WEBVTT

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Imagine you're sitting on your couch and you're

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totally engrossed in a massive blockbuster action

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movie. Right. It's loud. It's fast paced. The

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adrenaline is just pumping. But then right in

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the middle of the second act, the screen goes

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dark. Okay. A controller is placed in your hands

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and the movie suddenly asks you to actively participate

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in an unthinkable, horrific atrocity. You don't

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just watch it happen. Exactly. You are forced

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to walk right through it. Welcome to the deep

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dive. Today, we're pointing our lens at a single

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15 -minute sequence that just completely shattered

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the boundary between passive entertainment and

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active complicity. We're looking at the infamous

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No Russian Mission. Right. From the 2009 video

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game Call of Duty, Modern Warfare 2. It's a sequence

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that, even years later, remains this massive

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flashpoint in media history. I mean, video games

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have always featured violence, right? But there's

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this unwritten rule in the medium about who you

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target. and the context of that violence. And

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this specific level just took that rule, tore

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it up, and set off a cultural shockwave that

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went way beyond the gaming community. It really

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questioned the very limits of interactive media.

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So for today's deep dive, we have a really comprehensive

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stack of sources. We're pulling primarily from

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a highly detailed Wikipedia article that breaks

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down the mission's content, its really unusual

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development, and the massive global fallout that

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followed. Which was huge. It really was. Our

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mission today is to figure out how one short

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sequence polarized an entire development studio,

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triggered international censorship, and forced

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society at large to ask a really uncomfortable

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question. Can video games tackle real -world

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trauma? Or maybe the better question is, should

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they? Exactly. It's a heavy topic. It is, but

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an incredibly important one for understanding

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the evolution of interactive media, especially

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when you consider how much further the technology

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has advanced since 2009. Okay, let's unpack this.

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We need to start by looking at the mechanics

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of what actually happens inside the game. To

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understand the controversy, you really have to

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understand the player's position. So walk us

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through the setup of this mission. Sure. Who

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are you playing as and what are you actually

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trying to achieve? So you step into the shoes

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of a character named Joseph Allen. He's an undercover

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CIA operative using the alias Alexei Borodin.

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Okay. Your overarching objective is to infiltrate

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a Russian ultra -nationalist terror group led

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by a man named Vladimir Makarov and basically

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gain his trust. Which is key to the whole thing.

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Right. That setup is crucial for the psychological

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trap the game sets for you. You aren't playing

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as a true believer in this terror cell. You're

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playing as a covert American agent pretending

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to be one, supposedly for the greater good. The

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level begins in these incredibly tense, cramped

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quarters. You're just standing in an elevator

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with Makarov and three other heavily armed gunmen.

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Yeah, the tension is palpable. And just before

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the elevator doors open, Makarov issues this

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chilling instruction to the group. He simply

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says, remember, no Russian. And what Makarov

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means by... no Russian, is an order to the group

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to strictly only speak English. They're also

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exclusively using American weaponry. The entire

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goal of this horrific act is a false flag operation.

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They're attacking Zakhaev International Airport

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in Moscow, and Makarov wants to perfectly frame

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the United States for the mass shooting to ignite

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a global conflict. Then the elevator doors open,

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and the source material describes this as noticeably

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more graphic than any other level in the game.

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It really is. It's a graphic reality. You walk

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slowly through an airport security checkpoint

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as Makarov's men open fire on a massive crowd

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of civilians. The sound design is just intense.

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Screams echoing everywhere. Screams echo through

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the terminal and as you walk forward, you see

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injured people crawling away, leaving blood trails

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on the floor. And what's fascinating here is

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the interactive paradox built into the level's

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design. The game never actually forces you, the

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player, to shoot a single civilian. Which a lot

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of people forget. Exactly. You can simply walk

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through the carnage without pulling the trigger

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once. And the non -player characters, Makarov's

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gunmen, they don't even react if you hold your

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fire. They don't question your loyalty if your

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gun stays silent. But if you try to be the hero,

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like if you turn your weapon on the terrorists

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to try and stop the massacre, they immediately

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retaliate, kill you, and you fail the mission.

