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Cpt. Martin Walker
Cpt. Martin Walker
I don't want to say being a soldier is a way of life, because honestly, that's the kind of bullshit recruiters sling at high-school kids. But there is something to itů You gotta understand, being soldier isn't like having a job. You're just one gear in a much larger machine. It's not a way of life, it's how we're built. We're just not wired for the day-to-day civilian world. We go in, we do what's necessary, then we die.
Played By: Nolan North
- Action Genre Hero Guy: Subverted, if not outright deconstructed.
- Anti-Hero: Falls all the way from a Classical Anti-Hero to Villain Protagonist - and what a hard fall it is. Very ironic, in a horribly tragic way, since it all happened because he wanted to evolve into a straight-up hero.
- Anti-Villain: Since anti-heroics wasn't enough, he goes from a Type 3 to potentially a full-blown villain if the players decides to shoot the rescue team if they make it to the epilogue.
- The Atoner:
- Much of the game could be interpreted as him trying to atone for the "white phosphorus incident", but his being hopelessly misguided only succeeds in making things worse.
- In one ending, where he chooses not to cross the line and decides to be punished by law for what he's done.
- Audience Surrogate: The further the game goes along, the more obvious the parallels between Walker and the player become. This is generally not presented as a good thing.
- Ax-Crazy: Progressively, he becomes a more violent person. Case in point, the sequence that leads directly into figuring just How We Got Here:
- Badass Beard: Though it seems better suited to a Beard of Evil by the end. It also grows into a Beard of Sorrow in the epilogue.
- Badass Crew: He's the leader of one.
- Badass in Charge: And not presented remotely positively either. Being a badass or in command doesn't automatically make you in the right.
- Beard of Sorrow: In the epilogue, if he makes it that far.
- Believing Their Own Lies: He swiftly (read: almost immediately) abandons their actual reasons for being in Dubai in favor of stopping Konrad, so he can be a hero.
- Black and White Insanity: Has shades of this as the game goes on, continually trying to convince himself that the events of the plot fit into a dichotomous moral framework in which he and Delta are the "heroes" and the CIA, Konrad and the 33rd are the "villains", and any crimes that Delta commit in the course of stopping them were committed because the "villains" forced their hands. This is intended as a commentary on conventional shooter games which employ Black and White Morality (whether explicitly or implicitly) and players which were expecting the game's moral framework to unfold as such.
- Blood Knight: Horribly, horribly deconstructed. If he weren't so obsessed with Konrad, maybe he would have realized that he was breaking down. Although, considering the obsession came from his delusions and his inner desire to project his guilt on someone else, this trope is more of a consequence than a cause.
- Bolivian Army Ending: In the epilogue, Walker can either choose to lay down his gun to the U.S reinforcements or to fire upon them, thus invoking a last stand. Even in the event Walker survives the fight, other reinforcements will eventually come - and Walker greets them the way he did his own men to ensure the reinforcements will pursue him. "Gentlemen, welcome to Dubai."
- Boom, Headshot: How he dies if he so chooses.
- Break the Badass: Over the course of the game, his confidence that he will be able to help save the day erodes. This is seen in his rage at the situation, which increases constantly.
- The Captain: He has the rank, and in the earlier parts of the game, the fairness and respectability to go with it. But only in the earlier parts.
- Dark and Troubled Past: It's implied that the mysterious incident in Kabul had previously messed him up.
- Dead All Along: Of the Dying Dream variety. The developer states that one possible interpretation of the game is that Walker died in the helicopter crash in the beginning of the game and everything that came after was either his dying hallucination or his personal purgatory.
- Deadpan Snarker: Less than Lugo, but he does have his moments.
- Death by Irony: Possible. Walker fires on the members of said infantry battalion in self-defence, and later makes it his team's mission to kill the battalion's now-disgraced commanding officer. Should Walker, now the disgraced former leader and sole survivor of an elite Delta team, choose to fire on the rescue force in the epilogue, he can be killed in self-defence.
- Death Seeker: In several of the game's endings he has effectively become this (the only one in which he's not is the one in which he kills himself). Of course, this could have even been subconsciously a part of his character after the White Phosphorus incident, which would explain why, for example, he instructs Adams to fly the helicopter straight into the sandstorm.
- Dented Iron: As the game goes on, he picks up more and more scarring. His appearance notably matches his mental state.
- Despair Event Horizon: Upon discovering Konrad's corpse, he comes dangerously close to crossing this line due to the Heel Realization that he has. In three of the game's four endings, he crosses this line completely - either he kills himself, attacks the rescue squad and is killed in the process, or he attacks the rescue squad and dooms himself to die. Even in the ending in which he doesn't cross this (in which he turns himself in), he is evidently and understandably shaken by what he's done, and he even admits to feeling dead inside.
- Destructive Saviour: Subverted in the worst endings, where despite plenty of destruction he doesn't get to save anyone. Played straight in the Bittersweet Ending.
- Determinator: A Deconstructed Character Archetype. One of the rare cases in fiction where determination, and the resolve to continue your mission, doesn't make everything alright in the end. Sometimes when people tell you to stop, it would have been better if you'd listened.
- I Did What I Had to Do: This is his excuse for all the things he does in order to take down the 33rd. It becomes increasingly clear that he's just deluding himself.
