TubeSum ← Transcribe a video

Call of Duty: Ghosts – Power, Paranoia, and Orbital Tungsten Rods

Transcribed Jun 28, 2026 Watch on YouTube ↗
Advanced 15 min read For: Gamers, game developers, and media critics interested in AAA game production, narrative design, and socio-political analysis of video games.
1.7M
Views
68.8K
Likes
8.0K
Comments
1.3K
Dislikes
4.6%
🔥 High Engagement

AI Summary

The video presents a critical analysis of 'Call of Duty: Ghosts' (2013), arguing it is the worst game ever played. It examines the game's narrative, development, and political themes, linking them to broader issues in AAA game production and American cultural anxieties. The reviewer critiques the game's incoherent story, poor mechanics, and repulsive political undercurrents.

[0:21]
Initial Verdict

The reviewer states 'Call of Duty Ghost might be the worst game I've ever played,' requiring significant qualification.

[0:58]
Historical Detour on Nationalism

The video begins with a historical discussion on 18th-century nationalism before linking it to the game's themes, showing a pattern of tangential research.

[1:20]
Medal of Honor Revocations

The reviewer recounts President Wilson's review of the Medal of Honor, leading to revocations, including Buffalo Bill's and Dr. Mary Edwards Walker's, connecting to the phrase 'above and beyond the call of duty.'

[3:29]
Call of Duty Franchise Origins

The franchise began in 2003 as a response to EA's Medal of Honor, with a release cycle involving multiple studios (Infinity Ward, Treyarch, Sledgehammer, Raven).

[5:24]
Ghosts Plot Overview

Set in a near future where South America (the Federation) attacks the US using a hijacked orbital weapon (Odin). The story follows brothers Logan and Hesh Walker, part of the elite 'Ghosts' squad.

[7:01]
Ghosts Origin Story

Elias Walker tells a campfire story of 60 special ops soldiers defending a hospital, reduced to 14 who ambush the enemy using blood and sand—the birth of the Ghosts. The reviewer cringes at the reverence.

[9:21]
Ror as Antagonist

Main villain Ror, a former Ghost, betrays the team after being tortured and brainwashed by the Federation. He is described as 'Bane from The Dark Knight Rises'—a personal grudge mastermind.

[10:51]
Muddled Story Structure

The game's missions are a series of setpieces (sinking aircraft carrier, tank mission, space mission) poorly connected. Key plot points (like the cloned Odin weapons system 'Loki') are revealed late or ignored.

[14:04]
Level Design Flaw: The Odin Wreckage

In Chapter 2, the crash of Odin is visually hidden and exploration punished by radiation. The player never questions it, even though it's the inciting incident—a sign of narrative disconnection from gameplay.

[16:55]
The 'Loki' Clone System

The Federation builds smaller but more numerous clone rods-from-god. The reviewer notes symbolism ('theirs is smaller… but more numerous') and the need for a final space mission to hijack it.

[17:26]
Sequel Bait

The game ends with a post-credits scene where Ror (apparently immortal) kidnaps the player character Logan, setting up a cliffhanger that was never resolved.

[18:24]
Development Crunch and IW Exodus

The reviewer explains that Ghosts was made under the stress of Activision's leapfrog cycle. After the departure of West and Zampella (and 4 dozen other devs), Infinity Ward had massive technical debt, leading to a broken game.

[20:57]
Technical Issues

The game was rushed for PS4/Xbox One launch, leaving the PC version unstable (crashes, soft locks). Example: shooting a helicopter in Chapter 2 breaks future scripts.

[22:04]
Sluggish Gameplay

Movement feels like a 'waddle'. Vehicle segments (especially helicopter controls) are unintuitive and awkward. The game looks ugly—dominated by taupe/brown—representing the 'brown gay shooter' archetype.

[24:16]
Script Incoherence

The Oscar-winning writer Steven Gaghan (Traffic) wrote the script, but the reviewer claims cool setpieces were designed first, and the story was written later to string them together. This results in generic dialogue and non-reusable tools.

[28:57]
Lack of Internal Cohesion

Missions are interchangeable. For example, the order of infiltrating a lab, blowing up an oil rig, and sabotaging a factory could be rearranged without changing the story. There is zero narrative cohesion.

