COD: Modern Warfare 2

Welcome back to my ongoing series of video game reviews! Today, picking up from where I left off last time, is Call of Duty: Modern Warfare 2. Having just completed the entire series, I felt it was time to pay tribute to this series and tackle all that was right and wrong with it.

With COD: Modern Warfare, Infinity Ward essentially established a new standard of online gaming and first person shooters. Combining the best in AI’s, graphics, and gaming platforms, this game also had the honor of being the most high-profile “modern” first-person shooter of all time.

Prior to this, all the big name FPSs were either set in WWII or in the future, being either based in historical recreations or science fiction. Hence what was so interesting about this game, it incorporated up-to-date weaponry, tactics, and a storyline that boasted a great deal of socio-political speculation.

And much like the last one, it had its high and low points, which I shall get into now…

Plot Summary:
modern-warfare-russThe game picks up 5 years after the event of the first game (roughly 2016). According to General Shepherd, one the game’s pivotal characters, Russia has fallen to the ultra-nationalists and Imran Zakhaev is now considered a national hero, despite the fact that he very nearly unleashed WWIII on the populace. Meanwhile, a terrorist by the name of Makarov continues to fight Zakhaev’s fight, hoping to trigger another major conflict which will make his nation to force to be reckoned with once more.

The game opens with a Ranger Battalion in Afghanistan, where you are part of an attack (led by General Shepherd) into a contested town controlled by insurgents. After fighting your way across a destroyed bridge, you are required to fight your way to the center of town and clear a school which the insurgents are using as their forwards base. Upon completion, Shepherd alerts your character (PFC Allen) that you are being transferred to the CIA to do an undercover mission.

MW2_afghanistanNote: As I’m sure I’ve mentioned at least twice before, this entire mission was inspired by Generation Kill, specifically the footage of the 1st Recon’s assault on Nasariya and their passage through the town of Muwafaqiyah where Fedayeen were using a school as a fire base.

At the same time, Capt. John “Soap” McTavish has been promoted and is now the leader of the new international anti-terrorism squad known as Task Force 141. No mention is given as to the whereabouts of Captain Price, and given what happened in the last game, it appears as though he might be dead.

MW2_siberiaYour character for this portion of the campaign is Garry “Roach” Sanderon, another FNG with a delightfully absurd call sign. While the Marines are in Afghanistan, you and Captain Price are busy breaking into a Russian airbase in Siberia hoping to obtain the Attack Characterization System (ACS) module from a downed American satellite. After retrieving it, you and McTavish are forced to beat a hasty retreat using snowmobiles.

What follows next is the part of the game that warrants the big advisory at the beginning and which gamers have the option of skipping if they so choose. This inolves part of Allen’s “undercover assignment” where he witnesses first-hand Makarov’s monstrosity as he leads an assault on Moscow’s International Airport, where he and his thugs murder countless civilians with US-made guns.

When that’s over, Makarov shoots Allen (aka. you) and leaves him there for dead, knowing that the thousands of spent shell casings and the body of an American will make it look like the US perpetrated the attack. My advice: skip this mission! It’s gratuitous and frankly creepy. For the life of my I can’t imagine who thought putting this borderline psycho shit in would be entertaining or fun.

Immediately afterwards, Task Force 141 is dispatched to Rio de Janeiro to hunt down the weapons dealer who supplied Makarov. This takes you and your team through the “favella”, Rio’s most notoriously violent neighborhoods, where you are shot at by the local “militia”. Once you have your man, he indicates that he doesn’t know where Makarov is, but that there is one man he hates and fears more than anyone, and who just happens to be languishing in a gulag on the Kamchatka peninsula.

Meanwhile, back in the US, Russian forces get the drop on the Northeastern Seaboard. Having cracked the ACS, they are able to pass into US airspace without Norad noticing, and begin landing paratroopers and armored forces in Virginia, New York, and Washington DC. The second major thread in the game now opens, where you play as Pvt. James Ramirez, an Army Ranger in West Virginia who’s unit is deployed to a suburb to thwart a Russian attack and protect a HVI (high-value individual) who’s chopper was shot down.

After fighting off several waves, your unit is redeployed to Arcadia where you are tasked with retrieving another HVI who turns out to have been killed by Russian special forces. With assaults happening all along the Seaboard, the Russians are getting the upper hand on US forces by capturing key personnel, locations and intelligence.