- Dissonant Serenity: If you choose to kill the rescue squad in the epilogue, he becomes eerily quiet outside of pained grunts while he's taking damage and his parting words to the rescue forces.
- Driven to Suicide: In one of the endings, if he chooses to let the imaginary Konrad kill him or shoots his own reflection.
- Elites Are More Glamorous: A Delta Force operator. Averted after the "white phosphorus" incident, where he slowly becomes a decidedly unglamorous rage filled shell of a man.
- Evil Sounds Deep: The further he goes on his journey, and the more reprehensible actions he takes in the name of justice, the more parched and guttural his voice gets.
- Fallen Hero: In three of the endings (the first being the suicide, the second the Suicide by Cop, and the last by killing the rescue team).
- Fatal Flaw: Walker's downfall comes about because of his inability to reconcile his desire to be a hero with his growing awareness that he is anything but.
- A Father to His Men: Walker's characterization at the beginning of the game is meant to evoke this trope, but only at the beginning of the game.
- Foreshadowing: During one of his hallucinations, Walker sees Lugo begging for help, while a sea of civilian corpses drag him beneath the sand. Not long afterwards, Lugo is murdered by an angry mob of civilians. You can complete the foreshadowing, if you choose to listen to Adams and murder the mob in retaliation afterwards.
- Glory Seeker: He is so focused on succeeding at his mission that he is willing to order his men to accompany him In Harm's Way. However, as the hallucinatory Konrad mockingly reminds him, there was never really any need for him to do so, since his mission was strictly to reconnoitre Dubai for signs of life, then report his findings. This also explains his motivation for perceiving Konrad as the villain of his mission; given his desire to be a great hero, he subconsciously believed that he must attain that desire at the expense of the greatest hero he ever knew.
- Good Scars, Evil Scars: Collects a number of disfiguring scars over the course of the game, mostly to his head.
- Hallucinations: Both auditory (see Hearing Voices below) and visual, taking form whenever there is a white flash rather than a black one to signify a change in scene. They start becoming more obvious after the white phosphorus incident, but there are signs of it (several times there are several "fade to white" scenes, as well at least one billboard of Konrad, in the first chapter) before then.
- Hearing Voices: Begins by hallucinating Konrad's voice after finding the white phosphorus-incinerated corpses of the Damned 33rd's officers, but it branches out into many other hallucinations over the course of the game, culminating in a hallucinatory Climax Boss in the form of Lugo.
- Heel Realization: Upon learning that Konrad is dead.
- The Hero: Tries to be one. And boy, you can stress that word plenty, especially after he crosses the point of no return.
- Heroic B.S.O.D.:
- He goes through one when he finally realizes what he became after seeing Konrad's corpse. Although, at this point, it's hard to tell if this trope applies or if we're witnessing a Villainous Breakdown.
- It's then up to the player to choose how Walker reacts to this: will he be Driven to Suicide? Is he going to give into his delusions entirely? Or will he finally make a good choice and try to Atone?. According to Steam's achievements, it's the last solution that is preferred.
- Heroic Wannabe: Part of what drove him to the extremes he takes in the first place is because of this persona. It does not end well, at all.Konrad: You're no savior. Your talents lie elsewhere.
- He Who Fights Monsters: Complete with a loading screen that depicts him gazing into an abyss...not coincidentally, one that appears directly after he finds Konrad's radio.
- Horrible Judge of Character: He puts his trust in Riggs and his men very quickly, despite having very little to go on. Konrad calls him out on this, insisting that Riggs's intentions are less than noble, and when Adams and Lugo question his judgement, he justifies his decision on the basis that "Right now Riggs and his men are the only people not trying to kill us". Given that Walker's hallucination of Konrad represents his conscience, it's obvious that Walker knew that Riggs couldn't really be trusted, but ignored his better judgement regardless.
- Icy Blue Eyes: They're his most noticeable physical feature. Near the end of the game, after Walker has reached the conclusion of his character arc, they become especially haunting — hollow and dead. Should Walker shoot Konrad's "ghost", then one of the U.S. soldiers sent to rescue him even comments, "Look at his eyes... He's shell-shocked."
- Ignored Epiphany: Lets just say that a lot of blood would've remained unspilt had Walker knocked himself out of his hero narrative and realized the extent of his destruction a lot earlier than finding Konrad's corpse. It's part of what makes him so tragic as a character; he's almost pathologically incapable of admitting that he crossed the line and constantly finds ways to justify his atrocities for the sake of the mission.
- Ironic Echo: "You brought this on yourself."
- Irony: Walker initially serves as the leader of a search team sent to find a famed infantry battalion stranded in a sand-flooded Dubai. In the epilogue, he is found by a rescue force after becoming stranded in a sand-flooded Dubai due to the deaths of Adams and Lugo.
- It's All About Me: His mindset can also be described as "It's all about my heroism". It's deconstructed, since his determination to complete his mission all by himself results in everyone in Dubai dying.
- I've Come Too Far: The reason that he keeps persisting with his mission is that he believes he can make everything better. Big mistake. In one ending of the game, after he realizes what he does was All for Nothing, he attacks the rescue team, and presumably any more soldiers and surviving citizens, because he comes to believe that killing is all he's good for and what he's done can't be forgiven.
- I Just Want to Be Badass: Deconstructed. His desire to do "what's right", whatever the cost, results in the delusion that whatever he does is right, no matter what it is.