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Yeah, you get a game over. You're trapped in

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this horrifying scenario where your only options

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are to participate or to passively watch it happen

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while walking alongside the perpetrators. It

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is an incredibly dark trap to put a player in.

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The illusion of choice is powerful. You hold

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a controller, you have a weapon on screen, but

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you are completely powerless to stop the atrocity

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if you want to progress the story. It completely

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strips away the traditional power fantasy that

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shooters usually rely on. And the story has this

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massive twist at the end of the level that makes

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the entire experience feel even more violating.

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Right. After the airport. Yeah. After you walk

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through the airport, you end up in a firefight

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with Russian FSB agents, basically their equivalent

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of the FBI or CIA. You actually have to fight

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these authorities to survive and reach your getaway

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vehicle. Tell us what happens when you finally

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reach that van. So you get to the van. And Makarov

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suddenly turns and shoots your character at point

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blank range. He knew. He knew. Makarov knew you

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were an American spy the entire time. That was

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the final piece of his puzzle. He deliberately

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leaves your American body at the scene of the

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massacre to ensure that Russian officials find

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it. Wow. It's the ultimate catalyst to force

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Russia to declare war on the United States. You

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went through all of that trauma, compromised

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your morals, and it was all manipulated from

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the start. I mean, put yourself in the shoes

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of someone who bought this game in 2009. You're

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expecting a fun, heroic military adventure, and

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suddenly you are dropped into this moral trap.

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What do you do with your hands when the screen

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is showing you something so abhorrent? It forces

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a visceral physical reaction. Yeah. And knowing

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how intensely it hits the player, the story of

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how this level was actually built becomes incredibly

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compelling. It wasn't just a simple design choice.

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No, it really wasn't. It was a full on battle

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of artistic philosophies inside the studio. Here's

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where it gets really interesting. You might assume

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a level this dark and serious was the plan from

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day one, meant to be this grand artistic statement

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about the horrors of terrorism. But according

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to the sources, members of the development studio,

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Infinity Ward, originally just wanted a level

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where the player piloted an aircraft and shot

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zombies in Moscow. It is quite the pivot from

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shooting fantasy zombies from the sky to participating

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in a grounded, hyper -realistic terrorist attack.

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I'll say. When they scrapped the fantasy elements,

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the team was heavily influenced by real -world

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air travel safety concerns following the September

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11 attacks. But within the studio, there were

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dueling visions for what no Russian should actually

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be. We have to look at the two main architects

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of this level. Which were lead writer Jesse Stern

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and game designer Mohamed Elavi. Let's start

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with Jesse Stern. Okay. His perspective was incredibly

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psychological and deeply rooted in recent history.

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He was looking at real life tragedies, specifically

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the 2008 Mumbai attacks and the Columbine High

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School massacre. Heavy inspirations. Very heavy.

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Stern believed that people have an innate, morbid

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desire to understand atrocities firsthand. He

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argued that we don't really want to turn a blind

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eye. We want to take these acts apart and figure

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out how they happen. His explicit intention was

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to put the player as close as possible to atrocity.

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That assumes that a mainstream blockbuster video

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game is the appropriate venue for that kind of

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profound psychological exploration, which is

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a massive risk. Muhammad Alavi, on the other

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hand, had entirely different goals. He didn't

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interview victims of real attacks. He drew his

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inspiration from news articles and films. His

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objective was purely narrative and mechanical.

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He wanted to sell the reason why Russia would

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attack the U .S. And he wanted to make the player

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feel a strong emotional connection to the villain.

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He just wanted a memorable catalyst for the plot.

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It is wild to think those two completely different

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philosophies somehow merged into this one sequence.

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Alavi ended up meticulously crafting the trauma

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of the scene. He really did. The original version

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of the massacre actually ended right after that

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first group of civilians outside the elevator.

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It quickly transitioned into a standard video

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game firefight with armed guards. But Alavi felt

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that abrupt shift felt like a cheap gimmick,

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so he intentionally prolonged the massacre sequence.

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But at the same time, he also made careful adjustments

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to manage the psychological toll on the player.

