Modern Horror in Modern Warfare
I’m trying to have my review of Motorstorm: Arctic Front ready by Friday, but it isn’t easy pulling myself away from Modern Warfare 2. I tried to have it ready the day before the game’s launch, but the excitement proved too distracting.
I bought the game on launch, naturally. Just the basic vanilla edition for poor old me, and they sure made the package inadequate; I can’t remember the last time I bought a game with a manual so small.
But who cares, really? There is hardly a gamer on the planet who wouldn’t purchase this highly, highly anticipated sequel. Well, except for Wii owners.
In case you’re wondering, I’m not reviewing the game. The purchase was a personal gift from me to myself, and you don’t need me to tell you that it lives up to the hype, and then some. Incidentally, you didn’t need me to tell you that Uncharted 2 was awesome, but I digest.
I’m using this post to talk about one specific aspect of MP2, namely the level titled “No Russian”. You might have heard from the usual (and bitching) sources about a controversial moment that takes place in the game. You’re even warned upon starting up about the impending moment of terrorism, and are even given the option to skip it without missing any achievements.
You’d be missing out on a crucial setup to the game’s heavy-hitting story, though. Having played through it, I wanted to share my thoughts about this one level, as it’s been a while that something in a videogame got me to thinking so profoundly.
I’ll spell it out in big letters for those of you skimming through:
WARNING: SPOILERS FOR MODERN WARFARE 2 LEVEL “NO RUSSIAN”. READ AT YOUR OWN RISK.