- The Kirk: Played straight early on where he has to settle conflicts between Adams and Lugo. Later, as he becomes increasingly mentally unhinged, it becomes their turn to try to rein him in, but to no avail.
- Knight Templar: Progressively over the course of the game. He is finally called out on his actions most explicitly in the endgame.
- Lantern Jaw of Justice: He's got the lantern jaw. As for the "justice" part...
- Last Survivor Suicide: He is the last person of the Delta squad to die in the ending where he kills himself.
- The Leader: He starts off as a very neutral Type II, but he later devolves into a Type III and takes his position to a frightening extreme.
- Made of Iron: Falling off a skyscraper knocks him out for a while, but he gets up and goes straight back to fighting. Even more telling is that despite the various injuries he suffers over the course of the story, he never complains or takes stock of them in any way.
- Mercy Kill: Inflicts these in his executions and potentially against Riggs, who is trapped under the water truck. Later subverted; they become more brutal and sadistic, first after the white phosphorus mortar, then after the helicopter crash.
- Miles to Go Before I Sleep: Walker can invoke this in the short term by shooting the image of Konrad (rather than himself), calling for backup to evacuate any survivors, and then when backup arrives, open fire and force them to kill him.
- Military Maverick: Walker defies orders to scout out the situation and retreat in favor of going on to rescue McPherson and determine the condition of the 33rd. If only he'd stopped when he had the chance...
- Motive Decay: Starts out with the assignment of finding out if there are survivors in Dubai, ends up getting in a fight with some locals, and it spirals downhill from there. By the end, he has lost all track of why he's killing so many people and destroying so much. And likely so have you.
- Never My Fault: He ostensibly throws blame for his own actions and their consequences anywhere but on himself, especially the white phosphorus incident. However, it becomes increasingly clear that he's simultaneously riddled with self-loathing because of what he's done, even as he denies his fault. The game makes some pointed remarks about cognitive dissonance.
- No Indoor Voice: The captain goes from being a composed, steely-nerved leader to a deranged psychotic who screams curses at any given opportunity after the Freak Out!. Given the nature of the game, it's deeply disturbing rather than unintentionally funny.Early Game Walker: Tango down!
Late Game Walker: GOT THE FUCKER!
- Not So Stoic: He starts off as a composed Consummate Professional. As the game goes on, his lines when he kills enemies go from standard "enemy down" lines to Precision F Strikes and he curses when he gets shot.
- Obliviously Evil: He really doesn't let himself understand how bad he's making things until the end.
- One-Man Army: Played straight with how brutally efficient he is, and deconstructed later on. The point of his character is to show how much of an asshole a gung-ho soldier could be if he were to think he can complete his mission all by himself.
- Pinball Protagonist: Claims to be one of these, constantly asserting that everything he does is because the enemy is forcing his hand. In reality, he's anything but. Word of God said the dev team went out of their way to avert this trope, by having the plot almost always be driven forward by the protagonist's (and by extension the player's) actions.
- Pop-Cultured Badass: He demonstrates a knowledge of Hammer Horror in one of the recordings accompanying the intel items.
- Protagonist Journey to Villain: The entire game is this for him.
- Redemption Quest: A very dark example, almost to the point of deconstruction. Walker's continuing efforts to intervene in Dubai and improve the situation are in part motivated by a subconscious desire to redeem himself after the white phosphorus incident. However, he only succeeds in making the situation even worse. After confronting the shadow of Konrad, however, Walker actually has an opportunity to strive for the real thing. What happens next depends on the player:
- Revenge by Proxy: If he listens to Adams; while some people in the crowd definitely murdered Lugo and the others at least failed to stop it, it's impossible for all of them to have been guilty or to know who the innocent or guilty are.
- Sanity Slippage: Throughout the game after the white phosphorus incident, but especially toward the end.
- Send in the Search Team: He is the leader of a team meant to serve such a purpose at the beginning of the game. This makes the Irony in the epilogue wherein he alone is found by a similar search team all the more crushing.
- Shell-Shocked Veteran: Along with the crushing blows to his mental well-being dealt throughout the game itself, his alluded-to experience in Kabul, Afghanistan (where he first met Konrad, who saved his life) was probably unpleasant — he never speaks about it any way but vaguely. Of course, Dubai only makes it worse. It'll even be lampshaded if he lives past the credits by the US soldiers who arrive to pick him up.
- Shows Damage: An extensive case — he goes from clean, healthy and battle-ready to filthy, bloodied, scarred, and ragged. Comparing the character models from the beginning and end shows that he becomes all but unrecognizable.
- Slowly Slipping Into Evil: He tries to convince himself that all of his actions are in the right, without letting himself become aware of his increasing violence and irrationality. See the entries under Villain Protagonist below.
- Sociopathic Soldier: Grows into the fourth, "mission comes first" variety over the course of the game. How quickly he does so depends on the player in some instances.
- Sole Survivor: By the end of the game, he is the only military officer left in Dubai until the United States military comes to pick him up. Given the actions of the game, it is possible that he is the last person left alive in Dubai, period, unless the rescue forces survive."Survivors... one too many."
- Suicide by Cop: A possible ending, by the team of soldiers sent to pick him up and bring him home. Even in the event that Walker survives the initial fight, he has basically made himself a target for the remaining U.S military forces in Dubai. He knows he'll never leave.