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Like what? Well, he deliberately went in and

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removed scenes featuring children or families

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hugging each other in fear, specifically to reduce

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player trauma. He was walking this incredibly

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fine line between creating a memorable narrative

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impact and just being purely sadistic. And that

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fine line completely polarized Infinity Ward.

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This wasn't just a controversial level outside

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the studio. There was massive internal pushback.

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People were really uncomfortable. Yeah, some

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developers strongly opposed the content and pushed

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for a compromise, suggesting the player should

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control an airport security guard trying to stop

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the attack instead of an undercover terrorist.

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The emotional weight was real even for the people

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making it. The source mentions that some of the

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voice actors actually became tearful while recording

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their lines in the booth. Wow. Yeah, they were

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reading the desperation and terror of these digital

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civilians, and it took a real toll. Even the

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visual design caused internal friction. Initially,

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the level had very limited gore, but the lead

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artist, Joel Emsley, changed that after his wife

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questioned the authenticity of a level trying

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to depict a massacre without any blood, so they

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added it in, making it even more confronting.

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The most telling behind -the -scenes detail is

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the birth of the skip button. Oh, this is fascinating.

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Alavi noted that game testers had a wide variety

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of reactions. Many were angry and confused at

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first before eventually just playing the level.

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But one tester hit a psychological breaking point.

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What did they do? They flat out refused to play

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the level at all. They were perfectly willing

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to play the rest of the game, but they wouldn't

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touch no Russian. I mean, put yourself in that

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tester's shoes. You go to work expecting to debug

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a standard action game, and suddenly you're facing

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a profound moral crisis. It's no wonder they

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had to invent a workaround. Exactly. That single

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reaction changed the game's design. It prompted

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Olivi to add a feature right at the start of

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the campaign. A warning message pops up, notifying

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the player of the disturbing content and offering

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the option to skip the level entirely. And if

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you skip it, you don't lose any achievements

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and your progress isn't penalized whatsoever.

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Right. Alevi realized he didn't want to punish

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players for their real -world morals. It's a

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fascinating compromise. The developer wants you

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to experience this narrative beat, but acknowledges

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that the interactive nature of the medium might

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make the emotional burden too heavy for some

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to bear. It essentially asks the player to consent

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to their own trauma. But the general public didn't

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know about that nuanced internal debate. No,

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they didn't. Because before the game even launched,

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video footage of the no Russian mission was illegally

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leaked onto the Internet. It was a mess. The

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publisher scrambled to manage the PR disaster,

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stating the footage wasn't representative of

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the overall gameplay experience. But the toothpaste

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was out of the tube. It became front page news

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globally. And when the game finally came out,

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the reactions from gaming journalists highlighted

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a massive critical divide. They couldn't agree

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on what the level actually achieved. Break that

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down for us. What were the critics saying? You

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had fierce critics like Tom Hoggins at the Daily

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Telegraph who questioned the design. He argued

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that letting players use grenades treated the

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civilians as human bowling pins. Yeah. And Kieran

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Gillen at Rock Paper Shotgun was even harsher.

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He called it dumb shock. with an illogical plot.

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He specifically targeted that skip feature we

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just talked about, calling it a lappably pathetic

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artistic cop out. So his argument was essentially

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that if you are going to make a bold artistic

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statement about the horrors of terrorism, you

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cannot give the audience a button to just turn

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it off when it gets uncomfortable. Exactly. It's

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a strong counter argument. If a piece of art

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is meant to challenge you, allowing you to bypass

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the challenge undermines the entire purpose.

