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Crosswicking new trope.

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* FirstPersonDyingPerspective: The game does this twice:
** First at the end of the "No Russian" mission, when the terrorists (knowing Allen is an undercover agent) shoot him and leave him for dead to make it look like a FalseFlagOperation.
** Then at the end of [[WhamEpisode "Loose Ends"]], in which General Shepherd arrives to retrieve the DSM, then kills the surviving Task Force 141 members and sets their bodies on fire, all seen from the perspective of task force member Roach.
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* ParachuteInATree: While he isn't quite completely stuck, a Russian paratrooper at the beginning of the level Wolverines! has an [[https://youtu.be/BdcNOLmvgwg?t=110 awkward landing on a slanted roof]], preventing him from quickly getting away before he is gunned down by an allied Humvee gunner.

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* ParachuteInATree: While he isn't quite completely stuck, a Russian paratrooper at the beginning of the level Wolverines! has an [[https://youtu.be/BdcNOLmvgwg?t=110 be/BdcNOLmvgwg?t=106 awkward landing on a slanted roof]], preventing him from quickly getting away before he is gunned down by an allied Humvee gunner.
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* ParachuteInATree: While he isn't quite completely stuck, a Russian paratrooper at the beginning of the level Wolverines! has an [[https://youtu.be/BdcNOLmvgwg?t=110 awkward landing on a slanted roof]], preventing him from quickly getting away before he is gunned down by an allied Humvee gunner.
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* ArtisticLicenseMilitary: Minor example compared to most but in the intro to "The Only Easy Day...Was Yesterday", Shepherd states that the operation to free Prisoner 627, who is being held in a Gulag on the Russian Pacific coast, is being facilitated by the US Navy's Sixth Fleet. In real life, the Sixth Fleet's Area of Responsibility is the Mediterranean and the eastern Atlantic. It should have been the ''Seventh'' Fleet, which operates in the Pacific.
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* OpeningMonologue: The game opens with General Shepherd musing about how the West's intervention in Russia in the previous game did nothing to stop the Ultranationalists from taking control of the country, before looking to the matters of the present.
-->'''Shepherd''': The more things change, the more they stay the same. Boundaries shift, new players step in, but power always finds a place to rest its head. We fought and bled alongside the Russians. We shoulda known they'd hate us for it. History is written by the victor. And here I am thinking we'd won. But you bring down one enemy and they find someone even worse to replace him. Locations change, the rationale, the objective. Yesterday's enemies are today's recruits. Train them to fight alongside you, and pray they don't eventually decide to hate you for it too.
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Leaving Allen's dead body at the scene, Makarov fooled the Russian populace into thinking an American solider was responsible for the attack, leading to a full-scale invasion of the United States. Now, the US Army is left to fight their way through the onset of a war on their home soil, while the 141, led by SAS Captain John "Soap" [=MacTavish=], travels the world to bring down Makarov's associates and uncover the truth behind this conflict. Along the way, however, they'll come to discover Makarov isn't the only one benefitting from the war...

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Leaving Allen's dead body at the scene, Makarov fooled fools the Russian populace into thinking an American solider soldier was responsible for the attack, leading to a full-scale invasion of the United States. Now, the US Army is left to fight their way through the onset of a war on their home soil, while the 141, led by SAS Captain John "Soap" [=MacTavish=], travels the world to bring down Makarov's associates and uncover the truth behind this conflict. Along the way, however, they'll come to discover Makarov isn't the only one benefitting from the war...
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''[[GoneHorriblyWrong It doesn't go well]]''.

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''[[GoneHorriblyWrong It doesn't go well]]''.
goes horribly, horribly wrong]]''.
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Leaving Allen's dead body at the scene, Makarov fooled the Russian populace into thinking an American solider was responsible for the attack, leading to a full-scale invasion of the United States. Now, the US Army is left to fight their way through the onset of a third world war, while the 141, led by SAS Captain John "Soap" [=MacTavish=], travels the world to bring down Makarov's associates and uncover the truth behind this conflict. Along the way, however, they'll come to discover Makarov isn't the only one benefitting from the war...

