The Phnom Penh Post

New shooter moves to space

- Michael Thomsen

THE first-person death scene has become something of a tradition for the Call of Duty series. These macabre polygonal shadowboxe­s fixate on the last breaths of a fallen soldier. Call of Duty: Modern Warfare had its opening execution scene and its mid-game stomach crawl through the aftermath of a nuclear explosion. Modern Warfare 2 gave you a first-person view of being burned alive after being shot by a commanding officer who turned out to be a double agent. Call of Duty: Infinite Warfare, the newest in the series, opens with still another.

Set in the future where space colonisati­on has become a necessity after Earth’s natural resources have been depleted, a group of militant colonists called the Settlement Defense Front (SDF) have rebelled against Earth rule and started to form their own independen­t civilisati­on across the solar system. The game opens with an infiltrati­on of a secret research facility on Europa, Jupiter’s icy moon, that’s intercepte­d by the SDF, led by Rear Admiral Salen Kotch, played by Kit Harington. Kotch opens your helmet’s visor and gives the execution order for your squad mates with a cryptic declaratio­n: “This place isn’t yours anymore.” Their heads are stomped into a bloody pulp by the SDF’s robotic soldiers as you hear the sounds of your asphyxiati­on.With your last breath you watch as another SDF henchmen, played in a surreal cameo by UFC featherwei­ght champion Conor McGregor, InfiniteWa­rfare punches your face until your body finally gives way.

As with other games in the series, these death scenes work as justificat­ion for righteous vengeance. Infinite Warfare’s version centres on Nick Reyes, a young lieutenant who’s promoted to captain of his own starship after the previous captain is killed in an SDF attack. The remainder of the game has you choosing bog-standard side missions and story missions from a holographi­c map of the solar system as you attempt to prepare for a counteroff­ensive against the SDF’s base on Mars.

It’s here that the game’s longrunnin­g traditions begin to feel like a limitation. Infinite Warfare is arguably the most imaginativ­e and wide-ranging game in the series, and yet every new idea it tries feels hamstrung by the convention­s that have made the series so successful. There are a few interludes of space dogfights, but these feel strangely similar to on-foot levels, but with fighter ships that can come to a full halt and hover before zipping off again to chase a new enemy vessel.

After finishing the game’s story mode once, which will net you two additional first-person death scenes, a new “Specialist” difficulty mode becomes available, limiting player movement based on specific limb damage and sending players scavenging for a limited number of Nano Shots to heal damage. What seems like a promising complicati­on of the series’ predictabl­e hero fantasies eventually feels incompatib­le with the cramped corridors and high enemy numbers more suited to sprinting and shooting.

The game’s righteous, split- CallofDuty second violence is most at home in the multiplaye­r modes, where the pretense of character and plot are stripped away. Earlier games simply threw you into a series of menus to pick game types, loadouts and upgrade paths, but Infinite Warfare’s multiplaye­r is framed as a Freudian melodrama guided by a paternalis­tic commanding officer whose approval you win by getting kills, winning matches, and completing meta challenges. There’s the suggestion of a new idea here, an armed father figure firmly pushing players into repetitive play sessions in hopes of earning better weaponry, but the game never builds upon this character dynamic and instead seems to forget about it after a few hours.

The final piece, a complete non-sequitur called “Zombies in Spaceland”, has players sur- viving waves of zombie attackers in a kitschy 1980s theme park while Frankie Goes to Hollywood and Europe play in the background. The push-pull dynamics of attacking, defending, saving money, and spending it on new weapons or to unlock other areas of the theme park subverts the fantasy of individual heroics by forcing players to grind though dozens of deaths to learn the park’s layout, and build experience with methods of using or preserving resources. Death becomes an instructiv­e currency through which progress can be measured separate from any individual life.

There’s a telling tension in these near-opposite conception­s of death in Infinite Warfare, something that captures the series’ growing incoherenc­e over the years. The story mode couldn’t exist without the emotional righteousn­ess of heroes martyring themselves, and the multiplaye­r modes, the massive and loyal players on which Activision depends for its annual windfalls, wouldn’t work if death was anything other than a minor inconvenie­nce.

In Why Marxists Oppose Individual Terrorism, Leon Trotsky warned against the heroic fallacy of individual violence as a fantasy that distracted from collective organisati­on from which real historical change derived. In the same way, Call of Duty: Infinite Warfare feels like a game at war with itself. Playing it year after year, it’s hard to tell whether the series’ creative contradict­ions are a sign of progress or implosion. It’s a game for a culture that wants both at the same time.

 ?? COURTESY ?? is arguably the most imaginativ­e and wide-ranging game in the series, and yet every new idea it tries feels hamstrung by the convention­s that have made the series so successful.
COURTESY is arguably the most imaginativ­e and wide-ranging game in the series, and yet every new idea it tries feels hamstrung by the convention­s that have made the series so successful.

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