MW2_gulagOver in Kamchatka, you and Task Force 141 assault the gulag and fight your way through defenders and Soviet-era electrical systems to find prisoner 141, the man who Makarov apparently wants dead. When you arrive at his cell, it turns out to be Captain Price, who is alive after all. He and McTavish have a brief reunion which is cut short as the Navy begins bombarding the gulag early to cover your escape.

Back in the US, you and your Ranger unit are redeployed to Washington DC which has become a smoking ruin. Your mission is to fight your way through the federal buildings on Capitol Hill and retake them from the attacking Russians. The fight takes you from the trenches, through the White House, and finally into the air. After your chopper is shot down, you find yourself cornered and about to be overrun…At the same time, Price makes contact with General Shepherd and proposes a bold plan. With Price alongside, you and Task Force 141 assault a Russian sub base not far from the gulag and seize control of a Russian missile sub. Though the plan is not altogether clear, you and McTavish manage to provide cover for Price long enough for him to get aboard the Russian sub, where he promptly unleashes a nuke bound for Washington DC! The nuke flies into orbit above the city, where it is detonated, taking out the ISS and unleashing a massive EMP.

Inside the city, the EMP knocks every piece of electronic equipment in the area, crippling the Russian assault. You and your unit, which had been cornered seconds before, now must run and find cover as countless jets and choppers come crashing down around you.

Once you resupply, you are tasked with advancing on Whiskey Hotel (aka. WH, for White House) and retake it in one last, desperate assault. Once this is done, you are notified by radio that the USAF is conducting “Hammer Down”, an emergency air assault that will level all capitol buildings that are still in enemy hands. You are then forced to run to the roof and pop green smoke to indicate that the White House is in friendly hands.

MW2_estate2With Washington DC saved, Shepherd is hailed a hero for his foresight in predicting that a war was coming. He is given a “blank check” and declares that he is going to use every cent reigning Makarov in. With this in mind, Task Force 141 splits into two forces, with Price and McTavish checking an aircraft boneyard in Afghanistan while you and the rest are deployed to a safehouse in Kazakhstan.

After taking down the house and downloading Makarov’s computer files, you are intercepted by an air rescue, where General Shepherd himself comes out and shoots you! He then shoots Ghost and his men dispatch the rest of your squad, leaving your burning remains in a ditch as he takes the files and flies off.

MW2_safehouseOver in Afghanistan, Price and McTavish get the words that Shepherd has killed the others and realize he’s been playing them all along. With Makarov’s information now in his hands, he’s effectively cleaning house and making sure he doesn’t get caught so the war can proceed.

At the same time, Shepherd’s forces are descending on the boneyard, looking to kill you and Makarov at the same time. After fighting your way the edge, you are rescued by an old friend – McTavish’s Russian contact Nikolai. Price is also able to contact Makarov and obtain the location of Price’s base in Afghanistan.

As McTavish, you and Price now assault Shepherd’s base and take down its defenders. After a lengthy chase, you manage to corner Shepherd and fight it out; unfortunately he gets a hold of your knife and stabs you in the stomach with it. Producing his gun, he explains his motivations.

MW2_shepherd_baseApparently, he was in command of the Marine assault force that was supposed to take down Al-Asad and lost 30,000 men when Zakhaev’s forces detonated the nuke. His bitterness inspired him to start a war in the hopes of shocking America out of its complacency, which he feels he’s now done. As he puts it, “tomorrow there will be no shortage of volunteers, no shortage of patriots.”

Before he can shoot you though, Price tackles Shepherd and the two begin to fight it out. Shepherd eventually gets the upper hand on Price, and you are forced to pull the knife out of your chest and toss into Shepherd’s face, killing him instantly. Nikolai then shows up with a chopper, in defiance of Price’s order that this be a “one way trip”, and he and Price begin to carry you (McTavish) aboard. The game ends with Nikolai warning you that everyone is now out to get you, but that he knows a safe place to put down and get medical help.

Summary:
I don’t imagine I need to say that this installment in the series has some kick-ass gameplay, but screw it, I still want to! It has kick-ass gameplay! In fact, when it comes to shear badassery, this game has got the first one beat. In addition to more and better guns for yourself, there are also some very cool added features. These include more claymores and the use of Stinger Missiles, but also Sentry guns, laser guided heavy weapons fire from armored vehicles, and even Predator drone strikes. This last aspect is especially cool, as you get to do overwatch on a target and then fire Hellfire missiles at targets.