- Sunk Cost Fallacy: One of his many justifications for continuing on with the mission; they've already come this far, so why back down now? Gets played horrifically straight at the end when nothing has been solved, everyone's either dead or going to die soon, and Walker had every opportunity to back down but didn't to serve his own hero complex. Turns out that the cost he sunk into this endeavor didn't justify the "reward" when all was said and done.
- Tautological Templar: In his Heroic Wannabe attempt to be badass, he ignores any clues that what he's doing is actually not the right thing, solely based on the idea that, since he is fighting Konrad, anything is justified. The problem is, he actually isn't fighting Konrad, and his actions led to far more devastation than existed before he arrived in Dubai in the first place.
- Thousand-Yard Stare:
- Sports an especially haunting one in the epilogue.
- He also sports one while frantically trying to internally justify his unknowing murder of dozens of civilians at The Gate.
- Through the Eyes of Madness: As befitting a game about an insane man projecting his deadly, immoral delusions onto his fellow soldiers and innocent civilians. The frequent hallucinations don't help either.
- Took a Level in Jerkass: His obsession in completing his mission results in him going from a well-meaning captain, to a full-on glory-seeking Heroic Wannabe who's all about his heroism.
- Tragic Hero:
- His Fatal Flaw is his unwillingness to admit that nothing will justify his actions, even if he'd succeeded in his original goal.
- Word of God described Walker's Fatal Flaw as his inability to reconcile the conflict between the kind of man he wants to be (namely, The Hero) and the kind of man he really is (namely, a flawed Anti-Hero).
- Tragic Mistake: The white phosphorus mortar. But his mistake wasn't just in using it — it was refusing to accept personal responsibility for the consequences of doing so.
- Two-Faced: Gets a rather nasty burn on one side of his head from an explosion.
- Unwitting Pawn: He becomes one to Riggs' plan to destroy the water trucks.
- Villain Protagonist: Though he doesn't get it until after he finds that Konrad is dead.
- Walking Spoiler: Impressive feat considering he's the protagonist.
- Weapon of Choice: In gameplay, his loadout depends on player choice, but in cutscenes, he's often equipped with the standard-issue M4A1 carbine and M9 service pistol, which establishes him as a straight-laced military protagonist with no overt personality traits though this only really applies to him in the beginning.
- However, he's also shown using a Desert Eagle when all his weapons are removed, perhaps suggesting his proclivity for violence and absurd acts of action-heroism (the Deagle is considered Awesome, but Impractical by most soldiers, but beloved by action movies). By the ending, he's shown wielding an AA-12 fully automatic shotgun, which is about as far from his more practical loadout as you can get.
- "Well Done, Son!" Guy: Has shades of this with Konrad. While it's obvious that he's obsessed with the man, Walker's desire for Konrad's approval is more subtly implied. In particular, when he begins hallucinating Konrad's voice, he imagines the Colonel telling him that he performed admirably under the circumstances in Kabul — indicating Walker's subconscious need to have Konrad reassure him and bolster his past actions, even while Walker is beginning to vilify Konrad.
- Well-Intentioned Extremist: Walker does have sincerely noble motivations for wanting to intervene in Dubai. However, his interventions only end up making things worse.
- Windmill Crusader: See Wrong Genre Savvy. And as a side note, Konrad is dead, Captain. Sorry to burst your bubble.
- What the Hell, Hero?: Receives this from pretty much every single major character in the game, save Riggs (who encourages him) and Gould (who barely sees him).
- Would Not Shoot a Civilian: At least, not on purpose... until Lugo gets lynched, possibly.
- Wrong Genre Savvy: No, Captain, you're not the protagonist of a Call of Duty, Medal of Honor or Battlefield game. No matter how much you might want to be.
- You Can't Go Home Again:
Capt. Walker: (his thoughts as he dies) I said something about going home, and [Konrad]... you said, "Home? (scoff) We can't go home. There's a line men like us have to cross. If we're lucky, we do what's necessary, and then we die."
- His belief, even if he does make it to the epilogue. Most thoroughly shown in the "Road to Glory" ending.
- This is illustrated in the other choice as well:U.S Sergeant: We drove through this whole city to find you, Captain. On our way here we...saw things. What was it like? How did you survive all this?
Capt. Walker: Who says I did?
1st Lt. Alphanso Adams
1st Lt. Alphanso Adams
''When I'm on the job, I'm not a person. I'm a tool, and I have to adapt to whatever the mission requires. If I bring my baggage into the field, it'll just get in the way. Only thing that matters are the words 'Mission Accomplished.' The sooner I hear those words, the sooner I can go home and get back to being me."
Played By: Christopher Reid
- Ace Pilot: Pilots a helicopter once during the story, a shown in an In Medias Res first part before Chapter 1, and again later in. "Ace" might not be the best term, however, as, if the Dying Dream is true for Walker over the entire game proper, the one time we see him fly, he ends up crashing fatally, at least by Captain Walker's orders.
- Alliterative Name: Although his first name is hardly ever brought up.
- Angry Black Man: He gets increasingly angry as the game progresses, which is pretty justified considering what he gets dragged into.
- Black Best Friend: Though the friendship is stretched to the limit as the game progresses.
