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* ExcusePlot: The entire directive of the Marines side of the campaign is a bunch of tangential skirmishes in their hunt for Al-Asad. It's never explained ''why'' they're effectively invading an entire nation for one man besides his coup d'état that executed an allied leader on national television. This is intentional; their very first mission mocks their lack of solid intel going in that led to an empty lead of a broadcast station, and [[spoiler:Al-Asad was [[DirtyCoward never present to begin with]], allowing him to kill 30,000 Marines and devastate the region while rendering their entire sub-plot a tragic AllForNothing.]] The SAS, and eventually a joint task force with the Marines, are the ones pursuing the real plotline the entire time.

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* ExcusePlot: The entire directive of the Marines side of the campaign is a bunch of tangential skirmishes in their hunt for Al-Asad. It's never explained ''why'' they're effectively invading an entire nation for one man besides his coup d'état that executed an allied leader on national television. This is intentional; their very first mission Griggs openly mocks their lack of solid intel going into the operation, it's meant to invoke RippedFromTheHeadlines conflicts at the time in that led to an empty lead of a broadcast station, the Middle East, and [[spoiler:Al-Asad was [[DirtyCoward never present to begin with]], allowing him to kill 30,000 Marines and devastate the region while rendering their entire sub-plot a tragic AllForNothing.]] The SAS, and eventually a joint task force with the Marines, SAS are the ones pursuing the real plotline the entire time.


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* {{Foreshadowing}}: At the end of "Blackout", Nikolai has some choice words to say at the very end that highlight how the entire Marine part of the campaign you're about to experience isn't going to go as everyone had hoped. [[spoiler:He's right; Captain Price will be the one to do the deed, while all of the Marines were chasing bad info that gets them nuked.]]
-->'''Nikolai:''' Have the Americans already attacked Al-Asad?
-->'''Captain Price:''' No, their invasion begins in a few hours! Why?
-->'''Nikolai:''' The Americans are making a mistake. They will never take Al-Asad alive!
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* ExcusePlot: The entire directive of the Marines side of the campaign is a bunch of tangential skirmishes in their hunt for Al-Asad. It's never explained ''why'' they're effectively invading an entire nation for one man besides his coup d'état that executed an allied leader on national television. This is intentional; their very first mission mocks their lack of solid intel going into the mission, and [[spoiler:Al-Asad was [[DirtyCoward never present to begin with]], allowing him to kill 30,000 Marines and devastate the region, rendering their entire sub-plot AllForNothing.]] The SAS, and eventually a joint task force with the Marines, are the ones pursuing the real plotline the entire time.

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* ExcusePlot: The entire directive of the Marines side of the campaign is a bunch of tangential skirmishes in their hunt for Al-Asad. It's never explained ''why'' they're effectively invading an entire nation for one man besides his coup d'état that executed an allied leader on national television. This is intentional; their very first mission mocks their lack of solid intel going into the mission, in that led to an empty lead of a broadcast station, and [[spoiler:Al-Asad was [[DirtyCoward never present to begin with]], allowing him to kill 30,000 Marines and devastate the region, region while rendering their entire sub-plot a tragic AllForNothing.]] The SAS, and eventually a joint task force with the Marines, are the ones pursuing the real plotline the entire time.
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* ExcusePlot: The entire directive of the Marines side of the campaign is a bunch of tangential skirmishes in their hunt for Al-Asad. It's never explained ''why'' they're effectively invading an entire nation for one man besides his coup d'état that executed an allied leader on national television. This is intentional; their very first mission mocks their lack of solid intel going into the mission, and [[spoiler:Al-Asad was [[DirtyCoward never present to begin with]], allowing him to kill 30,000 Marines and devastate the region, rendering their entire sub-plot AllForNothing.]] The SAS, and eventually a joint task force with the Marines, are the ones pursuing the real plotline the entire time.
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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* ShortLivedAerialEscape: Has it twice for the heroes. First, the SAS's extraction chopper gets shot down in the Russian countryside after rescuing Nikolai, then the Marine protagonist's heli gets knocked out of the sky by a nuclear blast wave, [[KillEmAll killing everyone on board]] including the player character [[ShootTheShaggyDog and the pilot they just rescued]].