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Right. On the flip side. You had defenders like

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James Stephanie Sterling at Destructoid. They

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took a much broader view, arguing that the industry

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often shies away from difficult subjects. They

00:12:35.899 --> 00:12:38.080
felt that if no Russian could successfully make

00:12:38.080 --> 00:12:40.159
players pause and question whether the deaths

00:12:40.159 --> 00:12:42.500
of innocent civilians were justifiable, then

00:12:42.500 --> 00:12:44.620
it was proof that video games had matured into

00:12:44.620 --> 00:12:46.940
an art form capable of tackling truly controversial

00:12:46.940 --> 00:12:50.139
topics. But outside of gaming journalism, the

00:12:50.139 --> 00:12:53.259
outrage was palpable and widespread. Looking

00:12:53.259 --> 00:12:55.740
impartially at how religious and political figures

00:12:55.740 --> 00:12:58.419
reacted at the time, it is clear the game touched

00:12:58.419 --> 00:13:01.480
a very raw nerve. Prominent British religious

00:13:01.480 --> 00:13:04.299
leaders heavily condemned it. Alexander Goldberg

00:13:04.299 --> 00:13:07.120
of the London Jewish Forum expressed worry about

00:13:07.120 --> 00:13:10.120
children playing it, while Fazan Mohamed of the

00:13:10.120 --> 00:13:13.080
British Muslim Forum called it an intimate experience

00:13:13.080 --> 00:13:15.899
of enacting terrorism. And Stephen Lowe, the

00:13:15.899 --> 00:13:18.500
retired bishop of Holm, simply described the

00:13:18.500 --> 00:13:21.340
level as sickening. The political realm was equally

00:13:21.340 --> 00:13:24.639
activated. In the UK, politician Keith Voss debated

00:13:24.639 --> 00:13:27.279
halting the sales of the game entirely in the

00:13:27.279 --> 00:13:29.820
House of Commons. And down in Australia, officials

00:13:29.820 --> 00:13:32.440
and groups like the Australian Council on Children

00:13:32.440 --> 00:13:35.120
and the media lobbied hard against its release.

00:13:35.440 --> 00:13:37.919
Some politicians argued the game allowed players

00:13:37.919 --> 00:13:40.720
to be virtual terrorists. The fear was that the

00:13:40.720 --> 00:13:43.649
simulation was simply too close to reality. And

00:13:43.649 --> 00:13:46.409
that pressure was so intense that it led to very

00:13:46.409 --> 00:13:48.590
real international censorship. And different

00:13:48.590 --> 00:13:50.649
countries handled it in dramatically different

00:13:50.649 --> 00:13:53.730
ways. Right. In Russia, the publisher completely

00:13:53.730 --> 00:13:56.389
removed the level from the game on the advice

00:13:56.389 --> 00:13:59.149
of a local council. Russia didn't actually have

00:13:59.149 --> 00:14:01.269
a formal rating board at the time to classify

00:14:01.269 --> 00:14:03.350
the content, so they just excised it entirely.

00:14:03.750 --> 00:14:05.929
But Germany and Japan took a more mechanical

00:14:05.929 --> 00:14:09.379
approach to censorship. In those versions, the

00:14:09.379 --> 00:14:11.440
level was edited so that if the player shot a

00:14:11.440 --> 00:14:13.659
civilian, it triggered an immediate game over

00:14:13.659 --> 00:14:16.120
screen. You were strictly forced into the role

00:14:16.120 --> 00:14:18.480
of an observer, completely removing that illusion

00:14:18.480 --> 00:14:20.799
of choice we discussed earlier. That Japanese

00:14:20.799 --> 00:14:23.600
version also included a massive, almost unbelievable