The original Modern Warfare was no stranger to controversy and shock value. In the game’s second level, you are thrust into the POV of a usurped middle eastern president who is being driven to his public execution. The entire sequence was quite brutal, giving you a front row seat to a first person bullet to the brain, delivering a level of virtual reality few other games have the stones to carry out. And I loved Infinity Ward for it.
It wasn’t much of a surprise to learn that MW2 would feature a similar moment meant to convey the required emotions for dealing against a violent terrorist. In the sequel, the event doesn’t occur until the third level (or fourth if you count the tutorial prologue); before the level starts, you’re given the explanation that you’re in the POV of a CIA agent posing as a Russian terrorist, who has been placed to earn the trust of the established villain Makarov, while secretly gathering intel on Makarov’s true objective (as if his public reports about “more bombings” and “death to America” weren’t obvious enough).
It didn’t take much to know where they were going with this, and I was already on the edge of my seat once the level booted up. Taking place inside a Russsian airport, Makarov and his men casually stroll inside while decked out in full killing gear, and without any demands or primary announcements, they begin to open fire on all the unaware civilians. And you, the “hero”, are privy to this horrific act…and are given the option to partake in the event.
I haven’t yet seen what, if anything, occurs if you choose not to open fire on the civilians. It could be that there’s no penalty for playing the pacifist in this scene, and Infinity Ward merely wanted to give players the option to engage in the murder spree while coming up with their own moral choices; maybe some players begrudgingly open fire, giving in to their virtual orders that they must give up “a piece of themselves” in order to “save many”; maybe some trigger happy GTA fans happily engage in the violence, repressing their inner desires to commit such atrocities in real life (God hoping). Me? I took the actor role and directed my shots at nearby vending machines, exploding signs, and just mainly pretended to be shooting at the panic-stricken public without actually hitting any of them. I did a 2nd run where I did freely shoot up the airport, and came out feeling worse than I did the first time.
Make no mistake, the game revels in the shocking violence occurring, but it doesn’t glorify it; the haunting music, the terrified screams, and the half-speed pacing indicates that this is an evil event that you’re witnessing, regardless of whether you take part in it or not. As a game, I was hoping my actions to not take innocent lives would result in an achievement or such, but again, they probably wanted players to come up with their own moral decisions. Sadly, once the massacre ends, you’re forced to engage against armed security. If you want to finish the level, you’ll have to take these guys down, although they certainly put up more of a fight than the men and women who were slaughtered earlier. It’s pretty disillusioning to witness a horrific event and then immediately resume to playing the game as normal, although MW2 certainly isn’t the first title to pull that (FFVII’s famous 1st disc moment can attest to that. FYI, I lost that battle the first time, and had to witness the tragic scene twice in a row).
Much like the first game, this level ends with a bullet to the brain; Makarov wasn’t fooled by the American’s disguise, in fact his whole plan was based on putting the blame on the US for the attack. This revelation not only brings to light what an evil bastard Makarov is, it also sets up the stage for the worst fictional attack America has ever faced. Suffice to say, the controversial and grimly realistic moments of the game don’t end with this level. In fact, they all originate from it.
Naturally, lots of people are ready to step up and complain about this “player controlled terrorism” from the game, doing everything they can to defraud videogames. I can agree with them in this instance that it is a controversial moment, but like I said before, I love Infinity Ward for having the balls to do it. I felt personally distraught from witnessing the grimly realistic massacre, but I’m also glad that the game managed to secure an emotional impact from me. It only increases my motivation to play through and mow down the bastards responsible, and to ultimately enjoy one of the best games released this generation.
Retroactive Reviews: Uncharted 2, Tekken 6
As a reviewer, I don’t take perfect scores lightly.
It’s always a big debate when other publications give upcoming, overhyped games a perfect score. People have always criticized such decisions, saying that the magazines were paid off by the developers, as a means of giving their games the best kind of advertising it could receive. Or maybe the guys reviewing the game are just like the majority of gamers who have been suckered into the hype for a massively anticipated title, and feel that it’s a life privilege to finally get a chance to play the game.
As a freelancer, one of my earliest, personal vows was to not conform to such practices. When I review a game, I deliver the most honest opinions and criticisms I’m capable of mustering, even if it’s a game I was personally looking forward to. I also consider myself hard to please, which only strengthens my resolve to not toss out perfect scores like they were free candy.
I’m not shy about giving a game its due merits, however. By my count I’ve given at least three games the perfect pass, with this year’s Shadow Complex just one percent shy of missing the mark (a decision I still get some scrutiny over). I wanted to state though that just because I do give a game the highest score it can achieve (whether it’s a 5 out of 5, 10 out of 10, or 100% of 100%, depending on the site that assigned me the title), that does not make the game itself flawless.
Only a handful of titles remain truly “perfect” in my personal list (which incidentally features a Zelda title, but not a Mario one, and absolutely no RPGs), but besides those holy grails, every game has, in my opinion, room for improvement. That’s why technology improves and sequels are made. Unlike with movies, I never believe in “no more games from this series or genre”, because there’s always potential to take a great thing and make it even better.
So despite my iron will to judge it as harshly as I always judge my games, I gave a major, highly anticipated title like Uncharted 2 the perfect pass, even though I can point out a few critiques that make the game anything but “flawless”. But despite that, I don’t regret my decision one bit; the truly great games are the ones that play out its strengths in order to mask its minuscule weaknesses, and Uncharted 2 is indeed great. I don’t regret my score, and I don’t regret calling it the best game of the year, and an inspired look into the kind of games the PS3 can pump out when running on its maximum potential.
Well then again, Modern Warfare 2 is out next week, so maybe I’m speaking too soon about GOTY.
Happy Halloween: The 10 Essential Chasers
It’s my favorite time of the year. When Christmas gets too Sesame Street and Thanksgiving gets too dry (as in the turkey), Halloween has always been a steady month of kick-ass, from costumes to movies.
And let’s not forget the survival horror games; regardless of the season, I love playing survival horror, and my all-time favorite element that almost every game shares is the Chaser type of enemy.
For those unaware, Chasers refer to recurring enemies that appear at different, often random points of the game to stalk your controllable character, with the sole purpose of dismembering him or her should it manage to get close enough. Chasers are kind of like a boss that follows you throughout the game, except the majority of them can’t be killed, but merely stalled while you make your quick getaway.
Monstrous, unstoppable, and always one step behind you, Chasers have always left lasting impressions on gamers including myself, and in the spirit of Halloween, I’m sharing my 10 choices for the essential Chasers.
Get your supplies ready, and read on.
1. Nemesis (Resident Evil 3: Nemesis)