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* ShortLivedAerialEscape: Has it twice for the heroes. First, the SAS's extraction chopper gets shot down in the Russian countryside after rescuing Nikolai, then the Marine protagonist's heli gets knocked out of the sky by a nuclear blast wave, [[KillEmAll killing everyone on board]] board including the player character [[ShootTheShaggyDog and the pilot they just rescued]].

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** The opening sequence of "Charlie Don't Surf" depicts US Marines flying into combat aboard Blackhawk helicopters, however the Marine Corps is the only branch of the the US military that does ''not'' operate any version of the Blackhawk. Interestingly, later levels depict them using CH-46 Sea Knights, the actual helicopter used for troop transport by the Marines at the time the game was released.

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** The opening sequence of "Charlie Don't Surf" depicts US Marines flying into combat aboard Blackhawk Black Hawk helicopters, however the Marine Corps is the only branch of the the US military that does ''not'' operate any version of the Blackhawk. To make it stranger, if one looks closely, you can see that the Black Hawks are marked United States Army, meaning that they apparently decided to take Army helicopters rather than their own. Interestingly, later levels depict them using CH-46 Sea Knights, the actual helicopter used for troop transport by the Marines at the time the game was released.released.
** The SAS are also shown riding in Black Hawk's piloted by the Royal Air Force. No branch of the British military uses the Black Hawk, and the Royal Air Force does not operate utility helicopters outside of three they use for Search and Rescue duties at RAF Akrotiri. The RAF pilots the heavier transport helicopters, while the utility helicopters are piloted by the British Army Air Corps.
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** The game's multiplayer experience is also heavily modified in its sequels. It features three fixed killstreaks (UAV, bombing run from jets, and attack helicopter), equippable night vision goggles, and an equipment system that was heavily reworked in sequels (the first perk in ''Call of Duty 4'' just gives you extra equipment like an RPG or claymores, for example). The system for attachments is also much more bare-bones, with much fewer options than later games (the only options are any one from the list of a red dot sight, ACOG, suppressor, foregrip, or GrenadeLauncher), many specific to or restricted from certain weapon types (only machine guns and shotguns can get the foregrip, while neither can use the suppressor and sniper rifles can't use anything except the ACOG) and some reacting with the perk system in ways they don't in later games (the grenade launcher and grip are counted as extra equipment, thus taking away your first perk). [[ArsonMurderAndJaywalking Also]], the AK-47 is one of the first guns unlocked, rather than being restricted until hitting the final rank - here, that honor goes to the [[BlingBlingBang Golden Desert Eagle]].

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** The game's [[https://callofdutymaps.com/Call-of-Duty/cod-4-modern-warfare/ multiplayer experience experience]] is also heavily modified in its sequels. It features three fixed killstreaks (UAV, bombing run from jets, and attack helicopter), equippable night vision goggles, and an equipment system that was heavily reworked in sequels (the first perk in ''Call of Duty 4'' just gives you extra equipment like an RPG or claymores, for example). The system for attachments is also much more bare-bones, with much fewer options than later games (the only options are any one from the list of a red dot sight, ACOG, suppressor, foregrip, or GrenadeLauncher), many specific to or restricted from certain weapon types (only machine guns and shotguns can get the foregrip, while neither can use the suppressor and sniper rifles can't use anything except the ACOG) and some reacting with the perk system in ways they don't in later games (the grenade launcher and grip are counted as extra equipment, thus taking away your first perk). [[ArsonMurderAndJaywalking Also]], the AK-47 is one of the first guns unlocked, rather than being restricted until hitting the final rank - here, that honor goes to the [[BlingBlingBang Golden Desert Eagle]].
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* FadeToWhite: Happens twice: at the end of "Aftermath" when [[spoiler: Sgt. Paul Jackson]] dies, and once [[spoiler: Soap]] loses consciousness in the final mission, "Game Over", while being lifted into a helicopter.