- Black Dude Dies First: Possibly inverted or even subverted. Depending on how you interpret his Last Stand and what ending you choose he's either the last named character in the game to die, the second last, or the Sole Survivor.
- The Big Guy: He's technically the second-in-command of the team, but since there's just three of them, it doesn't really matter all that much.
- Break the Badass: Like Walker, his optimism about being able to save Dubai erodes throughout the story. However, he becomes more vocal about it, culminating in his With Due Respect What the Hell, Hero? just before his Last Stand.
- Captain Obvious: Sometimes, usually because he's shocked and trying to confirm what he really saw.
- Death by Irony: Over the course of the game, he grows to question the mission tasked to Lugo and himself by Walker and prioritizes saving the lives of the civilians they were initially sent in to assess. He gets betrayed when those civilians lynch Lugo and wants revenge, then later, he dies in a Last Stand meant to allow Walker to escape and complete said mission.
- Despair Event Horizon: Lugo's death.
- Elites Are More Glamorous: A Delta Force Operator.
- Heroic Sacrifice: The "heroic" is debatable at that point in the game, but he holds off what remains of the Damned 33rd so that Walker can get to Konrad and finish him off. The tone of his parting words to Walker suggests that by this point, he may even have become a Death Seeker - simply so he won't have to live with what they've done in Dubai. The game never actually depicts the outcome of his Last Stand, but it is highly probable he was killed.
- Last Stand: At the end of the penultimate level.
- The McCoy: As the game progresses, and he sees how bad things really are in Dubai, he switches roles with Lugo, and prioritizes saving civilians over furthering any mission Walker tasks them with. Once those same civilians lynch Lugo, he returns to being The Spock, now disgustedly focused on just helping Walker finish the damned mission.
- More Dakka: When not pointed at a target, he provides suppressing fire with his machine gun.
- My Master, Right or Wrong: Grows out of this over the course of the game, culminating in a With Due Respect What the Hell, Hero?.
- Never My Fault: He refuses to take responsibility for most of his actions, and blames Lugo's death entirely on Walker.
- Semper Fi: At one point he says "Adapt and overcome, bitch." "Improvise, adapt and overcome" is a Marine Corps slogan, suggesting he served in the Corps prior to joining Delta.
- Shell-Shocked Veteran: Gradually. Though it's less obvious than with Lugo or Walker, Adams' stoic, unflinching loyalty evolves into silent but complete disgust for the entire situation and the Delta squad's part in it.
- Shows Damage: Picks up some cuts that bleed heavily.
- The Sneaky Guy: Somewhat ironic, considering he normally totes an M249 SAW, but if you give out an order to kill someone stealthily, Adams carries it out alone with a suppressed M9 pistol. Considering he also leads the team when breaching doors, he may fulfill the point man version of this trope.
- Sour Supporter: Gradually transitions into this over the course of the game. After The Squad has committed a great amount of atrocities over the game, it's clear that the only reason he still listens to Walker is so he can justify his part in said atrocities as Just Following Orders. This is best seen when he outright blames Walker for Lugo's death and mimes firing a gun in Walker's face.
- The Spock: Albeit a more emotive version. However, see The McCoy.
- Revenge by Proxy: Exactly when you know he's really snapped after the mob lynches Lugo. While some were definitely guilty and the rest at least failed to stop it, you know not all of them could've done it and have no way to tell guilty from innocent.
- Stuff Blowing Up: When pointed at a target, he'll usually toss a grenade.
- This Is for Emphasis, Bitch!: Uses this regularly.
- Token Minority: The only named African-American character in the game. It's not done in a patronizing fashion, however, and he receives just as much Character Development as anyone else.
- Vitriolic Best Buds: With Lugo. Though the "best buds" aspect becomes extremely strained as the game goes on, to the point where they come to blows and Walker has to shout them back to their senses. That said, when Lugo dies, Adams is very distraught, to the point of demanding to be allowed to kill the mob who killed Lugo.
- Weapon of Choice: Cements his position as a Class 2 The Big Guy by carrying an M249 SAW and M1014 shotgun.
- Would Not Shoot a Civilian: After Lugo is lynched, he really wants to — but he won't unless Walker gives the order.
- Wrong Genre Savvy: He thinks he's in the plot of a typical War on Terror scenario. He couldn't be more wrong.
Staff Sgt. John Lugo
Staff Sgt. John Lugo
''So here's the thing...I never actually thought they'd let me in here. Sure, I speak six languages. Gimme a broken radio and a paperclip, and I'm MacGyver. I can deadeye a squirrel at 2000 meters. And, to top it all off, I'm the sexiest thing ever poured into a pair of ACUs. When you add it all up, it's obvious they'd want me in Delta Force."
Played By: Omid Abtahi
- Ambiguously Brown: His ethnicity is not made explicit, and though his facial features belie an Iranian heritage similar to that of his VA, his surname is of Hispanic origin.
- Break the Cutie: Along with Break the Badass and Break the Haughty. Notably, he's the first one to break down like this, being The McCoy of the squad.
- Climax Boss: The hallucinatory one is, anyway, shortly before leaving Adams. He's a Heavy Trooper with far more health than a normal one.
- Cunning Linguist: He is fluent in Farsi, Hindi, Turkish and Cantonese, all languages which would be extremely useful for a U.S. Spec Ops member to know. Granted, this is minus the "cunning", since the one time he tries to communicate with hostile forces in Farsi, Walker and Adams immediately feel This Is Gonna Suck, in part due to his attitude.
