![]() ![]() We get to see the lights exploding and reflecting in the glass high rises that sprouted from its newfound wealth. More importantly, we get to see that, meanwhile, the enemy is celebrating Federation Day with colorful fireworks over Caracas. We don’t have a chance to repel an attack on LA (at once our cultural goldmine and void) it’s already been reduced to a crater. We don’t play a part in defending Las Vegas against invaders, we only see it after the fact, the once-glamorous casinos slowly reclaimed by the sand. Ghosts begins with us already having been defeated. was never questioned, only briefly outwitted. The superiority of our military, culture etc. were endangered in previous Call of Duty games it was only because a clever villain managed to fool us, to take advantage of our noble nature, to use the giant’s weight against him. ![]() Yes, there is also a calamity with big explosions, crumbling buildings and the earth splitting and yawning beneath our feet-sure-but Ghosts makes a point out of mentioning that this was only kicking us when we were already down. Ghosts is conceptually different in that it imagines waning American power not as the result of some great calamity, but as a natural decline. It’s been the crux of three previous Call of Duty games. Imagining the destruction of American cities, landscapes and monuments is nothing new. There’s no point in detailing Ghosts’ plot because Infinity Ward didn’t put much work into writing it. ![]()
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