent from the way that the game [25:15] is made. The cinematic shooter is so [25:17] reliant on massive setpiece events that [25:20] they have become the cart leading the [25:22] horse. This aspect is basically an open [25:24] secret of how the game and an [25:26] embarrassing number of modern [25:27] blockbusters are made, but it is rarely [25:30] as obvious as it is with ghosts. Cool [25:33] moments were devised first. Production [25:35] was started and artists and coders and [25:37] scriptors were put to work building a [25:40] sinking aircraft carrier years before a [25:42] writer would be sent in to figure out [25:45] why an aircraft carrier is sinking. [25:47] After all, enemy gunships and boats just [25:49] move around on predefined paths. The [25:52] exact model of helicopter, the flags [25:54] being flown, or the uniforms on soldiers [25:56] can all be swapped later. For a big part [25:59] of the process, they're just floating [26:01] cubes and other placeholders. Anyway, [26:04] even the dialogue and character [26:06] interactions have the hallmarks of being [26:08] as unintrusive and generic as possible. [26:12] Characters are mostly an ephemeral [26:14] presence, barking immediate orders into [26:16] your ears. [26:17] >> Siggon Riley, move to the next floor. [26:19] >> The door's down. Flash now. Keep an eye [26:21] on your death gauge. [26:23] >> Clear. [26:23] >> Clear your charges. Moving. Pick up. [26:26] >> The why of what you're doing simply [26:28] needs to be kept to a minimum presence [26:30] so it can slot in easily at a later [26:32] time. This is why every mission has on [26:35] average one moment that actually [26:37] matters. The character learns or [26:39] accomplishes one thing frequently by [26:42] watching a video or reading a document. [26:44] And the significance of that thing is [26:46] more often than not shuffled into the [26:48] interstitial monologues that serve as [26:50] loading screens. You're sent to blow up [26:52] an oil derek off the coast of Antarctica [26:54] in a bluff to lure away the Fed's navy, [26:56] but that doesn't make any sense. Not as [26:59] a plan and not as the motivation driving [27:01] you through the mission. It's simply the [27:03] results that you're told afterwards. And [27:05] then later that diverted Navy just shows [27:08] up and sinks the US's last remaining [27:10] aircraft carrier. Anyway, the crashed [27:13] Odin in chapter 2 is so conspicuously [27:15] unremarked upon that it's entirely [27:17] possible that it wasn't even decided [27:19] what rubble the fed soldiers would be [27:21] searching through at the time the [27:22] mission was started. Like, not to get [27:24] repetitive here, but this is the full [27:26] exchange. [27:27] >> This is definitely the place. [27:31] >> Stalker 6, we got something here. Looks [27:33] like they're building some wreckage. [27:36] >> What kind of wreckage? [27:39] >> Not sure. It's guarded, but we're going [27:41] to push through. [27:42] >> You don't interact with it. It's [27:43] surrounded by killer radiation, so you [27:45] can't try and do anything with it. [27:47] Merrick and Keegan don't ask about it. [27:49] And despite the fact that you were sent [27:51] out explicitly to figure out what the [27:53] Fed were doing in San Diego, this [27:56] information is seemingly never relayed. [27:58] The thought that the Fed is trying to [28:00] salvage Odin in order to make their own [28:02] isn't floated as a possibility, even as [28:05] the characters are watching the Fed [28:07] launch mystery ballistic missiles that [28:09] NORAD loses track of after launch. [28:14] >> NORAD was able to say conclusively, the [28:17] missile launched in the Yucatan did not [28:19] hit the USA. [28:20] >> There isn't even a beat where a [28:21] character puts two and two together the [28:23] moment that they walk into the room and [28:25] see Loki being loaded up. Even the bit [28:28] with Loki is like, okay, they walk into [28:30] the room, they see something, there's a [28:33] bunch of radio chatter about it, and [28:36] then they move on. This level could be [28:38] 95% completed without the artists even [28:43] knowing what's going to go in that slot. [28:46] These events, these thoughts are all [28:49] siloed from one another, interacting [28:51] only through the narrow tunnels between [28:53] missions. There is simply zero internal [28:56] cohesion to the story. It's so