[31:33]
Critique of Rail-based Design

While linear games (like Doom 2016) can succeed, Ghosts fails because the rails are too obvious. Tools are not given to players; they are single-scene gimmicks (e.g., a blinding strobe light works only in one room).

[34:15]
Cringeworthy Lore

The Ghosts are portrayed as a 'sacred' unit with rituals (e.g., body placement). The reviewer finds this embarrassing, especially since the unit has existed only within the lifetime of its members.

[36:10]
Riley the Dog

Riley is a major marketing gimmick but mechanically appears in only two chapters. He is more like a 'specialty grenade' than a squad member. After being shot, he is quietly written out of the story.

[39:58]
Political Undercurrents: 'American Paranoia'

The reviewer argues the game reflects American insecurities during the War on Terror. The enemy (the Federation) is depicted as an invasive, perverting force. The wall is portrayed as a necessity, and American orbital weapons are justified while Federation ones are evil. The game taps into anxieties about America's declining global role.

The video concludes that 'Call of Duty: Ghosts' is a thoughtless product that fails as both a game and a narrative. It is a perfect storm of rushed production, poor design choices, and reflexive nationalism, making it, in the reviewer's view, the worst game ever played.

Clickbait Check

85% Legit

"The title accurately captures the main themes of the video—power, paranoia, and the orbital weapon (tungsten rods)—though it undersells the deep dive into development history and cultural critique."

Mentioned in this Video

Study Flashcards (10)

What historical event is the phrase 'above and beyond the call of duty' associated with?

hard Click to reveal answer

It was used in awarding the Medal of Honor to Oscar F. Major (361st Infantry) for conspicuous gallantry.

3:18

How many Medals of Honor were awarded during the Civil War, and how many were later revoked?

hard Click to reveal answer

Over 3,000 were awarded; 911 legacy Medals of Honor were revoked after a review ordered by President Wilson.

1:34

Who is the only woman ever awarded the Medal of Honor?

medium Click to reveal answer

Dr. Mary Edwards Walker.

2:52

What is the Federation of the Americas?

easy Click to reveal answer

A united South American power (often called the Fed) formed after the collapse of the US energy supply.

5:58

What is the Odin weapon system in the game?

medium Click to reveal answer

A kinetic bombardment system using tungsten rods dropped from space (rods from God).

6:12

Who is the main antagonist of Call of Duty: Ghosts?

easy Click to reveal answer

Ror, a former Ghost who was captured, tortured, and brainwashed by the Federation.

9:28

What is 'Loki' in the game?

medium Click to reveal answer

The Federation's clone of the Odin weapon system—smaller but more numerous rods from God.

16:28

Why did the developer Infinity Ward lose many employees before making Ghosts?

hard Click to reveal answer

Co-founders Vince Zampella and Jason West were fired by Activision after a dispute over severing Modern Warfare from Call of Duty, leading to a mass exodus of developers in solidarity.

18:58

According to the reviewer, what is a major technical problem with the PC version of Ghosts?

medium Click to reveal answer

It is unstable, with frequent crashes to desktop, broken script triggers, and soft locks. For example, shooting down a helicopter too early in Chapter 2 breaks the level.

21:03

How does the reviewer describe the game's political message?

hard Click to reveal answer

It reflects American paranoia during the War on Terror, portraying a defensive US against a subverting, invasive enemy (the Federation), and justifying American unilateral actions.

41:05

💡 Key Takeaways

💡

Sequel Bait

The post-credits scene reveals Ror's apparent immortality and kidnaps the protagonist, leaving a cliffhanger that was never resolved, highlighting the narrative's failure.

17:26
📊

Infinity Ward Exodus

This explains the root cause of the game's rushed development and technical problems—a mass departure of developers after the firing of the studio founders.

19:00
⚖️

Political Undercurrents

The reviewer argues the game taps into and validates American paranoia and xenophobia, making it more than just a poorly made game—it's ideologically repulsive.

39:58
🔧

Broken Gameplay: Soft Locks

This technical example (shooting a helicopter early) illustrates how the scripting is fragile and punishes player freedom, a key gameplay criticism.

