Wednesday, October 13, 2010

Analysis of Call of Duty: Modern Warfare 2

The Call of Duty: Modern Warfare2 is one of the most successful games in the Call of Duty series . Upon its release, the game sold approximately 4.7 million copies worldwide in 24 hours and was announced by the institution, Activision, that it sold 20 million copies worldwide. The game was developed by Infinity Ward and published by Activision, which is best known for producing successful video games such as True Crime: Streets of LA (2003) and True Crime: New York City (2005), Call of Duty series (2003–), DJ Hero (2009) and many others.

Like most action video games, Call of Duty: Modern Warfare 2 is a first person shooter game, where the player can play in a range of modes such as Campaign, Cooperative and Multiplayer. As well as this, the players can fight in different terrains such as Afghan and can experience new bases and unlock secret moves or items. The game is primarily aimed at a teenage audience, comprised for the C1/D and E socio economic group. Also, the game is aimed at succeeders and explorers as they get a chance to experience war at first hand and also fit in with others. As suggested by the Hypodermic Needle theory, the game injects players with a sense of violence, as they fight and kill other soldiers, which may raise moral panic amongst adults, as their children are absorbed in violence and gain negative representations of war. Call of Duty is constructed in order to signify the reality of war, giving players gratifications out of reckless killing.

In many ways, the option of multiplayer makes the game more successful and unique, as players can play with friends or with international players via the online broadband connection. It was revealed that the total revenue from first day sales in the U.S. and the UK was $310 million, making Modern Warfare 2 the biggest entertainment launch in history, surpassing (in revenue) its predecessor, Grand Theft Auto IV. Activision also claims that Modern Warfare 2 had 8 million players online within the first five days, making it the largest 'army' of players in the world.

Close analysis of Call of Duty : Modern Warfare 2 gameplay



In this clip from Call of Duty : Modern Warfare 2, the use of the over the shoulder shot connotes secrecy and surveillance, as the audience are more introspective, as they are in the soldier's position. The use of the deigitic sound of the other players connotes how there is player interaction, as the audience have the option of playing in multiplayer and as a team. In this clip, the use of the snowy mountain setting signifies how the soldiers often fight in treacherous conditions. The use of natural light connotes how the fight is in the day, though the game also allows players to fight during the night.

The use of commands on the screen signifies how the player is in the role of a soldier and has to perform duties , such as capturing the flag, in order to support his team. The game itself in non linear narrative, as the player has the chance to play again if they die. Moreover, the tracking shot of the soldier, allows the audience to identify with the soldier, as we see him on a journey to capture the flag. The use of interchangable weapons as props gives the audience a choice , as they can shoot long distance missles and have knifes and rifles to kill opponents at closer distance. Consequently, the audience can gain sadistic pleasures out of killing opponents as well as seeing them blowing up stuff.

The use of diegetic sound of the soldier's footprints in the snow connote fear and suspense, as the soldier is vulnerable to any counter attacks by the opposition. Whats more, the chinking sound of the soldier changing weapons signifies the movement of the soldier, as he is accurately represented as a stereotypical soldier who wears camouflage, a helmet and hiking boots. By using parallel sound of gunshots, and explosions, the action escalates, as the soldier in this clip is shot, as signified with the blood on screen. Though, the use of diegetic sound of breathing adds reality to the scenario, as the player is wounded.

Interestungly, the quick panning and diegetic sound of other players and gunshots connotes how the battle has commenced, as the male audience are immersed in war and get a chance to identify with soldiers, as they get a chance to infiltrate the opponents and try to claim victory. Though the non deigetic sound of the heartbeat connotes anxiety and life, as the soldier is miraculously recovering from being shot.

The use of a circle against the black frame signifies the zoom which is used when aiming at a target. What is most insightful, is the fact that players are rewarded for the way they kill, as signified with the title 'Killcam- Longshot (Nice kill from a distance ) (+50). Therefore, players can gain gratifications out of killing, as they are rewarded for thier killing, which amounts to a 'kill streak' , where points are given for different ways of killing.

Alongside the tracking shot, the diegetic sound of explosions connote the reality of war and its unpredictability. Alongside the violence, the parallel sound of other soldiers speaking in Pashto offers an experience of war. In some ways, the hand held camera movement follows the soldier's movements, thus allowing the audience to follow the soldier wherever he goes. As a player is killed, the sound of a hammer connotes suddeness, which is dramatic.

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