obviously [28:58] and shoddily a series of set pieces that [29:01] were hastily strung together. It's [29:03] actually difficult to keep them in order [29:05] in the memory simply because there's so [29:08] little logical connection between them. [29:11] In the game, you infiltrate the lab to [29:13] get files on the missile program, blow [29:15] up the oil derek to lure away the navy, [29:17] then sink the last destroyer guarding [29:19] Brazil so you can sabotage the factory. [29:21] But we could just as easily make it that [29:23] during the factory sabotage mission, we [29:25] uncover Loki. Then we blow up the [29:26] destroyers so we can get access to the [29:28] oil Derek, which as a one-two punch will [29:30] lure the Navy in the Pacific towards the [29:32] Atlantic so we can infiltrate the lab [29:34] and steal the access codes needed to [29:36] subvert Loki. All it would need to [29:38] replace is a few lines of dialogue and [29:40] the interstitial monologues. Other [29:42] missions are less egregious, but never [29:44] properly escape this artifact of their [29:46] creation. missions are in the order that [29:49] makes a reasonable amount of narrative [29:51] sense while breaking up the mechanics. [29:57] Many of these set pieces are extremely [29:59] obvious in their influences. Again, it's [30:01] basically an open secret that Call of [30:03] Duty level designers just look for [30:05] moments from movies and go, "Wouldn't it [30:07] be cool if you could play that?" But, I [30:10] don't know. It just feels so hack when [30:12] the inspiration is so obvious. Ror [30:15] allows himself to be captured for no [30:17] particular reason except that it allows [30:18] the game to recreate the opening of The [30:20] Dark Knight Rises. One level is lifted [30:22] in pretty equal measure from The Dark [30:25] Knight and Transformers: Dark of the [30:27] Moon. [30:30] The game doesn't really have mechanics. [30:32] It has the simulation of mechanics. In a [30:36] typical game, hell, let's get saucy and [30:38] say in a real game, the player is given [30:42] a suite of interactions that they can [30:43] perform, and it is then given to the [30:45] player the freedom to figure out how to [30:47] best string together these interactions [30:49] to accomplish their goals. Ghosts [30:51] instead gives you a gun and a context [30:54] prompt. Things like night vision [30:55] goggles, thermal optics, the dog Riley, [30:58] a blinding strobe light, a motion [31:00] tracker, and gas grenades aren't tools [31:02] that you are given, tutorialized on, and [31:04] then expected to deploy at your [31:06] discretion. They are gimmicks that pop [31:08] up at predetermined moments and persist [31:10] in your toolkit for only as long as [31:13] deemed necessary. [31:14] >> Logan, sync up with Riley. [31:17] >> Here we go. [31:19] Now, there are a lot of compromises that [31:21] are made in the service of the cinematic [31:24] in cinematic shooter. The player is [31:26] ultimately on rather tight rails with [31:28] little freedom in how they approach the [31:30] world. This is not inherently bad. [31:33] Roller coasters are literally on rails [31:36] and roller coasters are really, really [31:37] fun. And at a certain level of [31:39] abstraction, this is true about [31:41] basically every game with a linear [31:43] story. Using Doom 2016 as an example, [31:46] while the player can backtrack through [31:48] large areas of the game for a [31:50] substantial chunk of the play time, this [31:52] is ultimately little more than the [31:54] freedom to hunt for collectibles as the [31:57] actual bang bang pew pew rip and tear [31:59] gameplay remains constrained to a [32:01] predetermined shoot you must climb into [32:03] if you want to rip kacadmon eyeballs [32:05] out. [32:07] [Music] [32:08] The argument in favor of rails is that [32:10] they are needed to provide a kind of [32:12] tightly crafted experience that a freer [32:14] sort of sandbox environment just can't [32:16] deliver. But with that comes an unspoken [32:19] contract that I as a player am seeding [32:22] an amount of control in exchange for [32:24] something impactful and the expectations [32:26] that the rails will be reasonably well [32:28] disguised. I shouldn't feel the rails [32:31] because the path forward should simply [32:33] be the one that I most want to go down. [32:36] this way for khaka demons and their [32:38] eyeballs. Call