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* FadeToWhite: Happens twice: at the end of "Aftermath" when [[spoiler: Sgt. [[spoiler:Sgt. Paul Jackson]] dies, and once [[spoiler: Soap]] [[spoiler:Soap]] loses consciousness in the final mission, "Game Over", while being lifted into a helicopter.



* ShotForShotRemake: The 2016 recreation is called a "Remaster", but is more of a complete remake, given that it was completely rebuilt from the ground up with new code and assets but remaining completely faithful to the original's story and gameplay. Improvements include modern graphics, support for modern features such as 4k and ultrawide resolutions, gameplay improvements such as the addition of (optional) hit markers, and the addition of certain subtle details tying into the plot of later games in the series, such as the ability to [[spoiler: kill Makarov and create a ''VideoGame/MetalGearSolid3''-style Time Paradox]] in Pripyat.

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* ShotForShotRemake: The 2016 recreation is called a "Remaster", but is more of a complete remake, given that it was completely rebuilt from the ground up with new code and assets but remaining completely faithful to the original's story and gameplay. Improvements include modern graphics, support for modern features such as 4k and ultrawide resolutions, gameplay improvements such as the addition of (optional) hit markers, and the addition of certain subtle details tying into the plot of later games in the series, such as the ability to [[spoiler: kill [[spoiler:kill Makarov and create a ''VideoGame/MetalGearSolid3''-style Time Paradox]] in Pripyat.
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* ShotForShotRemake: The 2016 recreation is called a "Remaster", but is more of a complete remake, given that it was completely rebuilt from the ground up with new code and assets. Improvements include modern graphics, support for modern features such as 4k and ultrawide resolutions, and the addition of certain subtle details tying into the plot of later games in the series, such as the ability to [[spoiler: kill Makarov and create a ''VideoGame/MetalGearSolid3''-style Time Paradox]] in Pripyat.

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* ShotForShotRemake: The 2016 recreation is called a "Remaster", but is more of a complete remake, given that it was completely rebuilt from the ground up with new code and assets. assets but remaining completely faithful to the original's story and gameplay. Improvements include modern graphics, support for modern features such as 4k and ultrawide resolutions, gameplay improvements such as the addition of (optional) hit markers, and the addition of certain subtle details tying into the plot of later games in the series, such as the ability to [[spoiler: kill Makarov and create a ''VideoGame/MetalGearSolid3''-style Time Paradox]] in Pripyat.
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* ShotForShotRemake: The 2016 recreation is called a "Remaster", but is more of a complete remake, given that it was completely rebuilt from the ground up with new code and assets. Improvements include modern graphics, support for modern features such as 4k and ultrawide resolutions, and the addition of certain subtle details tying into the plot of later games in the series, such as the ability to [[spoiler: kill Makarov and create a ''VideoGame/MetalGearSolid3''-style Time Paradox]] in Pripyat.
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** ''[=CoD4=]'' is noticeably different from the later two games, the last bit of refinement before ''Modern Warfare 2''. Most obviously, it was sold under the title ''Call of Duty [[NumberedSequels 4]]'', which was later [[ArtifactTitle mostly phased out]] due to [[ExecutiveMeddling the franchise's split between Treyarch and Infinity Ward]]. Its campaign switches between little more than [[{{Ruritania}} the Russian countryside]] and [[{{Qurac}} a hostile, unnamed Islamic country]], as opposed to [[UsefulNotes/{{Brazil}} the]] [[SlippySlideyIceWorld more]] [[InvadedStatesOfAmerica varied]] [[DarkestAfrica environments]] of the series' later two installments. This, combined with their heavy use of RuleOfCool, may explain why some of ''[=CoD4=]''[='=]s gritty realism feels lost in its sequels. It also featured "Arcade Mode" and unlockable campaign cheats, which were nowhere to be found in later installments.