Starting things with my all-time favorite Chaser (in fact, that’s his official Japanese name), the Nemesis exemplifies everything that makes these gaming enemies so terrifying. A superhuman zombie that doesn’t follow any of the zombie rules, Nemesis runs like a marathon jogger (years before the 28 movies made the concept popular), isn’t bound by locked doors, takes nearly a quarter of ammunition to bring down (and he doesn’t stay down long), and even comes equipped with his own freaking rocket launcher.
No seriously, a zombie with a rocket launcher.
But what makes Nemesis really stand out to this day is the fact that his appearances are half-scripted, half-random. You could pass by an area where he’s prone to attack you, only to not have him show up at all. A few minutes later, relieved, you may get surprised as he drops down a five story roof as you make your way past the seemingly deserted city block. A truly frightening enemy no matter how good a player you think you are, Nemesis will always be the ultimate Chaser.
2. Pyramid Head (Silent Hill 2…and its sequels)

Of course you knew I’d add in this guy, right? More popular than Nemesis, but not as manic a Chaser, it’s impossible to forget Pyramid Head once you lay eyes on him for the first time. As if the mysterious, but ultimately frightening appearance wasn’t enough, your first ever encounter with the silent executioner has him doing….well, this.
Years later, there are people who still can’t believe what they just saw. I’ll certainly never forget my expletive reaction to first witnessing it.
Yet despite his shocking introduction, Pyramid Head is a much quieter Chaser than most, becoming more of a psychological monster, like a visual representation of madness and torment that stalks James as he grows closer and closer to the horrible truth about his wife, and himself. When PH does decide to compliment your inner pain with a healthy dose of outer pain, he’s relatively easy to evade, but during those scripted moments where he requires your undivided attention, you can be certain that there’s no escape.
3. Mr X (Resident Evil 2)

Resident Evil 2 was the first game I ever played that featured the “survival horror” moniker, a phrase invented by the series, even though the genre existed beforehand. Regardless, RE2 was my first “official” entry into the genre, and what a great introduction it was. As if playing through one zombie-ridden campaign wasn’t enough, the game had a second scenario to look forward to upon completion, adding new areas, encounters, and most importantly: Mr X.
The precursor to Nemesis, and in many ways his complete opposite, this trench-coat wearing Tyrant played it oldschool, silently waiting in the shadows, his massive steps being the only indicator that he was waiting for you. Considering his slow movements, Mr X should be theoretically easy to avoid; too bad he has a habit of facing you in tight hallways, using his massive size to keep you boxed in.
Mr X is also responsible for what is probably my biggest jump moment in gaming, shown here at 3:20.
You simply can’t top that. Glass windows were always prime indicators that monsters may be afoot, but solid walls? All bets were off by then.
4. Lisa Trevor (Resident Evil GC Remake)

Yet another creature from Resident Evil. Shouldn’t be surprising, since it was the series that popularized both the horror and Chaser genre.
But by all accounts, Lisa is the most terrifying and tragic of all the game monsters. Separated from her family at a young age, Lisa was subjected to horrific experiments for decades, producing no results due to a bizarre immune system, but also gradually growing more insane in the process. Eventually, all those dormant viruses took hold of her, mutating her into an undead creature so horrific, she hides her deformed face with the skin flap of her mother’s.
Even by Silent Hill standards, that is seriously messed up. Quite a surprise that it was a Resident Evil game that was responsible for this tragic terror, and it’s a bit tragic how the series degenerated (somewhat) into parody afterward. Personally, I hope for the day that Capcom returns the series to its grim (re)beginnings set forth by the Gamecube remakes.
5. Jason (Friday the 13th)

For this choice, I’m going oldschool (in more ways than one). Okay, so the Friday game on the NES hasn’t exactly aged well….actually, it wasn’t that good to begin with.
But what it did do well was the jump scares, possibly the first console game to incorporate them. Jason’s sudden appearances were completely random, and would almost always elicit a jump from players regardless of age. The most tense moments took place inside cabins, where players had to save a fellow camp counselor from Jason, who was confirmed to be lying in wait somewhere. You could spend half an hour searching all the corners of each wall until Jason’s hulking figure (and that dreadfully tense music) greeted you in the shadows. And all you’ve got is a rock.
6. Debilitas (Haunting Ground)