- Deadpan Snarker: Pretty much the first thing you learn about him is that he cracks jokes constantly.Walker: Lugo, do you ever actually hear the shit comin' out of your mouth?
Lugo: No, I do not, sir. I find it messes with my rhythm.
- Death by Irony: Over the course of the game, he grows to prioritize the mission tasked to Adams and himself by Walker over saving the lives of the civilians they were initially sent in to assess. He is hanged by a lynch mob of those very same civilians.
- Elites Are More Glamorous: A Delta Force Operator.
- Friendly Sniper: The sharp-shooter and generally the most emotive of the group.
- Jack-of-All-Trades: He is the group's radioman, general technical expert, medic, translator, and designated marksman. Comparatively, Adams just carries a larger gun and acts as the team's pilot.
- Jade-Colored Glasses: After the white phosphorus incident, he started to grow more bitter and cynical.
- Kill the Cutie: He is hanged by an angry mob of local ex-civilians before Adams and Walker can get to him.
- The McCoy: Which leads to him being the most shaken of any of the squad. However, see The Spock.
- My God, What Have I Done?: After the carnage of the white phosphorus incident hits home, he starts screaming at Adams about how Walker turned them into killers.
- Never My Fault: While not to the same extent as Walker, he ignores his own (albeit reluctant) role in the white phosphorus incident; his accusation that Walker turned him and Adams "into fucking killers" is especially ridiculous given that he's already killed scores of people before that point, and fellow Americans at that. Granted, the victims of the white phosphorus incident included forty-seven civilians, but even still...
- Nice Hat: Sports a cap. The only time he's seen not wearing it is after he's just been lynched.
- Plucky Comic Relief: At the start of the game, he provides a bit of this, serving as the team's resident Deadpan Snarker. It doesn't last.
- Public Execution: Lynched by a mob of enraged Dubai locals.
- Sacrificial Lion: If not the people in the Gate incident with the white phosphorus, Lugo's death demonstrates with emphasis this will not end well for the team, let alone the city. Anyone Can Die.
- Sad Clown: His jokes stop being cheerful pretty quick. After a while, they become downright bitter.
- Shell-Shocked Veteran: Over the course of the game.Loading Screen: If Lugo was still alive, he'd be suffering from PTSD. So really, he's the lucky one.
- Shows Damage: Scorch marks and some nasty facial cuts.
- The Smart Guy: Given his role as both radio operator and translator, he is the first one consulted on technology or language.
- Sound-Only Death: During a firefight with the 33rd and separated from Walker and Adams, Lugo tries to hole up in a refugee camp. And certainly, the soldiers don't find him...but the refugees do. Walker, Adams and the player all get to hear him screaming and pleading in a panicked mix of English and Farsi while the civilians form a lynch mob. He's dead by the time Walker and Adams arrive.
- Sour Supporter: Gradually becomes this as the game progresses. After The Squad has committed a great amount of atrocities over the game, it's clear that the only reason he still listens to Walker is so he can justify his part in said atrocities as Just Following Orders. He is the most vocal opponent of the use of the white phosphorus mortar, and starts blaming Walker for involving Adams and himself right on the spot.
- The Spock: As the game progresses, and he sees the strain placed on Walker's decision-making abilities, he switches roles with Adams, and prioritizes any mission Walker tasks them with over the lives of the civilians they were initially sent in to find, even making what he feels are logical decisions without waiting for Walker's orders. He is then killed when those very same civilians turn into a mob and lynch him.
- Vitriolic Best Buds: With Adams. The whole "best buds" part gets more doubtful over the course of the game - starting with the situation with Gould. When he dies, though, Adams' distraught attitude shows it wasn't gone.
- Weapon of Choice: Aside from his Scout Tactical Sniper Rifle, he uses a TAR-21 as his primary weapon. You can find the TAR-21 and equip it as a Sidetrack Bonus near the end of the level in which he is lynched.
- Would Not Shoot a Civilian: Averted with the Radioman.
- Wrong Genre Savvy: Notably, however, he's the first to break out of it, not that it helps.
Lt. Col. John Konrad
Lt. Col. John Konrad
Played By: Bruce Boxleitner
- Above Good and Evil: Or so he claims in Walker's hallucinations.
- Big Bad: Konrad is ultimately responsible for the insurgency.
- Colonel Badass: If Walker's stories are anything to go by.
- Colonel Kilgore: The hallucinatory Konrad is clearly meant to be this, but the real Konrad was probably closer to this trope as well. Certainly in his own mind.
- The Conscience: What his voice really is to Walker.
- Dead All Along: As revealed in the ending. The opening cutscene implies that he was Dead to Begin With long before Delta Force arrived.
- Deconstruction: Of the villain, demonstrating them as a device by which The Protagonist justifies their otherwise ''evil'' actions and the consequences of said mindset.
- Destructive Saviour: And he knows it. It was this knowledge that drove the real Konrad to kill himself.
- Driven to Suicide: He came to realize that while he had managed to stabilize the situation in Dubai, him and his men had committed several horrible atrocities to achieve this. When his desperate evacuation attempt failed, the weight of it all became too much for him to bear.