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** ''[=CoD4=]'' is noticeably different from the later two games, the last bit of refinement before ''Modern Warfare 2''. Most obviously, it was sold under the title ''Call of Duty [[NumberedSequels 4]]'', which was later [[ArtifactTitle mostly phased out]] due to [[ExecutiveMeddling the franchise's split between Treyarch and Infinity Ward]]. Its campaign switches between little more than [[{{Ruritania}} the Russian countryside]] and [[{{Qurac}} a hostile, unnamed Islamic country]], with a single instance taking place in a well-known real-world location (that being the Chernobyl Exclusion Zone), as opposed to [[UsefulNotes/{{Brazil}} the]] the [[SlippySlideyIceWorld more]] [[InvadedStatesOfAmerica varied]] [[DarkestAfrica environments]] varied]] environments of the series' later two installments.installments, where every other mission takes place in a recognizable real-world location like [[UsefulNotes/{{Brazil}} Rio de Janeiro]], a [[InvadedStatesOfAmerica bombed-out Washington DC]], or UsefulNotes/{{Paris}}. This, combined with their heavy use of RuleOfCool, may explain why some of ''[=CoD4=]''[='=]s gritty realism feels lost in its sequels. It also featured "Arcade Mode" and unlockable campaign cheats, which were nowhere to be found in later installments.
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* CarChaseShootOut: The game ends in one where after the protagonists manage to stop a nuclear missile strike, they have to escape the compound in a stolen truck with enemy forces hot on their tail.
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* ZeeRust: In the years since its release, many things in the game are not so "Modern Warfare" anymore, such as the CH-46 Sea Knight, which has been retired by the USMC, and the Interceptor Body Armor vest worn by the USMC in game was suceeded by the Modular Tactical Vest the year after the game's release.

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* ZeeRust: In the years since its release, many things in the game are not so "Modern Warfare" anymore, such as the CH-46 Sea Knight, which has since been retired by the USMC, and the Interceptor Body Armor vest worn by the USMC in game was suceeded succeeded by the Modular Tactical Vest the very year after the game's release.
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*ZeeRust: In the years since its release, many things in the game are not so "Modern Warfare" anymore, such as the CH-46 Sea Knight, which has been retired by the USMC, and the Interceptor Body Armor vest worn by the USMC in game was suceeded by the Modular Tactical Vest the year after the game's release.

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* ImproperlyPlacedFirearms: Russian fighters on both sides of the civil war use the original AK, which would make some sense for the Ultranationalist rebels (who are presumably fighting with whatever weapons they have on hand) but less so for the Loyalist forces, for whom the AK-74 should be standard issue; instead, the -74 is only present in its rarer but much more famous carbine variant, which is used by all of the NPC factions ''except'' for the Loyalists. The Ultranationalists' loadout also includes some far-reaching Western rifles that would probably be a lot harder to get their hands on than a Russian equivalent, including [=MP5=] submachine guns, G3 and [=G36C=] rifles, and Beretta 92 handguns, which ends up being the only handgun used by ''anyone'' in the campaign save for the SAS (who prefer .45 handguns, Price with his personal 1911 and Soap starting several levels with a USP) and Zakhaev (who packs a Desert Eagle).



** Zahkaev's forces use the N variant of the Mi-28 Havoc for air cover in the Chernobyl missions, despite them taking place in 1996, a few months before the prototype for that variant saw its first flight. Strangely, in the rest of the game where the Havoc actually existed in enough numbers for the Ultranationalists to have a few, they're the only non-playable faction that ''doesn't'' have them.

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** Zahkaev's Zakhaev's forces use the N variant of the Mi-28 Havoc for air cover in the Chernobyl missions, despite them taking place in 1996, a few months before the prototype for that variant saw its first flight. Strangely, in the rest of the game where the Havoc actually existed in enough numbers for the Ultranationalists to have a few, they're the only non-playable faction that ''doesn't'' have them.