An under-appreciated PS2 game, Haunting Ground did a lot of things right, and also exclusively featured numerous Chasers who seek out the bouncy bouncy Fiona as she bounces her way around a massive mansion. The most recognizable Chaser in that game, though, was the first one; Looking like a cross between Quasimodo and that dude from The Goonies, Debilitas was an absent-minded, but also psychotic hulk of a hunchback who really wants Fiona for….well, let’s just say the Game Over screen opens up a lot of disturbing thoughts.
But what makes Debilitas unique is that he’s actually a sympathetic Chaser; his obsession with Fiona seems stemmed from loneliness along with dementia; during one cutscene, we briefly observe Fiona through his point of view.
What we originally saw as a frightened young girl is suddenly depicted as a smiling goddess in his eyes. It’s an unsettling look into a demented mind, but it’s also rather pitiable.
7. Dr Salvador (Resident Evil 4)

Yep, it’s another nomination from Resident Evil. And yep, the “chainsaw guy” does have a name. What exactly he is a doctor of is never explained, but that all becomes irrelevant once you hear the chainsaw motor and that horrible wail that soon follows. While it may be debatable to classify Salvador as a Chaser, since he can be permanently put down, and the subsequent appearances afterward could just be other loonies with potato sacks and chainsaws, but considering the fear this guy or guys cause from that creepy howl and instant decapitation (at least in the NA version) assures a spot in this list.
8. SA-X (Metroid Fusion)

Okay, so technically Metroid isn’t a horror series. I could fight with you over that, but I won’t. However, the general concept and ferocity of SA-X makes her(?) deserve a spot on my list.
Remember how badass you felt in Super Metroid once you received all weapons and upgrades, completely destroying every monster that blocked your path? You can bet it wasn’t as fun being on the receiving end of that arsenal, as the SA-X proved. Completely possessing Samus’ post-game powers, SA-X was a silent killing machine that stalked the corridors searching for its original owner, immediately dispatching charged beams and super bombs once it sets its sights on Samus. Sadly, SA-X’s appearances are rather brief in the game, but they’re still memorable encounters. Dark Samus has got nothing on the SA-X.
9. Berserker (Gears of War)

So most of the Locust enemies from Gears of War look like knockoffs of Frisky Dingo’s Kill Face.

Not the most intimidating threat, to be honest. But the Berserker is a giant, hulking exception, a rampaging female (typical…just kidding) that tears down everything in its path, relying on her keen hearing to make up for her blindness in order to take down Marcus and his steroid-heavy crew. For a loud action game that requires you to shoot everything in front of you, the stealth-like aspects of the Berserker encounters coupled with the gorgeous graphics make these tense escapes one for the history books.
Not having Berserkers in Gears of War 2 probably added to its list of problems.
10. Silent Hill (Silent Hill Series….except the fourth one)

Confused? Don’t be. While the Silent Hill series is notorious for its laundry list of hideous monsters, many people overlook the fact that the town of Silent Hill is, in itself, a living entity. Whenever the town seeks a new prey to envelop, it always manages to lead them to the cursed town no matter where they may be. Once the characters are trapped in the belly of the beast, they are driven mad by their inner demons, which transform into physical ones seeking to devour them. With an out-of-season weather system, an instant shift from day to night, and nonstop terror on every street corner, Silent Hill is the ultimate Chaser….because it has already taken a hold of you.
Honorable Mention: Scissorman

Before you Clock Tower fans begin to flood my comments box asking why I didn’t include Scissorman, the truth of it is that I’ve never actually played any games starring the manic killer. I just recently gave the SNES original a spin, but the incredibly slow pacing may be within my tolerated limits. Still, a midget with gigantic head-chopping sheers? Sure, I’ll acknowledge him. I’d like to see him in a better game, though.
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