00:14:23.600 --> 00:14:26.779
localization error. Makarov's famous opening

00:14:26.779 --> 00:14:29.519
line, the entire namesake of the mission, remember

00:14:29.519 --> 00:14:32.779
no Russian, was completely mistranslated. Oh,

00:14:32.820 --> 00:14:35.320
this part is wild. The Japanese audio track had

00:14:35.320 --> 00:14:37.700
him say, kill them, they are Russians. Which

00:14:37.700 --> 00:14:40.019
completely ruins the entire narrative logic of

00:14:40.019 --> 00:14:42.299
the level. Complete. The whole point is to frame

00:14:42.299 --> 00:14:45.299
the Americans by not speaking Russian and using

00:14:45.299 --> 00:14:48.419
American weapons. If the leader tells his crew

00:14:48.419 --> 00:14:50.399
to kill the civilians because they are Russian,

00:14:50.580 --> 00:14:53.860
the false flag plot falls apart. It fundamentally

00:14:53.860 --> 00:14:56.200
breaks the reason the mission even exists in

00:14:56.200 --> 00:14:58.919
the story. Looking at the broader impact, this

00:14:58.919 --> 00:15:01.360
outcry had tangible effects on the industry's

00:15:01.360 --> 00:15:04.960
standing. Call of Duty. Modern Warfare 2 was

00:15:04.960 --> 00:15:07.379
the very first game in the series to receive

00:15:07.379 --> 00:15:09.840
an 18 certificate from the UK's media rating

00:15:09.840 --> 00:15:13.500
board, the BBFC. That was a milestone. They specifically

00:15:13.500 --> 00:15:16.600
cited no Russian for that adult rating, noting

00:15:16.600 --> 00:15:19.039
its focus on the infliction of pain and injury.

00:15:19.259 --> 00:15:21.940
The medium had decisively crossed a threshold

00:15:21.940 --> 00:15:24.679
into adult only, highly scrutinized territory.

00:15:24.980 --> 00:15:27.779
It forced the mainstream to reckon with what

00:15:27.779 --> 00:15:30.519
video games were becoming. It was no longer just

00:15:30.519 --> 00:15:33.159
about high scores or pixelated heroes. It was

00:15:33.159 --> 00:15:35.919
about simulating reality, however dark and morally

00:15:35.919 --> 00:15:38.360
complex that reality might be. So what does this

00:15:38.360 --> 00:15:40.179
all mean? When we look back from where we are

00:15:40.179 --> 00:15:42.659
now, no Russian clearly stands as a watershed

00:15:42.659 --> 00:15:45.659
moment. It left a profound legacy on both the

00:15:45.659 --> 00:15:48.460
gaming industry and, terrifyingly, the real world.

00:15:49.159 --> 00:15:51.320
Let's look at the industry first. How did other

00:15:51.320 --> 00:15:53.799
developers react to this newly established benchmark

00:15:53.799 --> 00:15:56.799
for controversy? Well, in terms of industry influence,

00:15:57.120 --> 00:15:59.580
it set a benchmark for how not to handle heavy

00:15:59.580 --> 00:16:01.620
moral choices, at least according to some developers.

00:16:01.779 --> 00:16:05.419
Like who? Look at the 2012 Game Spec Ops. The

00:16:05.419 --> 00:16:09.019
line. Its lead writer, Walt Williams, explicitly

00:16:09.019 --> 00:16:11.679
stated that his team tried to make their game's

00:16:11.679 --> 00:16:15.580
violent choices feel organic. They actively wanted

00:16:15.580 --> 00:16:18.200
to avoid what they saw as the clumsiness of the

00:16:18.200 --> 00:16:20.679
no -Russian mission. They wanted the players'

00:16:20.799 --> 00:16:23.080
complicity to sneak up on them through gameplay

00:16:23.080 --> 00:16:25.639
decisions, rather than dropping them in an elevator

00:16:25.639 --> 00:16:28.019
and saying, here is an atrocity, deal with it.

00:16:28.240 --> 00:16:31.960
But the real world echoes of No Russian are where

00:16:31.960 --> 00:16:34.860
this story gets genuinely chilling. The sources

00:16:34.860 --> 00:16:37.799
point out incredibly unsettling ways this specific

00:16:37.799 --> 00:16:41.200
video game level interacted with reality. In

00:16:41.200 --> 00:16:43.340
2011, there was a tragic bombing at the Domo

00:16:43.340 --> 00:16:45.720
de Dovo International Airport in Russia. And

00:16:45.720 --> 00:16:47.799
the Russian state -owned television network RT

00:16:47.799 --> 00:16:50.960
actually broadcast real security camera footage

00:16:50.960 --> 00:16:53.879
of that bombing side by side with gameplay footage

00:16:53.879 --> 00:16:56.370
from No Russian. A Fox News analyst was even

00:16:56.370 --> 00:16:58.169
quoted in the report suggesting that terrorists

00:16:58.169 --> 00:17:00.350
might be using video games as training tools.