In terms of the weapons you have access to, there are the usual M4’s, SAWs and M16’s that are standard US Army issue, but also SCARs, sniper rifles with thermal sights, FAMAS’, USAS-12 shotguns, and Steyr AUG’s. But in addition, the Russians also boast some new and impressive gear which you can use too. Of these, my favorites are the Tavor assault rifle and the Striker shotgun. There’s nothing like automatic shotgun fire to make you feel like a bad ass mutha!

And of course, all these features extend into the multiplayer realm which is even bigger, badder, and more detailed than the last. But even if you’re not feeling the mulitplayer community, there is the new Special Ops feature where you get the best of both world, the ability to conduct missions and earn points, but still as a single player. And I can attest that most of these missions, though some are hard as hell, are also fun as hell. And in many ways, they preview things which comes up in the third installments (such as Juggernauts).

As for the downsides… Well, in that respect, this game was much like the first. The storyline seems a bit unrealistic, and is kind of confusing in terms of who’s doing what and for whom. For instance, you’ve got Makarov who represents a continuation of Zakhaev’s agenda, but seems to be operating outside the realm of normal politics. Didn’t they say that the Ultra-nationalists took power? Why then is this man killing his own people? Isn’t that what you do when your kind is NOT in power? Or is he really that desperate for a nuclear war to take place?

And second, Shepherd’s motivations seem a bit flaccid. I get that he’s pissed about the loss of so many Marines int he first game, though they seem to have padded the body count because by my reckoning, most of the Marines got out. They had plenty of warning, but your own chopper turns back to rescue a downed pilot, hence why you die. Still, even if the body count is 30 or 30,000, risking total war with Russia seems like a bad way to stoke the fires of patriotism. As anybody is well aware, Cold War or not, any large-scale confrontation between the US and Russia would still involve their nuclear arsenals, and nobody would be walking away from that fight in one piece!

And another thing, so was he working with Makarov all along or just taking advantage of the man’s actions? This is never made clear. On the one hand, it was Shepherd who assigned Allen to infiltrate their group, so Shepherd DID give them the American body that they left behind to implicate the US. But at the same time, he is openly trying to track the guy down and have him killed, but quietly so the world won’t know the entire war is based on a lie. So what is it then? A collaboration between enemies, or two equally malevolent forces that just had happened to collide?

I for one would prefer the latter interpretation because it would be a fitting commentary on the “War on Terror”. In fact, throughout the game you have quotes from Donald Rumsfeld and Dick Cheney, the ones which are notorious for being stupid or questionable, which flash across the screen when you die. In that war, we saw a neo-conservative agenda colliding with a Salafist agenda, where two mortal enemies were effectively feeding off each other to the point that some openly suggested collusion. Of course there was no real evidence to suggest such a thing, but it was interesting to note just how much George W and Osama Bin Laden benefited from each others presence.

Ah, but the biggest bone of contention with this game comes in the form of its controversy. In fact, this is such a big subtopic that it deserves its own heading…

Controversy:
For obvious reasons, the shoot-up scene involving the Moscow International Airport caused quite a stir in the gaming and consumer community. Why, many asked, was it necessary to include a scene where the player is forced to take part in what can only be described as Columbine-like behavior? I for one could not believe my eyes the first time I played this game and didn’t realize I could skip the whole thing. Who, I wondered, would actually want to play this mission? Was it really such a good idea to include it all, even if the option was there to skip it? Why not say that it happened between missions?

And would it be at all farfetched to think that some psycho person, who just happened to play the mission, might get the idea to shoot up a crowded public space? The scenes are far too visceral and real, which I found disturbing since the game makers would have had to do their homework on something like this, taking into account how crowded areas are death traps once armed men begin firing automatic weapons, how panicked crowds tend to bunch up, and how they become especially vulnerable when they all run into a bottleneck and become easy targets.

See what I mean? It’s disturbing! It’s the kind of sick freak stuff that made me seriously question the sanity of the game makers and the nature of the game itself. Some will naturally argue that it’s just a game and therefore harmless, bad taste notwithstanding. But I’d say that given the numerous mass shootings that have taken place, not just recently, but all over the US in the past decade, that this was in horrible taste and just plain risky!