21:03

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

The Worst Game I've Ever Played

38s

The bold claim that Call of Duty Ghosts is the worst game ever played immediately sparks curiosity and debate.

▶ Play Clip

Buffalo Bill's Medal of Honor Revoked

40s

The obscure and controversial history of Medal of Honor revocations, including Buffalo Bill and the only female recipient, is fascinating and shareable.

▶ Play Clip

US Orbital Weapon Attack in CoD Ghosts

40s

The vivid description of a fictional orbital weapon attack and its real-world inspiration 'rods from God' is visually engaging and thought-provoking.

▶ Play Clip

The Game Design Secret of the Crashed Odin

46s

This segment reveals a clever level design trick that hides key plot points, making it highly educational for game design enthusiasts.

▶ Play Clip

CoD Ghosts Justifies American Paranoia

50s

The analysis ties the game's villain to modern political paranoia, offering a controversial and relevant critique that resonates today.

▶ Play Clip

[00:16] [Music]

[00:21] Call of Duty Ghost might be the worst

[00:23] game I've ever played. Now, that

[00:25] requires a lot of qualification and

[00:27] humming and hawing and generally being

[00:29] annoying, but such is the cost of these

[00:31] things. Ghosts occupies an odd place

[00:34] within the megalithic franchise that is

[00:36] Call of Duty. At this point, it sits

[00:38] roughly in the middle, being the 10th

[00:40] main title in a series with 21 full

[00:42] banner annual releases. It begs us to

[00:45] ask, what is a Call of Duty? Well, back

[00:48] in the late 18th century, modern nation

[00:50] states as we know them began to coalesce

[00:52] within a new ideology called

[00:53] nationalism, which will differentiate

[00:55] with a small N to distinguish it from

[00:58] the nationalist political movements that

[01:00] would arise in the 20th century. Within

[01:02] small N nationalism, people began to

[01:04] view themselves as part of a new

[01:06] national identity that encompassed or

[01:09] even superseded their local ethnic

[01:11] identities. This would lead to a bunch

[01:14] of stuff.

[01:20] As the story goes, when US soldiers

[01:22] started killing and dying during the

[01:23] Great War, it became necessary to start

[01:26] giving medals for doing a particularly

[01:28] admirable job of killing or dying.