of Duty Ghost is littered [32:41] with so many friction points, the poorly [32:43] laidout levels, the obnoxious [32:45] characters, the incoherent story that [32:47] the illusion, the buy in just falls [32:50] apart. You begin to notice that you're [32:52] thrust into situations where tools you [32:54] were given earlier would be useful, but [32:56] you don't have them because they weren't [32:58] actually tools in the first place. They [33:00] were single scene gimmicks. There is a [33:03] veneer of realism here in the sense that [33:05] your commandos aren't going to be [33:07] showing up with the same ever ballooning [33:10] kit of toys to every single mission. But [33:13] that realism shreds like tissue paper [33:15] when a very useful tool like the strobe [33:18] light is only functional within a single [33:21] specific room. The fake commitment to [33:24] realism results in frankly boring [33:26] gunplay. Well, you will occasionally [33:28] stumble across a shotgun or machine gun. [33:31] By and large, you will spend the [33:32] campaign cycling through a series of [33:34] indistinct assault rifles. Step after [33:37] boring step of the game is saturated [33:39] with barked orders from your commanding [33:40] officers, who perpetually sound pissed [33:42] off that they even need to deal with [33:44] you, giving the distinct impression that [33:46] the game not only feels obliged to hold [33:48] your hand, but resents doing it, too. [33:50] >> You can stick with us, but you do what I [33:52] say when I say it. Understood? Put all [33:54] in a package, Ghost is a great [33:56] simulation of what an escort quest must [33:58] feel like from the perspective of the [34:00] NPC. [34:04] Help! I'm trapped in a numbered list [34:06] factory. The bosses stole my passport. [34:08] If you're reading this, tell my wife I'm [34:10] still alive. Please send rescue. [34:15] Ghosts are cringe. The amount of [34:17] worshipful religious pros that is poured [34:19] out talking about the ghosts is weird [34:21] and embarrassing, especially given that [34:23] the source of most of that is Elias [34:25] talking about himself. [34:27] >> And this really happened. So, the legend [34:29] goes, [34:30] >> but it really reaches the next level [34:32] after Elias is killed. In the story, the [34:35] ghosts are a quasi official interdep [34:36] departmental unit consisting entirely of [34:39] 14 people. There were 15 soldiers left [34:41] at the hospital. One of them was sent to [34:43] escort evacuees. 14 stayed behind to be [34:47] anointed by sand. That event in and of [34:49] itself is within the lifetime of all of [34:52] the games characters. Merrick, Ror, [34:54] Elias, Ajax, and Keegan were all there. [34:57] They are first generation ghosts. Logan [35:00] and Hash are implied to be the first [35:02] initiated ghosts ever. From the events [35:05] of the game, the ghosts are depicted as [35:06] both quite new, very exclusive, and [35:09] badass to the point that prior to Ror [35:11] killing Ajax, the unit has suffered zero [35:13] confirmed casualties. So, with all of [35:16] this framing, it's all just so deeply [35:19] cringe when Hesh spends a loading screen [35:21] detailing all the ghosterary rights and [35:24] customs like they're a deeply rooted [35:26] tradition with generations of practice. [35:29] In the event a ghost is killed, his [35:32] remains are placed face down with his [35:34] head pointed in the direction of his [35:36] home, his weapon next to him. We do it [35:39] this way so that when our fallen are [35:41] taken to the other side, they can watch [35:43] over us and keep an eye on our enemy. [35:49] Let's talk about the dog. Ghost had two [35:51] big elements that became the backbone of [35:53] the marketing campaign for the game. The [35:55] lesser of these is the affforementioned [35:57] hiring of Oscar-winning screenwriter [35:59] Steven Gagan to pen the script. The big [36:01] one was Riley the dog. [36:04] >> This is someone you care about. This is [36:05] a squad member. He does everything from [36:08] sniffing out explosives to protecting [36:10] the team. [36:10] >> Riley is only mechanically available to [36:13] the player in two chapters. He's less [36:15] like a squad member and more like a [36:17] specialty grenade that you have access [36:19] to for three specific gunfights. He's [36:22] barely in the game. There's a whole [36:24] thing in chapter 