Others also questioned the mentality of showing Washington DC burning, with its many monuments shown scorched and even the White House itself burning and full of holes. Personally, I didn’t see the big deal here. I mean, if we’re going to penalize this game for displaying this kind of disaster porn that we’ll have to round up Rupert Emmerich and every other movie producer who’s ever destroyed landmarks in their films. There’s a reason people like this stuff, and it’s not because they secretly fantasize about seeing them destroyed.

If anything, it lends some urgency and a sense of emotional involvement to the story by showing them how things they know and love, or at the very least are familiar with, are being overrun and must be saved. Now that’s just me and I could be wrong, but I found this aspect of the game very cool! How many games allow you to fight in realistically-rendered environments of actual places? This was something that they intensified with the third one and I appreciated it there as well!

So that’s Modern Warfare 2, in a nutshell. Great game-play, exciting and intense, but containing some questionable content. It was a good thing that they stayed away from that for the third game, at least for the most part. Granted there was plenty of violence and they still had to issue the content warning for anyone playing it for the first time, but at least there weren’t any mass shootings where you’re the bad guy and are supposed to be taking part in it! Seriously, Infinity Ward, what were you thinking? Bad software developer!

Generation Kill

Hey all. Today I’m stepping outside the box to cover a review in honor of a friend of mine. Master Seaman Chris Jenkins, who recently moved across the country and won’t be in our neck of the woods for the next three years. Ah, that’s going to be rough. Luckily, there’s still this thing known as the internet and the communications it allows for.

And like I earlier, I still owe him this review and I hope it finds him in good spirits when he gets to the other side of the country. And since I loved this series myself, I’m willing to step outside the confines of sci-fi to honor it. It was downright awesome, and historically relevant. So here goes…

Background:
For those who don’t know, Generation Kill was an HBO miniseries adapted from the book of the same name. Said book was the result of reporter Evan Wright’s own experiences as an embedded reporter with the 1st Marine Reconnaissance Battalion during the 2003 Invasion of Iraq. In the course of his time with them, he had a first hand view of the invasion and all the problems that resulted.

And therein lies the real value of this miniseries. Whereas many people who witnessed the invasion, particularly in the US, seemed to think that the initial phase of the war was a success, that problems didn’t arise until after the occupation began, this series and the book that inspired it shows that the problems that would come to consume Iraq were there from day one. These included lawlessness, incompetence on behalf of the civilian planners, civilian deaths, insurgency, and the glaring gap between the reality of the situation on the ground and how it was being portrayed by politicians and media.

Plot Synopsis:
The story, which begins with the invasion and culminates in the arrival and settlement of 1st Recon around Baghdad, is told through seven episodes. Each one catalogs a different phase in the war effort, showing events from multiple points of view of those who fought with Bravo Company, the Company which led the way during the invasion.

Episode 1: “Get Some”
The episode opens with the 1st Recon Battalion, Bravo Company, conducting training drills inside Kuwait outside of Camp Mathilda. The embedded reporter from Rolling Stone magazine, Evan Wright (Lee Tergesen), arrives at camp and is given to 2nd Platoon where he receives a frosty welcome. Considering him a member of the “left-wing liberal media” they don’t have much love for him, until they learn he used to write for Hustler magazine!

He quickly makes the acquaintance of the men of Bravo company whom he will be riding with in the lead Humvee. This includes Sgt. Brad “Iceman” Colbert (Alexander Skarsgard, Erik on True Blood), Cpl. Josh Ray Person (James Ransone), and relative FNG Lance Cpl. Harold James Trombley (Billy Lush). Throughout the first episode, we also get to meet many other “characters” of interest.

These includes Lt. Col. Stephen Ferrando (Chance Kelly), who was given the nickname ‘Godfather’ because throat surgery has left him with a harsh, whispery voice. Then there’s Lt. Nathaniel Fick (Stark Sands), the levelheaded commander of 2nd Platoon; Cpt. Craig ‘Encino Man’ Schwetje (Brian Patrick Wade), the well-meaning but incompetent commander of Bravo Company; Dave ‘Captain America’ McGraw (Eric Nenninger), the edgy and unstable commander of 3rd platoon; and Sgt. Rodolfo ‘Rudy’ Reyes, aka. “Fruity-Rudy” (played by himself), the metrosexual Marine who acts as the glue of Bravo Company.