[01:30] Additionally, it was felt that the US

[01:32] Medal of Honor had been handed out too

[01:34] frivolously during the Civil War, and

[01:36] the Medal risked being trivialized as

[01:38] over 3,000 had been awarded. Okay, this

[01:41] is just It turns out this was a huge

[01:44] boondoggle. Actually, a double

[01:46] boondoggle. Look, I had to play Call of

[01:48] Duty Ghost like a dozen times to make

[01:51] this. Y'all are going to sit there and

[01:52] listen to my goddamn research. President

[01:55] Woodrow Wilson ordered the War

[01:56] Department to do a review of the system

[01:58] and the committee in turn revoked 911

[02:02] legacy Medals of Honor. Boondoggle one

[02:04] is that apparently in the Civil War,

[02:06] tons of medals of honor, being the only

[02:08] award the military had at the time, were

[02:11] handed out for some pretty suspect

[02:13] reasons. Many had been promised

[02:15] basically as a recruitment bonus. Over

[02:17] 500 were awarded to a unit that had

[02:20] already gone home for a mission they

[02:22] didn't do. And Buffalo Bill wasn't even

[02:25] in the military at the time he did the

[02:28] thing that got him the medal. Boondoggle

[02:30] number two was that Buffalo Bill, for

[02:32] better or worse an American icon, had

[02:34] his Medal of Honor stripped from him the

[02:35] week that he died. Battlefield surgeon

[02:38] Dr. Mary Edwards Walker, who got her

[02:40] recommendation from Sherman himself and

[02:42] spent four months of the war in a

[02:43] Confederate P camp, was one of nine

[02:46] civilian surgeons to be awarded the

[02:48] medal and the only one to have it

[02:50] revoked. She was also the only woman to

[02:53] have ever, even to this day, been

[02:55] awarded the Medal of Honor. Just to not

[02:57] leave that story hanging, she refused to

[03:00] return it to Congress and wore it

[03:01] proudly until she died in 1919 at the

[03:04] age of 86. Congress did eventually

[03:08] reinstate her award in 1977. However,

[03:12] amidst the bureaucracy and sexism, a

[03:14] phrase was born. Miller Oscar F. Major

[03:18] 361st Infantry is awarded the Medal of

[03:21] Honor for conspicuous gallantry and

[03:23] intrepidity above and beyond the call of

[03:26] duty. And 85 years later, we've got a

[03:29] video game franchise. Since its

[03:31] inception in 2003, the Call of Duty

[03:33] first-person military shooter brand has

[03:35] produced 21 mainline titles and 22

[03:38] spin-offs, originating as a cinematic

[03:41] shooter in response to Electronic Arts

[03:43] Medal of Honor games, which were

[03:45] themselves soft adaptations and

[03:47] expansions of the film Saving Private

[03:48] Ryan under the supervision of Steven

[03:50] Spielberg. The games are known for their

[03:53] giant setpiece levels, heavily scripted

[03:55] sequences, extensive voice cast,

[03:57] cuttingedge visuals, and just all-around

[04:00] high production value. Quickly though,

[04:02] let's introduce our corporate cast of

[04:04] characters. The franchise as a whole is

[04:07] published by Activision, now Microsoft

[04:09] Activision Blizzard King. The original

[04:11] game was developed by Infinity Ward, but

[04:14] after the success of the first game,

[04:15] Activision brought in a second studio,

[04:18] Treyarch, to begin working on a third

[04:20] game, while Infinity Ward worked on the

[04:22] second. The idea being that the sequel

[04:24] would drop in 2005. And then Activision

[04:27] would already have a sequel to that

[04:29] game, ready to go for 2006, which would

[04:32] give Infinity Ward 2 years to make the

[04:35] game after that. And then the game of

[04:37] Leaprog would continue. Eventually, they

[04:39] would need to bring in two more studios,

[04:41] Sledgehammer and Raven, to wrangle the

[04:43] ever ballooning scope. But we're getting

[04:46] ahead of ourselves. This plan for a

[04:48] yearly release paid off huge when the

[04:50] fourth game, subtitled Modern Warfare,

[04:53] smashed sales records and catapulted

[04:55] Call of Duty from being a merely

[04:57] successful franchise into being the

[05:00] video game franchise, a cultural

[05:03] shortorthhand for the idea of a video

[05:06] game. Indeed, Call of Duty was pushing

[05:09] the leading edge of production value so

[05:11] hard that the franchise became the

[05:13] definition of AAA video games. In the

[05:16] same way your grandmother could describe

[05:18] all video game consoles as a Nintendo,

[05:22] AAA video games could be simply a Call

[05:24] of Duty. Ghost, released in 2013, is the

[05:27] 10th mainline title in the series, the

[05:29] sixth made by developers Infinity Ward.

