I am apperently the only person in the world who took away something artistic from it.
First of, sure, its just a game. I murdered civvys in Postal 2 for the giggles, im not squeemish about mindless violence. But in context of MW2, it presented itself as a somewhat believable and serious, if over the top and unrealistic, game about being a hero fighting the bad guy, and being forced to do bad things was an interesting twist. I was expecting to think of it as a shameless cash in for controversy, mixed with a plot device to make Makarov even more one-sidedly evil, but in reality, it gave me a genuinely artistic moment. I started shooting civvys left and right to blend in, and quickly realized that I wouldn't be penalized for not shooting the civvys. However, in FPS mode, I naturally kept shooting. Then, I pointed my gun at a civilian crawling to safty, was about to shoot...and stopped. I realized that there was no benefit to shooting. If anything, it was a waste of ammunition to do something both inconsequential and distasteful. Simple context was stronger then a doctor in a white coat in the Milgram study. That was actually a very enlightening moment. How easy it is to commit yourself you evil, simply because you're capable of removing responsibility. I played through the rest of the level (Until I reached the police) not shooting anyone, and it was really strange. Logic told me I didn't have to shoot, but hard wiring said I should. It actually functioned as a surprisingly deep commentary on the motivation of evil. Maybe this was an accident on the developers part, but the artistry was still there.
If you just shot up all civvys for the fun of it, I don't have a grudge against you. I know it's just a game, and it doesn't reflect on you as a person. But I think you missed out on a moment which was genuinely unique. I think its pretty amazing that a mainstream, straight forward run and gun game managed an artistic moment that matched even art games like "September 12th" or "Lose/Lose".
First of, sure, its just a game. I murdered civvys in Postal 2 for the giggles, im not squeemish about mindless violence. But in context of MW2, it presented itself as a somewhat believable and serious, if over the top and unrealistic, game about being a hero fighting the bad guy, and being forced to do bad things was an interesting twist. I was expecting to think of it as a shameless cash in for controversy, mixed with a plot device to make Makarov even more one-sidedly evil, but in reality, it gave me a genuinely artistic moment. I started shooting civvys left and right to blend in, and quickly realized that I wouldn't be penalized for not shooting the civvys. However, in FPS mode, I naturally kept shooting. Then, I pointed my gun at a civilian crawling to safty, was about to shoot...and stopped. I realized that there was no benefit to shooting. If anything, it was a waste of ammunition to do something both inconsequential and distasteful. Simple context was stronger then a doctor in a white coat in the Milgram study. That was actually a very enlightening moment. How easy it is to commit yourself you evil, simply because you're capable of removing responsibility. I played through the rest of the level (Until I reached the police) not shooting anyone, and it was really strange. Logic told me I didn't have to shoot, but hard wiring said I should. It actually functioned as a surprisingly deep commentary on the motivation of evil. Maybe this was an accident on the developers part, but the artistry was still there.
If you just shot up all civvys for the fun of it, I don't have a grudge against you. I know it's just a game, and it doesn't reflect on you as a person. But I think you missed out on a moment which was genuinely unique. I think its pretty amazing that a mainstream, straight forward run and gun game managed an artistic moment that matched even art games like "September 12th" or "Lose/Lose".