Significance: This episode familiarizes the viewer with several realities that Marines in the 1st Recon had to deal with. The first and most obvious is shortages, which the Marines are constantly told to make do with. The second is the fact that much of Bravo Company’s own officers are inept, enforcing pointless rules instead of focusing on troop morale or making sure they have the right kinds of equipment.

Episode 2: “The Cradle of Civilization”
The invasion is now underway and 1st Recon is sent to An Nasiriyah where the invasion has stalled. Bravo Company begins to lead the way through the town and is given orders to fire on anyone they deem a threat. They encounter minimal gunfire until Cpt. McGraw, using a captured AK, opens fire on civilian cars for no apparent reason. They continue to press forward north into Mesopotamia, “The Cradle of Civilization”.

After taking a wrong turn, Bravo company rushes onward to reach to its next objective outside the town of Al Gharraf by nightfall. In the dark, Bravo company comes under fire by a group of armed Iraqis and takes them down without difficulty. They score their first kills and survive their baptism by fire, and Bravo company celebrates before moving on.

Significance: This episode is the first time that 1st Recon experiences combat and the first time that Cpt. McGraw commits a stupid act in the line of duty. His confiscating of an AK and firing randomly is a constant source of irritation as time goes on, but nothing is ever done about it. In addition, this episode, specifically the layout of the town, the bridge and the operation into the town, was the inspiration for COD: Modern Warfare 2, much like how scenes from Enemy at the Gates inspired Call of Duty 1 and 2 and COD: World at War.

Episode 3: “Screwby”
After surviving their first engagement, Bravo presses forward. When they reach a roadside hamlet, the company look on in disbelief as a regimental combat team arrives and obliterates the hamlet and its inhabitants, none of whom appeared to be armed. Shortly thereafter, Bravo heads north to the town of Ar Rifa, where Captain Schwetje orders a “danger close” artillery barrage on the settlement. Lt. Fick intervenes to try to prevent the unwarranted barrage, but to no avail. Once again, civilians are killed due to incompetence of senior officers.

Eager once more to press ahead, “Godfather” orders 1st Recon to push ahead another 40 km and capture an airstrip being controlled by Iraqi Republican Guard unit that is apparently equipped with tanks. Once again, Cpt. MgCraw begins to undermine morale by making all kinds of panicky statements, namely that they are going to die if they go up against the tanks. Also, in order to reach the airfield, they are forced to leave behind their supply trucks behind.

Once again, Bravo Company is given permission to open fire on anything that moves. In the lead Humvee, Cpl. Tromblay opens fire on people running along the roadside and severely injures a small boy. The Company secures the airfield, which appears to be abandoned, and then insists that command medevac the boy to a nearby base. Command is hesitant, but eventually agrees, and both Sgt. Colbert and Cpl. Tromblay are to told to expect consequences for the incident.

Significance: In this episode, we get a solid glimpse of how civilian deaths in Iraq are being swept under the rug and written off as justifiable. The soldiers are beginning to feel the weight of this and cracks begin to show in their morale and resolve. After both engagements, in the hamlet and Ar Rifa, they tell each other to put it out of their minds and move on, knowing that there isn’t much they can do about it.

Episode 4: “Combat Jack”
1st Recon reaches the airfield and encounters minimal resistance, the Republican Guard unit having already evacuated and left their tanks behind. This puts 1st Recon ahead of the rest of the American invasion, which is seen as something favorable to command. However, they soon learn that by leaving their supply trucks behind, that Iraqis have captured and looted them. Amongst the supplies was most of Bravo Company’s rations and an American flag, which means they are now down to one meal a day.

Alpha Company is then tasked with a different mission: to recover the body of a captured Marine who was murdered in Ah Shatra. The mission takes a turn when when CIA agents show up and declare that a special army of Iraqi Freedom Fighters will take the town for the sake of their propaganda campaign. However, the army deserts the next day after an artillery barrage fails to clear the town of the enemy. Meanwhile, Bravo company continues clearing hamlets along the northern route and sets up a roadblock outside of Al Hayy. The rules of engagement here are unclear, and Bravo ends up destroying a large truck and killing all passengers, uncertain if it even posed a threat.

Significance: Three major developments happen in this episode, all of which demonstrate a considerable amount about the unfolding war. First, it becomes clear to the Marines that their officers are making all the wrong calls, but as long as they continue to be successful, command will keep making them. The operation outside of Al Hayy shows just how important propaganda efforts are to the war effort, namely maintaining the illusion that the Iraqis welcome the invasion as liberation. And last, we get a first glimpse of how the Marines will have problems acting as police in the streets, mainly because they are not trained for the role.