[05:32] The game follows two brothers, Logan and

[05:34] Hesh Walker, as they shoot their way

[05:36] through a series of nonsense levels

[05:38] strung together by a jingoistic plot

[05:40] rooted deeply in American insecurity

[05:42] that was bubbling up as the global war

[05:44] on terror solidly entered its second

[05:46] decade. It is the near future, the quote

[05:49] great energy producing deserts in the

[05:51] Middle East have been destroyed by war,

[05:53] cutting off much of America's energy,

[05:55] leading to a collapse and decline. In

[05:58] the power vacuum that followed, South

[06:00] America has been united or conquered

[06:02] under the banner of the Federation of

[06:04] the Americas, often simply referred to

[06:06] as the Fed. The game opens as two

[06:08] astronauts perform maintenance on the

[06:10] control station for the orbital weapon

[06:12] Odin, a kinetic bombardment system

[06:14] utilizing tungsten rods dropped from

[06:16] space, an impractical but popular pop

[06:18] culture weapon often shorthanded as rods

[06:21] from God. As they are performing the

[06:23] finishing checks on this decidedly

[06:25] military super weapon, the station is

[06:27] attacked and hijacked by Fed forces who

[06:29] gain entry by posing as an American

[06:31] supply shuttle. The Fed successfully

[06:34] target and bomb a large swath of

[06:35] Southern California, Texas, and Florida

[06:38] before the temporary prologue

[06:39] protagonist or prologist destabilizes

[06:43] its orbit and burns up in the

[06:44] atmosphere. That that sounds

[06:46] grammatically incorrect. So ju just to

[06:48] be clear, both the prologonist and Odin

[06:52] burn up in the atmosphere. Parallel to

[06:54] this, Elias Walker tells his sons the

[06:56] origin story of a fabled special ops

[06:58] team called the Ghosts.

[07:01] >> It was a different time, a different

[07:03] enemy.

[07:05] 60 men from tier 1 teams were sent to

[07:08] face down a force of 500 enemy fighters.

[07:11] Their objective to force the enemy back

[07:13] from a civilian hospital and keep its

[07:16] occupants alive.

[07:18] In this other backstory, in another

[07:20] time, another war, 60 men from a joint

[07:23] special ops team were tasked with

[07:24] guarding a hospital and they get

[07:26] obliterated over the course of a couple

[07:28] nights. 60 become 15 and eventually

[07:30] these remaining 15, they evacuate the

[07:33] hospital and send one of their own as an

[07:35] escort. Then the remaining 14 cover

[07:37] themselves in blood and sand and hide

[07:39] under the bodies to ambush the enemy

[07:41] fighters. The pros in this story is

[07:43] fluid, reverential, bordering on

[07:46] spiritual ecstasy. They are baptized

[07:49] with blood and anointed by the sand,

[07:52] then massacre the opposition with

[07:53] hit-and-run tactics that are so sick and

[07:56] badass that the one remaining enemy

[07:58] fighter goes crazy. He expressed

[08:01] warnings to others of a force so

[08:02] menacing and unbeatable, it could only

[08:05] be described as supernatural.

[08:07] He called them ghosts.

[08:13] God damn it. It's even got the ellipsus

[08:15] right there in the subtitles. I feel I

[08:18] feel like I feel like this is what

[08:21] folding ideas sounds like to people who

[08:24] don't like folding ideas. This literal

[08:26] campfire story is then interrupted by

[08:28] the rods from God falling on San Diego

[08:30] as the Fed uses Odin to obliterate

[08:33] basically everything south of Santa

[08:35] Monica. The body of the game takes place

[08:37] 10 years later, long after the war with

[08:39] the Fed has come to a stalemate. It's

[08:41] not really relevant to anything, and you

[08:43] need to dig into the codeex entries to

[08:45] sort it out, but basically the US

[08:46] military doesn't have branches anymore.

[08:48] It's all just one big blob, which is

[08:50] really just the underlying justification

[08:52] for the main characters, Logan and Hesh,

[08:54] to run around doing whatever the

[08:56] designers thought was cool. After a

[08:58] tutorial mission and some walk and talk,

[09:00] the boys are sent out to scout some fed

[09:02] salvage operation back in San Diego.

[09:04] their first big mission beyond the

[09:06] massive border wall the US has built.

[09:09] They are assisted on their missions by

[09:10] the game spectacle feature Riley, a

[09:13] trained German Shepherd and his doggy

[09:15] cam sneak attack.

[09:20] Despite the lengthy geopolitical setup

[09:22] and hell dump of backstory, the game's

[09:24] lore is extremely front-loaded and the

[09:27] meat of the game revolves around a man

[09:28] named Ror, a ghost and dad's former

[09:31] commanding officer. Oh, spoiler. Dad's a

[09:33] ghost. like that's why he knows all

[09:36] their backstory and stuff, but not like

[09:38] a cool ghost. He's just he's a he's an

[09:40] assassin

[09:42] special ops badass. I It's It's treated

[09:46] as a twist. It's You're supposed to find

[09:48] You're supposed to You're It's It's

[09:50] treated as a twist. They play it like

[09:52] it's a real twist that you didn't that

[09:55] you didn't see coming.

[09:58] >> 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.

⚡ Saved you time reading this? Transcribe any YouTube video for free — no signup needed.