- Enemy Without: Walker acknowledges this in the epilogue, when he dons Konrad's uniform.
- Evil Is Hammy: Konrad when communicating with Walker via radio is arch and melodramatic, often speaking in flowery figurative language, in sharp contrast to how he speaks in the occasional intel items Walker comes across, in which he is softly-spoken, matter-of-fact and dejected. This is because the Konrad Walker hears via radio is in fact his hallucination, and Walker is trying to convince himself that Konrad is a typical video game-esque Big Bad when in fact he is anything but.
- Fallen Hero: Walker met him in Kabul (in fact, he owes Konrad his life) and says that he was once an honorable man. Konrad or rather, Walker's guilt in the voice of Konrad, notes that he isn't a hero just because he saved Walker's life; he has saved many lives, but as a soldier he's ended many more, and there's no real nobility in following a basic standard set by the U.S military.
- Famous Last Words: It turns out that the radio message you hear at the beginning serves as this.
- Heroic Safe Mode: The hallucinatory Konrad could be seen as a manifestation of this for Walker. Just when Walker is given undeniable proof in the form of the white phosphorous incident that his presence in Dubai is causing more harm than good, Konrad conveniently begins taunting him through a broken radio and providing both a scapegoat for Walker to place the blame for all his failings on and a drive to keep going.
- My God, What Have I Done?: Led to his Driven to Suicide.
- Nice Job Breaking It, Hero!: His attempt to help the people of Dubai led to the damning of the 33rd Infantry and the situation Walker has to try to clean up.
- Non-Action Big Bad/The Unfought: With good reason.
- The Paragon Always Rebels: When he decides to help the people of Dubai, even in violation of his orders to do so, the entire 33rd Infantry go with him. Though not the entire 33rd, as the executed and hanging corpses of soldiers suggests, assuming they are real.
- Reports of My Death Were Greatly Exaggerated: Inverted when the real Colonel Konrad is revealed to have committed suicide. When Walker discovers this, the Shadow Konrad, amused by Walker's reaction, says, "Looks like reports of my... survival were greatly exaggerated."
- Smug Snake: Except really not. Collect the intel, and you will probably notice the jarring difference between the sneering, mocking villain that plays mindgames with Walker whenever he "speaks" with him, and the recordings of the soft-spoken, humble man the who is clearly horrified at the terrible things he has done.
- "The Reason You Suck" Speech: Basically everything after the white phosphorus incident is one long one to Walker.
- Walking Spoiler: It's hard to describe the character in detail without giving away The Reveal that he's Dead All Along, and that the Konrad that Walker was hearing was a manifestation of his guilt and self-loathing.
- Wicked Cultured: He writes poetry for his wife, and at one point quotes the poet Charles Simic. The real Konrad actually wrote the poem, while the latter quote was from Walker's hallucination of Konrad. And of course, whether Konrad qualifies as "wicked" is a matter of no small debate, including in-universe by the other characters.
- You Can't Go Home Again: Konrad is very cynical about the ultimate fate of soldiers. In the Suicide by Cop epilogue choice Walker flash backs to a time where Konrad told Walker that all he desired was peace - but there was an inevitable line men like them would have to cross, with no option afterwards but to die bitterly on the battlefield. In a heartwarming contrast, the hallucinatory Konrad's final words to Walker in the game are a reminder to Walker that despite everything he's done, he still has the right to go home - basically challenging Walker to prove him wrong.
Robert Darden aka. The Radioman
Robert Darden aka. The Radioman
Played By: Jake Busey
- Boom, Headshot: By Lugo. Three times.
- Character Development: A very interesting case, since it's mostly implied rather than directly shown. He started out as just a cynical, shallow journalist before becoming deeply involved with the situation in Dubai and trying to save the people there. Eventually, however, he went from trying to save civilians and keeping up morale with his broadcasts to helping the 33rd control Dubai with an iron fist, at the cost of many civilian lives.
- Cloud Cuckoo Lander: His various comments tend to be out-of-place, considering the graveness of the situation.
- Cutscene Boss: When you finally reach him, he goes down without a fight.
- Cynicism Catalyst: He became significantly more abrasive after the failure of the Dubai evacuation. Of course, it's shown at the very end of the game that what probably brought this about was Konrad's suicide.
- The Dead Have Names: Tries to pull this on Walker and his team during the assault on his station. The problem is, even he doesn't really remember a lot of them.
- Deadpan Snarker: Everything he says is coated with sarcasm.
- The Dragon: He's initially seen as such in relation to Konrad's supposed status as the Big Bad.
- Everybody Calls Him "Barkeep": His real name (Robert Darden) is only mentioned in a single intel item. He even refers to himself as Radioman in several of his broadcasts.
- Expy: Of the Photojournalist from Apocalypse Now. He even bears a shocking resemblance to a young Dennis Hopper.
- Famous Last Words: "You are live and on the air, my friend! Give it a shot."
- Faux Affably Evil: Occasionally, he acts sort of polite to the protagonists. This is perhaps best seen right before his death, where his lines are dripping with sarcasm and a hint of contempt, but never loses a polite tone until he is shot.
- Hypocrite: While he castigates Delta endlessly for the white phosphorus incident, which resulted in the death of civilians, he shows no sympathy for the insurgents or those taken from the Nest by the 33rd, and when Lugo calls Konrad a war criminal, he drops his smug façade and becomes genuinely pissed off.