00:17:00.629 --> 00:17:03.190
And that wasn't an isolated comparison. In 2013,

00:17:03.490 --> 00:17:05.670
an Oregon student was detained by police for

00:17:05.670 --> 00:17:07.930
plotting an attack on his high school. When police

00:17:07.930 --> 00:17:10.529
found his notebooks, he had detailed plans to

00:17:10.529 --> 00:17:13.430
use explosives and firearms. And he specifically

00:17:13.430 --> 00:17:15.650
wrote that he planned to play the theme song

00:17:15.650 --> 00:17:18.849
from the No Russian level in his car during the

00:17:18.849 --> 00:17:21.420
shooting. Even the perpetrator of the horrific

00:17:21.420 --> 00:17:24.319
2011 Norway attacks referred to Call of Duty,

00:17:24.519 --> 00:17:28.380
Modern Warfare 2 as a training simulation. When

00:17:28.380 --> 00:17:30.559
these events happen, the media almost immediately

00:17:30.559 --> 00:17:33.259
points to the screen. This raises an important

00:17:33.259 --> 00:17:36.240
question about cause and effect and how society

00:17:36.240 --> 00:17:38.759
assigns blame in the wake of unimaginable tragedy.

00:17:39.460 --> 00:17:42.140
Media scholar Gareth Schott argues that in the

00:17:42.140 --> 00:17:44.640
case of the Norway shooter, journalists actively

00:17:44.640 --> 00:17:47.259
ignored the vast majority of the attacker's extensive

00:17:47.259 --> 00:17:49.200
manifesto. Right. They just focused on the game.

00:17:49.339 --> 00:17:51.779
Instead, they zeroed in on the video game as

00:17:51.779 --> 00:17:54.440
a convenient scapegoat. It is much easier for

00:17:54.440 --> 00:17:56.680
society to blame a piece of interactive software

00:17:56.680 --> 00:17:58.920
than to grapple with the deep -seated political

00:17:58.920 --> 00:18:01.660
or psychological radicalization that actually

00:18:01.660 --> 00:18:05.000
drives a person to commit mass murder. The game

00:18:05.000 --> 00:18:06.960
becomes a lightning rod that distracts from the

00:18:06.960 --> 00:18:09.720
harder conversations. Academic Matthew Payne

00:18:09.720 --> 00:18:12.500
offers another fascinating synthesis of the level's

00:18:12.500 --> 00:18:17.200
true impact. He analyzes no Russian, not as a

00:18:17.200 --> 00:18:19.500
deep examination of modern warfare, but rather

00:18:19.500 --> 00:18:23.440
as a militainment fantasy. Let's unpack that

00:18:23.440 --> 00:18:25.460
term because it really reframes how we look at

00:18:25.460 --> 00:18:28.099
the game. What does militanement actually mean

00:18:28.099 --> 00:18:30.180
for the average player sitting on their couch?

00:18:30.559 --> 00:18:32.880
Militanement is the blending of military and

00:18:32.880 --> 00:18:35.420
entertainment where the realities of war are

00:18:35.420 --> 00:18:38.920
packaged as thrilling consumer products. Payne

00:18:38.920 --> 00:18:41.559
argues that the level and specifically the death

00:18:41.559 --> 00:18:45.140
of the undercover CIA agent, Joseph Allen, actually

00:18:45.140 --> 00:18:48.869
serves to justify morally suspect. covert operations.