14. That's the one [36:26] where your dad dies and Riley kind of [36:28] appears out of nowhere and then gets [36:29] shot and you need to carry him through [36:31] the rest of the level. After that, they [36:33] show him at the start of the aircraft [36:34] carrier mission, the one where the [36:36] carrier sinks. But since there's a 3 [36:38] days later fade in between, Riley is [36:41] just sort of quietly ushered out of [36:43] existence in the uncertainty of that [36:46] transition. [36:50] The political undercurrents of the story [36:52] are repulsive and reflect the madness of [36:54] an America trapped in a quagmire of its [36:56] own making and desperate for a new [36:57] villain. Diagetically, America is on the [37:00] backfoot, is in decline following the [37:02] collapse of the quote energy producing [37:05] deserts and is embroiled in a defensive [37:07] war against a superior foe. At least [37:10] that's what we're told. Since so much of [37:12] the story is really about Ror's personal [37:13] grudge, the geopolitics sink into the [37:15] distant background. America being in [37:17] some nebulous decline is simply the [37:19] prerequisite to justify the conflict to [37:22] make it a fair fight. America built an [37:24] orbital weapon of mass destruction when [37:26] they were in decline. So, you know, take [37:29] that for what it's worth. So, let's [37:31] actually look at how ROR fits into all [37:33] of this thematically. We have this soup [37:36] of action set pieces strung together by [37:38] a plot written around them. What emerges [37:41] from that soup? The theme that comes [37:43] through loud and clear is that Ror gives [37:46] the Fed their potency. The plan to [37:48] hijack Odin is cooked up by Ror. The [37:51] attack on Santa Monica is Ror and Loki [37:54] is Ror's doing. All the various filler [37:56] tasks ultimately revolve around getting [37:58] ahead of Ror. Ror is an attempt at [38:02] dracializing an inherently racialized [38:05] conflict. You simply cannot have a [38:07] conflict between the United States and [38:10] Venezuela without invoking the spectre [38:13] of US interventionism in South America. [38:17] >> What do you mean by political? [38:18] >> That doesn't mean anything, right? The [38:20] question is this a political game [38:22] doesn't actually mean anything because [38:25] it it's what does the word political [38:27] mean to you? Do we touch topics that [38:31] bear a resemblance to the geopolitics of [38:35] the world we live in today? Hell yeah. [38:36] Cuz this is the the that is the subject [38:39] matter of modern warfare. [38:40] >> Despite the developers insistence their [38:42] games are simply good sugary fun that [38:45] happens to resemble something in the [38:48] shape of geopolitics, kind of like a [38:50] candy cigarette. They do remain aware of [38:53] the implications of the things they make [38:55] and in the early teens were visibly [38:58] sensitive to the push back. They [39:00] received criticism for how the Arab [39:01] factions in Call of Duty 4 were depicted [39:04] with a nuclear suicide bombing. So, [39:07] Modern Warfare 2 instead revolves around [39:09] the threat of a duplicitous US general. [39:12] And then in Modern Warfare 3, it was [39:15] revealed that the nuke had actually been [39:17] the machinations not of al-Assad, but of [39:20] that game's antagonist, Vladimir [39:23] Macarov. Ror is, in one sense, a safe [39:26] antagonist. It makes the game about [39:28] Americans fighting Americans, white [39:30] people fighting a white person whose [39:33] most vocal motivation is simple revenge. [39:36] However, in the same way that the levels [39:38] are generic vessels for McGuffins to be [39:40] placed into at a later date, the natural [39:43] end point of a production pipeline that [39:45] demands endless crunch, ROR is the end [39:48] point of corporate cowardice. There is a [39:51] potentially insightful conclusion down [39:53] the path of the greatest threat to [39:55] America is America itself, but this is [39:58] not that. The message here isn't civil. [40:01] It's not suggesting that America has [40:03] invested so much in outward strength [40:05] that it has become internally brittle [40:07] that the contradictions of American [40:09] existence threaten the concept of [40:11] America itself. The vulnerability isn't [40:14] American hubris. The vulnerability is [40:17] American