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Leaving Allen's dead body at the scene, Makarov fooled the Russian populace into thinking an American solider was responsible for the attack, leading to a full-scale invasion of the United States. Now, the US Army is left to fight their way through the onset of a third world war, war on their home soil, while the 141, led by SAS Captain John "Soap" [=MacTavish=], travels the world to bring down Makarov's associates and uncover the truth behind this conflict. Along the way, however, they'll come to discover Makarov isn't the only one benefitting from the war...

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[[TimeSkip Five years after]] the events of the previous game, Imran Zakhaev's ultranationalists have fully taken over Russia, declaring their late leader a martyr. Vladimir Makarov, Zakhaev's successor and former right-hand man, begins a campaign of terrorism across Europe. Responding to this a multinational, inter-service military alliance is created to fight the rise in terrorist activity -- dubbed "Task Force 141" and assembled by Lieutenant General Shepherd of the US Army. A war with the US soon erupts when an attempt to infiltrate the ultranationalists goes ''[[GoneHorriblyWrong horribly wrong]]''.

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[[TimeSkip Five years after]] the events of the previous game, Imran Zakhaev's ultranationalists have fully taken over Russia, declaring their late leader a martyr. Vladimir Makarov, Zakhaev's successor and former right-hand man, begins a campaign of terrorism across Europe. Responding to this a multinational, inter-service military alliance is created to fight the rise in terrorist activity -- dubbed "Task Force 141" and assembled by Lieutenant General Shepherd of the US Army. A war with the US soon erupts when an attempt The 141 deploys new recruit Joseph Allen to infiltrate the ultranationalists goes ahead of an attack on a Russian airport, in the hopes of apprehending Makarov and exposing him as the monster he truly is.

''[[GoneHorriblyWrong horribly wrong]]''.
It doesn't go well]]''.

Leaving Allen's dead body at the scene, Makarov fooled the Russian populace into thinking an American solider was responsible for the attack, leading to a full-scale invasion of the United States. Now, the US Army is left to fight their way through the onset of a third world war, while the 141, led by SAS Captain John "Soap" [=MacTavish=], travels the world to bring down Makarov's associates and uncover the truth behind this conflict. Along the way, however, they'll come to discover Makarov isn't the only one benefitting from the war...
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* FiveSecondForeshadowing: At the end of "Takedown" in ''Modern Warfare 2'', Ghost attempts to call command for extraction only to be rebuffed and put on hold, to his consternation. Come the next level, [[InvadedStatesOfAmerica we understand why...]]
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[[caption-width-right:350:''"Remember, no Russian."'']]

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[[caption-width-right:350:''"Remember, [[caption-width-right:265:''"Remember, no Russian."'']]
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[[caption-width-right:350:''"Remember, no Russian."'']]
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* ModelMuseum: The game features a literal museum for this purpose. It's initially shown in the end credits and afterwards becomes a playable level, showing off a selection of characters and vehicles in dioramas representing the game's various locations. Approaching the character dioramas makes them play out a short animated routine. [[PressXToDie Just don't press the red button at the front desk]].
* MonumentalDamageResistance: [[spoiler:The White House, Washington Monument, and Capitol building]] take a beating, but remain iconically standing. That said, they take ''quite'' a beating, and the [[spoiler: White House's]] interior gets totaled.
* MountainWarfare: Quite a number of levels where Task Force 141 are deployed to mountainous environments, with the most notable being "Cliffhanger". In this level, Roach and Soap MacTavish must infiltrate an Ultranationalist airbase by climbing up an ice-filled cliffside, and then sneak in using a blizzard as cover.

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* ModelMuseum: The game features a literal museum for this purpose. It's initially shown in the end credits and afterwards becomes a playable level, showing off a selection of characters and vehicles in dioramas representing the game's various locations. Approaching the character dioramas makes them play out a short animated routine. [[PressXToDie Just don't press Pressing the red button at the front desk]].
desk]] will turn your Film/NightAtTheMuseum into a firefight for survival.
* MonumentalDamageResistance: [[spoiler:The White House, Washington Monument, and Capitol building]] take a beating, but remain iconically standing. That said, they take ''quite'' a beating, and the [[spoiler: White House's]] interior gets totaled.
* MountainWarfare: Quite a number of levels where Task Force 141 are deployed to mountainous environments, with the most notable being "Cliffhanger". In this level, Roach and Soap MacTavish [=MacTavish=] must infiltrate an Ultranationalist airbase by climbing up an ice-filled cliffside, and then sneak in using a blizzard as cover.

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