- Jerkass: The majority of the soldiers in the game have a tendency to be assholes, but he in particular stands out as the biggest of them all.
- Jerkass Has a Point: Over the course of the game, his criticism of Delta Force goes from being typical baddie banter to shockingly accurate.
- Mouth of Sauron: For the Damned 33rd.
- Mission Control Is Off Its Meds: Most of his job seems to consist of yelling at Delta, not actually helping the Damned 33rd.
- Non-Action Big Bad: He goes down without a fight in a cutscene. Kind of a retroactive example, seeing as the revelation that Konrad was Dead All Along, and hence Radioman really was at the top of the chain of command, doesn't occur until the end of the game.
- Pet the Dog: The Intel items that Walker finds indicate that he ultimately was concerned for the well-being of the citizens of Dubai - at least before the whole evacuation went to shit, anyway.
- Sad Clown: Gradually revealed to be this to some extent, most notably after the water supply is damaged, where he's audibly shaken by the event.
- Sanity Slippage: Some intel items reveal that he had a noble goal in his broadcasts, once — to keep hope alive in Dubai. That obviously got lost somewhere.
- Sinister Shades: Briefly sports them.
- Smug Snake: During gameplay. Less so in the intel logs, where he's trying to get the truth about the situation out.
- A Sinister Clue: Besides wearing a watch on his right wrist, he's seen poking keys with his left hand.
- Surprisingly Sudden Death: Especially jarring because the tone of the scene and the surroundings is light, almost friendly - he could be any quirky disk-jockey giving technical advice. Until Lugo shoots him in the head three times at point-blank range, spattering the camera with blood. Even Adams and Walker are obviously shocked, forcing Lugo to start yelling in his own defence.
Agent Rick Gould
Agent Rick Gould
Played By: Chris Cox
- Agent Provocateur: Leads against the 33rd.
- CIA: A member of the four-man team Gray Fox.
- Cold-Blooded Torture: By the Damned 33rd, using sand being picked up by machine gun fire to tear his skin off.
- Killed Offscreen/Take Up My Sword: No matter what you do, or how fast you act, he will die in either one these two ways.
- Not Quite Saved Enough: Even you save him from the 33rd, he still ends up dying from his injuries.
- Red Oni, Blue Oni: Seemingly the Blue to Riggs' Red, at least in attitude.
- Take Up My Mission: Gives his mission to the Gate to Walker and his team before his death if he survives that long. If not, Walker just takes what he has and does the mission anyway.
Agent Jeff Riggs
Agent Jeff Riggs
Played By: Patrick Quinn
- Agent Provocateur: Leads against the 33rd.
- A Million Is a Statistic: His opinion of the refugees of Dubai; he cares nothing for their lives and goes so far as to lead them on to serve as Cannon Fodder in his plot to destroy their water supply and doom them all in the name of preserving peace between America and the Middle East.
- Asshole Victim: What Walker sees his death as.
- Badass Beard/Beard of Evil
- Badass Grandpa: Age isn't slowing him down at all.
- CIA: A member of the four-man team Gray Fox.
- Evil All Along: Once his plan is unveiled, he is shown to be this.
- Evil Old Folks: As revealed by the completion of his plan.
- Foil: He's someone who went through what Walker did 20-30 years ago and came out the other side more assured of his convictions.
- Good Is Not Nice: Considers himself to be this.
- I Did What I Had to Do: So he says. Walker disagrees.
- I Regret Nothing: He's completely unrepentant about the now-inevitable deaths of the civilians in Dubai, even as he's dying himself.
- Jerk with a Heart of Jerk: The reason why he considers himself to be Good Is Not Nice is because he only cares about protecting his country from a war with the Middle East, rather than helping to evacuate the people in Dubai.
- Karmic Death: If avoiding the Mercy Kill, he burns to death in the fire from the crashed water truck. Fitting for one who intended to condemn an entire city to a slow and agonizing death.
- Kill It with Fire: The method for the Karmic Death.
- Knight Templar: Riggs believes his plan to kill the population of Dubai is absolutely necessary to prevent the Middle East from going to war with America.
- Not So Different: Like Walker, Riggs believes he works to achieve a heroic goal (i.e. preventing a war between USA and the Middle East), and just like with Walker it is clear that he is completely delusional about the validity of that goal and the methods he uses to achieve it by only serves to make the situation much, much worse.
- Manipulative Bastard: Manipulated the protagonists into getting rid of the water supply, leaving everyone in the city to die until and unless the unlikely event occurs that the rescue team comes in.
- Mercy Kill: If you so choose.
- Red Oni, Blue Oni: Seemingly the Red Oni to Gould's Blue, at least in attitude.
- Revolvers Are Just Better: Partial to a .44 handgun when you meet him.
- Sociopathic Soldier: As revealed by his actions.
- Treachery Cover-Up: His mission, going so far as to condemn everyone left alive in Dubai to die of dehydration.
- Villainous Breakdown: If the player chooses to let him get burned alive, he'll lose his stoic acceptance of his fate and shout Walker's name until his words dissolve into screams.
- Windmill Crusader: Riggs' purported Middle East/US war is strongly implied to be just a delusional fantasy on his part, and can be seen as a mirror of Walkers own madness and desire to be a hero.