subversion. The game plays to [40:19] the sensibilities of an America in [40:21] tension with the war on terror, the war [40:23] in Iraq, and the war in Afghanistan. As [40:26] these wars were solidly entering their [40:27] second decade, the narrative of a [40:29] righteous war, always suspect in the [40:32] first place was decidedly faltering. [40:34] America's presence was clearly not a [40:36] stabilizing force and they had become an [40:39] intractable quagmire. So in Ghosts, the [40:41] Middle East is simply written out of the [40:43] picture in passive voice. The [40:45] destruction of the oil producing [40:47] deserts. No one's fault, just a thing [40:49] that happened. The Fed, which is to say [40:51] South America, is described as invasive, [40:54] creeping, consuming, uninexurable force [40:56] moving northwards to take over America [40:59] for no reason but conquest. In the [41:01] cutscenes, they are an organic oily mass [41:03] crawling across the map and staining it. [41:05] They are a perverting force, a [41:07] subverting enemy that will invade [41:08] American space, take America's things, [41:11] and turn them against America. The enemy [41:14] is both impossibly strong and utterly [41:16] impotent. Their power is not strength in [41:18] their own right, but their ability to [41:20] pervert. Ror does not become [41:22] disillusioned with America. That's not [41:25] why he switches sides. While he [41:27] definitely harbors a grudge against [41:28] specific individuals, his heel turn is [41:30] fully explained as brainwashing. He is [41:33] tortured and drugged and converted into [41:36] their ghost. And you know, there's that [41:38] imagery. As the Federation torturers go [41:41] to work on his soul, the whiteness is [41:43] literally blasted off him and black [41:45] crystals rupture out of his body as he [41:47] becomes their operative. In an attempt [41:50] at telling an underdog story, Ghost [41:52] creates a world where American paranoia [41:54] is fully justified, where American [41:56] orbital weapons are good and right, but [41:58] Federation orbital weapons are an [42:00] abomination and also decidedly less [42:02] potent, but more numerous. It is a world [42:04] where the Fed is wrong to see America as [42:06] an existential threat and behave [42:08] accordingly. But it is simply pragmatic [42:10] for America to assassinate Federation [42:13] leadership. The hordes are coming. [42:14] They're sending their murderers, their [42:16] drug dealers, and their rapists to [42:18] corrupt America. The wall is simply a [42:21] necessity. [42:24] [Applause] [42:38] I don't think much if any of this is [42:40] intentional. Rather, it is my belief [42:42] that Call of Duty Ghosts is a [42:44] thoughtless product. These are the [42:46] consequences of a bad, albeit [42:49] Oscar-winning writer simply trying to [42:51] paint a broadstroke scene to efficiently [42:54] communicate a stupid plot to an [42:56] inattentive audience after he was handed [42:58] a pile of half-built set pieces and a [43:00] vague corporate mandate for the overall [43:03] shape and tone. But in that [43:05] thoughtlessness, in the reliance on [43:07] stereotype and trope, Ghost tapped into [43:10] an anxiety of the moment it was created [43:12] in a desperate need for America to be [43:15] righteous and justified, for its [43:17] paranoia to be a foresight of something [43:20] real. Given that we are now living in [43:23] the consequences of that paranoia, the [43:26] odious results of that anxiety, I find [43:29] Call of Duty Ghosts repulsive. The worst [43:32] game I have ever played. [43:37] Wow, that sure was an episode, wasn't [43:39] it? And to think he didn't even get [43:41] around to mentioning the fish AI, the [43:44] role of NORAD as the US military's head [43:47] command, seemingly implying that Canada [43:49] has been annexed, the controversy of the [43:52] developers reusing motion capture data [43:54] from Modern Warfare 2, the reality of [43:57] American energy production, or the fact [43:59] that Eminem song Survival was released [44:01] as a pre-order bonus. Well, anyway, it's [44:04] a long way back to Canada from here in [44:06] Mexico where I most certainly am because [44:09] I am in Mexico and most definitely not [44:11] in southern Alberta. So, I'm going to [44:13] get right on mossying. Until next time, [44:16] keep your tango frosty and your LZ [44:18] cleared.