I have not been posting nearly enough this year and I want to steer
back from that. To that end
I have found a 30-day blog challenge and will be writing out entries, hopefully
I can get all thirty days without any breaks, and if I manage to do that (since
August has 31 days) I will think of an additional entry to write about. I have done a 30-day
challenge before, it for movies, but that was a
while back, feel free to read those too if you like.
Today is
day 12 and the topic is “Most Epic Video Game Scene”.
I suppose
epic is a relative term, and in a medium that can deliver everything from
playing cat and mouse with a serial killer to having a fleet of starships
coming in like the cavalry to save the day there are a lot of different
emotions that could qualify as epic. I
decided to go with the missions that finally made me really like a game that I
had been very iffy on (story wise) till that point. The game is “Call of Duty 4: Modern Warfare”. And the chapters are “Shock and Awe” and “Aftermath”.
“Outlaw be
advised,” came the voice over the radio.
“We have a situation here, Over.”
The United States is engaged in a city wide fire fight as marines are
shuttled from position to position relieving advance teams and removing ground
forces, you have just retrieved one such advance team when the radio call comes
in, Seal Team 6 has located a nuclear device and removal of all forces to the
east of the city is signaled. While
pulling out, Cobra Pilot takes damage to the tail blades and crashes, and your
team requests to go in to rescue the pilot as small arms fire coming from the
cockpit is visible.
“Be
advised,” said the voice on the radio. “You
will not be at a safe distance in the event that nuke goes off. Do you understand?”
“Roger that,”
replies Outlaw. “We know what we are
getting into.”
What
commences is a big damn hero moment, with a clock ticking down, enemies on all
sides, the player runs into the thick of things, pulls free the downed pilot
carries them back to the chopper, and we all take off. Rescue mission successful.
Then it all
turns to shit, as you begin to pull back to a safe range, the radio warning
calls out a nuclear threat, and before they can even repeat the warning a
mushroom cloud fills the sky, knocking your copter out of the air. Thousands of marines dead, likely civilian
casualties in the hundreds of thousands if not millions.
Unfortunately, this set a precedence of doing more and more over the top controversy in the series. |
A chapter
break occurs and when we come back we crawl out of the chopper ruins and only
have time to look over the wasteland before our character succumbs to the
radiation and drops dead. This happens
at the end of the first 3rd of the game, in a series of games that I
think has 7 entries at this point.
Somehow the end of the game puts on more tension and it is pretty
awesome.
There is an old quote by Alfred Hitchcock about the nature of suspense in film one that I
feel applies in this instance in a very literal sense.
“We are now having a very innocent
little chat. Let's suppose that there is a bomb underneath this table between
us. Nothing happens, and then all of a sudden, "Boom!" There is an
explosion. The public is surprised, but prior to this surprise, it has seen an
absolutely ordinary scene, of no special consequence. Now, let us take a
suspense situation. The bomb is underneath the table and the public knows it,
probably because they have seen the anarchist place it there. The public is
aware the bomb is going to explode at one o'clock and there is a clock in the
decor. The public can see that it is a quarter to one. In these conditions, the
same innocuous conversation becomes fascinating because the public is
participating in the scene. The audience is longing to warn the characters on
the screen: "You shouldn't be talking about such trivial matters. There is
a bomb beneath you and it is about to explode!"
“In the first case we have given
the public fifteen seconds of surprise at the moment of the explosion. In the
second we have provided them with fifteen minutes of suspense. The conclusion
is that whenever possible the public must be informed. Except when the surprise
is a twist, that is, when the unexpected ending is, in itself, the highlight of
the story.”
Isn't this the look of a man who would fit right into a conversation about "Call of Duty"? |
These
missions have a literal bomb that could go off at any time with the action
happening in that context. This makes
every second more tense and every step feels longer. The most important part is the explosion itself
(I can hear you saying “duh” thru the internet, don’t “duh” me). The explosion is significant not only as set piece
in the story and the means by which the game kills your character, but because
it shows that this game is not afraid of this kind of death and destruction.
Later on in the narrative, shocking
moments and real danger will happen, and when it is time for the protagonists
to take action, they could thwart the deaths of countless people (Hint: you do,
and it is great).
Share your
own thoughts on this in the comments. I
know I am not the only person out there who cares about video games, and I am
sure many people disagree with me.
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