00:18:49.150 --> 00:18:51.190
How does it justify them? The game tells the

00:18:51.190 --> 00:18:53.430
player that these horrific acts and the sacrifice

00:18:53.430 --> 00:18:55.849
of American lives are sometimes necessary, as

00:18:55.849 --> 00:18:57.509
long as they are done under the guise of national

00:18:57.509 --> 00:18:59.670
security. It's a game that claims to show you

00:18:59.670 --> 00:19:01.990
the horrors of war, but only within a context

00:19:01.990 --> 00:19:03.930
that prevents you from actually questioning the

00:19:03.930 --> 00:19:06.210
broader military apparatus. You feel the shock,

00:19:06.210 --> 00:19:08.109
but you still believe in the mission. So the

00:19:08.109 --> 00:19:10.690
level is shocking, yes, but does it actually

00:19:10.690 --> 00:19:13.460
challenge the player's worldview? Or does it

00:19:13.460 --> 00:19:15.700
just provide a really dark thrill ride before

00:19:15.700 --> 00:19:17.500
putting you back in the shoes of the good guys

00:19:17.500 --> 00:19:19.660
to go hunt down the villain? Exactly. It's a

00:19:19.660 --> 00:19:22.220
brilliant critique because it suggests the game

00:19:22.220 --> 00:19:25.039
wants to have it both ways. It wants the artistic

00:19:25.039 --> 00:19:28.440
credibility of showing real horror, but it doesn't

00:19:28.440 --> 00:19:32.619
want to lose the blockbuster appeal of a righteous

00:19:32.619 --> 00:19:34.960
revenge story. If we connect this to the bigger

00:19:34.960 --> 00:19:38.799
picture, that is the ultimate tension of No Russian.

00:19:39.480 --> 00:19:43.029
It started as this. ambitious, perhaps misguided

00:19:43.029 --> 00:19:45.930
attempt by Jesse Stern to explore human atrocity.

00:19:46.009 --> 00:19:48.410
Right. It ended up polarizing its own creators.

00:19:48.589 --> 00:19:51.150
It triggered international censorship and it

00:19:51.150 --> 00:19:53.509
forced an entire industry to reckon with the

00:19:53.509 --> 00:19:56.109
raw power of interactivity. The essential takeaway

00:19:56.109 --> 00:19:58.250
for you listening right now is the fundamental

00:19:58.250 --> 00:20:00.769
difference between video games and movies. Right.

00:20:00.829 --> 00:20:02.869
When you watch a horrific scene in a film, you

00:20:02.869 --> 00:20:05.430
are a witness. The director is completely in

00:20:05.430 --> 00:20:07.450
control of where you look and how fast the scene

00:20:07.450 --> 00:20:10.079
moves. But when you hold a controller. Even if

00:20:10.079 --> 00:20:12.119
you never press the button to fire your weapon,

00:20:12.400 --> 00:20:15.680
the game makes you complicit. Your physical presence,

00:20:15.799 --> 00:20:18.200
your movement through the digital space makes

00:20:18.200 --> 00:20:21.140
you a participant in the narrative in a way that

00:20:21.140 --> 00:20:23.819
passive media simply cannot achieve. The illusion

00:20:23.819 --> 00:20:26.539
of choice is still a choice. You chose to walk

00:20:26.539 --> 00:20:29.319
forward. You chose to participate in the simulation.

00:20:29.539 --> 00:20:32.259
And that is a uniquely heavy burden for a piece

00:20:32.259 --> 00:20:34.099
of entertainment to place on its audience. It

00:20:34.099 --> 00:20:36.700
really is. Which leaves us with a final lingering

00:20:36.700 --> 00:20:40.480
thought. We've seen how a game from 2009 with

00:20:40.480 --> 00:20:43.400
2009 graphics caused global outrage and prompted

00:20:43.400 --> 00:20:46.380
deep psychological debate. But as gaming technology

00:20:46.380 --> 00:20:49.579
moves rapidly toward near -perfect photorealism,

00:20:49.599 --> 00:20:52.140
and as virtual reality becomes more and more

00:20:52.140 --> 00:20:54.980
immersive, how will our psychological threshold

00:20:54.980 --> 00:20:58.180
for simulating atrocity evolve? That's the real

00:20:58.180 --> 00:21:00.680
question. If developers continue to follow that

00:21:00.680 --> 00:21:03.740
impulse to push us as close as possible to atrocity,

00:21:03.859 --> 00:21:06.299
will a simple warning screen and a skip button

00:21:06.299 --> 00:21:08.599
ever really be enough to protect us from the

00:21:08.599 --> 00:21:10.940
ghosts we engineer in the machine? Something

00:21:10.940 --> 00:21:12.920
to think about the next time you pick up a controller.