Episode 5: “A Burning Dog”
1st Recon finally gets some solid intel from the locals, which says that there is an ambush waiting for them up ahead. The ambush is attacked by some LAV’s, and Bravo is ordered to cross the bridge at night. However, they hit a snag along the way and the convoy gets stuck, just as a group of fresh ambushees show up to attack them. Schwetje once again shows his incompetence by being unable to resolve the situation, and Cpt. McGraw once again panics and begins screaming over the open radio. Things are only resolved when Rudy intervenes and inspires Cpt Schwetje to think outside the box.

By morning, Bravo company learns that they are not soldiers, but militiamen, many of whom came from Syria and farther abroad. On passports recovered from the bodies, it says that their reason for coming to Iraq was “Jihad”. Bravo continues north to Al Muwafaqiyah, where they are tasked with setting up another roadblock and with destroying the Republican Guard outpost, which, unfortunately, is in the town’s only school. Despite Colbert’s orders to hold their fire unless its absolutely necessary, Bravo has another incident at the road block and a small child is killed.

Significance: This episode is especially significant because it shows how the roots of the insurgency began long before the war ended. Whereas Captain Schwetje thinks this is proof of what Bush said about their being terrorists in Iraq, the others see from their passports that the “Jihadis” didn’t enter Iraq until the day after the US declared war. Already, the invasion is beginning to have consequences that no one seemed to plan for, particularly in how it is involving people from outside Iraq. What’s more, the mounting civilian deaths is forcing the Marines to question the war and what their role in it really is.

Episode 6: “Stay Frosty”
Outside of Al Kut, Cpt. McGraw nearly kills a prisoner with his bayonet after his Company defeats a small group of armed Iraqis. His men are becoming more disillusioned in his command, and Sgt. Eric Kocher (Owain Yeoman) of 3rd platoon learns that he is being held accountable for the incident. Afterward, McGraw’s men refuse to allow him to anywhere near prisoners, for fear that he will attempt to stab them again. In addition, 1st Recon learns that Godfather’s counterpart in the Regimental Combat Team is being relieved of command despite his success. Apparently, command is reigning people in due to problems with deaths and insubordination.

Problems also begin to arise between Captain Schwetje and Lt. Fick because of their earlier disagreements after he hearsof this. Schwetje’s NCO, Gunnery Sgt. Ray Griego (David Barrera), suggest to him that command is alluding to Fick’s own insubordination when they spoke of insubordination, and begins spreading rumors about Fick behind his back. While Fick is told not to question Schwetje orders again, Fick demands that Schwetje also reign in Greigo for his unprofessional and insubordinate behavior towards himself.

Shortly thereafter, 1st Recon is tasked with escorting Iraqi civilians fleeing from Baghdad down the highway, a mission which makes them feel humane amidst all the slaughter. Colbert is confronted by an Iraqi woman who speaks perfect English and challenges him on the nature of the war, which he appears to take to heart. Unfortunately, while attempting to peacefully force cars coming the opposite direction turn back, another Iraqi is killed, this time an old man.

Significance: The immediate value in this episode is in how it shows how the wrong people are being blamed for failures while those who continue to screw up remain in positions of authority. We also get to see how the war is being perceived by the Iraqis, which is put into words by the female student who challenges Colbert on the road from Baghdad. And last, the incident involving the old man shows once again how civilians are being killed because combat soldiers are being assigned police duties, again as the result of bad planning. And last, but not least, it is indicated that the troops are now within reach of Baghdad, which they hope will end the war and all the stupidity and craziness they have been forced to endure.

Episode 7: “Bomb in the Garden”
1st Recon finally reaches Baghdad and is treated to some rest and reprieve in an abandoned cigarette factory. However, the rest doesn’t last long as they are called upon to mount patrols into the city and deal with shortages, looting and sporadic sniper fire.

Having only one translator, they are limited in what they can do and realize the problems the residents are face are entirely beyond their abilities. This is complicated further by constantly changing orders, a lack of necessary supplies, unruly locals and cultural misunderstandings. The situation only gets worse and the city continues to descend into anarchy.

1st Recon is soon relocated to a soccer stadium away from the action. At their new digs, the tensions that have been simmering for weeks finally boil over during a friendly football game. Wright conducts his last interview with Godfather where he learns that McGraw is not going to be punished for two near-stabbings.

He then says goodbye to the men of 2nd Platoon being carried off by helicopter, an event which seems tearful after all they’ve seen together. One of the Marines begins to show the movie he’s put together from the footage he’s shot over the course of the war. While the men initially enjoy watching it, they slowly begin to lose interest and drift away, thanks to all the bad memories it evokes.

Significance: This episode is the most significant of all because of how it showcases the reality of life in Baghdad during and immediately after the war. Contrary to public perceptions, the chaos and violence were almost immediate, and it was abundantly clear that the military hierarchy had no idea what to do about it. this, above all else in the show, highlights the lack of planning on behalf of the Bush administration and the Pentagon before the war began. Faced with victory, the soldiers were completely unprepared for the situation they faced as soon as the shooting was over.

Of equal significance are the scenes at the soccer stadium, where everyone seems burnt out and angry despite the fact that the war is now over. No one is in the mood to celebrate; in fact, everyone seems itching for a fight for someone specific. During the pick-up game, Schwetje is punched in the face by one of his men, and Cpl. Person attacks Rudy for no apparent reason. During his final interview with Lt. Col. “Godfather” Ferrando, Wright learns that there will be no consequences for any of the officers who screwed up along the way, highlighting the lack of accountability that runs like a vein through the show.

And finally, the scene where the Marines watch the video – this is the only scene in the miniseries that is accompanied by background music. Not a word is said, and yet the mood and the point are conveyed so clearly. The war is done, they have won, and yet everyone feels terribly bitter and angry. All that we need to know about the Iraq War is said in this one scene, with the men who fought in it preferring not to see the replay because it reminds them of everything they want to forget.

Summary:
As if it wasn’t clear already, I LOVED THIS MINISERIES! The tone, the pacing, the subtle way things are conveyed, the gritty and realistic nature of it all. It captured the essence of war, and was so much better because you watch it knowing that it all happened. Some might say that since it is being told from one man’s point of view, it would reflect his own particular biases and perspective. However, the series is shot from multiple points of view and reflects the very in-depth interview process which Wright conducted before releasing the book.

This comes through immediately in the show, where Wright appears to be little more than a background figure until the very last few minutes of the last episodes. And even then, the focus shifts back to the troops, where it always was during the course of the series. This diversity of perspectives gives the show a very broad and varied feel and let’s the viewer become acquainted with all that is going on, which is essential given the nature of the show.

Even people who don’t like war movies will find something to enjoy here. It is historic, it is personal, it is human and it is real. The characters are very rich, and the series has absolutely no shortage of keen dialogue. Cpl. Josh Ray Person has to be the funniest man in the series, and the antics of the men in the first Humvee, where Wright was embedded, were priceless. Several discussions which still stick out in my mind include when the grunts learn that Wright once worked for Hustler, the many times “Iceman” Colbert calls Person a “Whiskey Tango” (phonetic alphabet for White Trash), and the discussion concerning the nature of “November Juliet” (you’ll have to watch the series to learn the meaning of that one!)

Above all, what makes this story so effective is that it is a first-hand account of the events that took place in 2003, told by a member of the same media that helped to sell the war to the American public. Defying the conventional view that the war was an act of liberation that was embraced by the Iraqis, and only went bad long after major combat operations ended, the series shows that this was an operation doomed from the get-go. All the problems that would later come to haunt the “rebuilding phase” – basic shortages, cultural misunderstandings, insurgents, civilian deaths, failure to plan, shifting orders, and negligence in dealing with rioters and insurgents – were all there from day one.

For many years after the invasion, the American people were left in constant state of confusion and controversy as an intransigent administration and hand-picked military spokespeople tried to spin the situation, refused to accept responsibility for the failures, and insisted the situation was salvageable. It was only with time that they came to realize that the truth was always there, happening on the front lines, and that it was kept from them for political reasons. The situation had not changed, only their perception of it.

Well, that’s all I got to say about Generation Kill. I hope you enjoyed reading this review as much as I enjoyed watching the miniseries. And if you’re reading this Chris, I hope you especially enjoyed reading it. It got a little wordy there, I know. I’m known for that but this time, I really tried to keep it to 50, 000 words or less 😉