* WarIsHell: The part where you play as a soldier crawling around just before dying from the aftereffects of a nuclear explosion to show just how terrible war can be. The worst part of that one scene hits so much harder because of the level before, and the reason you're not at a safe distance. You stick around to rescue a downed pilot, because "NoOneGetsLeftBehind", and [[HopeSpot it seems like things will turn out well]]. And then '''''NUKE''''', ruining any hopes of a happy ending. [[HopeSpot Despair hits so much harder when it has hope to contrast with.]]

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* WarIsHell: The part where you play as a soldier crawling around just before dying from the aftereffects of a nuclear explosion to show just how terrible war can be. The worst part of that one scene hits so much harder because of the level before, and the reason you're not at a safe distance. You stick around to rescue a downed pilot, because "NoOneGetsLeftBehind", and [[HopeSpot it seems like things will turn out well]]. And then '''''NUKE''''', ruining any hopes of a happy ending. [[HopeSpot Despair hits so much harder when it has hope to contrast with.]]]] There are stories of players repeatedly restarting the checkpoint because they thought they were supposed to survive the nuke and just did something wrong - nope.

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* TwentyMinutesIntoTheFuture: The game takes place in 2011 (four years after it was released in the real world).

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* TwentyMinutesIntoTheFuture: The game takes place in 2011 (four 2011, four years after it was released in the real world).its real-world release date.


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* EarlyInstallmentWeirdness:
** ''[=CoD4=]'' is noticeably different from the later two games, the last bit of refinement before ''Modern Warfare 2''. Most obviously, it was sold under the title ''Call of Duty [[NumberedSequels 4]]'', which was later [[ArtifactTitle mostly phased out]] due to [[ExecutiveMeddling the franchise's split between Treyarch and Infinity Ward]]. Its campaign switches between little more than [[{{Ruritania}} the Russian countryside]] and [[{{Qurac}} a hostile, unnamed Islamic country]], as opposed to [[UsefulNotes/{{Brazil}} the]] [[SlippySlideyIceWorld more]] [[InvadedStatesOfAmerica varied]] [[DarkestAfrica environments]] of the series' later two installments. This, combined with their heavy use of RuleOfCool, may explain why some of ''[=CoD4=]''[='=]s gritty realism feels lost in its sequels. It also featured "Arcade Mode" and unlockable campaign cheats, which were nowhere to be found in later installments.
** The game's multiplayer experience is also heavily modified in its sequels. It features three fixed killstreaks (UAV, bombing run from jets, and attack helicopter), equippable night vision goggles, and an equipment system that was heavily reworked in sequels (the first perk in ''Call of Duty 4'' just gives you extra equipment like an RPG or claymores, for example). The system for attachments is also much more bare-bones, with much fewer options than later games (the only options are any one from the list of a red dot sight, ACOG, suppressor, foregrip, or GrenadeLauncher), many specific to or restricted from certain weapon types (only machine guns and shotguns can get the foregrip, while neither can use the suppressor and sniper rifles can't use anything except the ACOG) and some reacting with the perk system in ways they don't in later games (the grenade launcher and grip are counted as extra equipment, thus taking away your first perk). [[ArsonMurderAndJaywalking Also]], the AK-47 is one of the first guns unlocked, rather than being restricted until hitting the final rank - here, that honor goes to the [[BlingBlingBang Golden Desert Eagle]].
*** The PC version's multiplayer has its own set of oddities. Most notably, it uses [=PunkBuster=] as its anticheat service, making things difficult to set up after Even Balance dropped support for the game a few years later. There's also no Prestige system, and all of the post-release maps and content console players had to buy with map packs were added as free updates to the PC version, including a Christmas-themed version of a map that console players only get when it's [[HolidayMode actually Christmas]]. By ''Modern Warfare 2'', the publishers would realize the implications of selling the PC version over UsefulNotes/{{Steam}}, and were able to implement Prestiging, use Valve's anti-cheat system, and sell map packs.
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* WarIsHell: The part where you play as a soldier crawling around just before dying from the aftereffects of a nuclear explosion to show just how terrible war can be. The worst part of that one scene hits so much harder because of the level before, and the reason you're not at a safe distance. You stick around to rescue a downed pilot, because "NoOneGetsLeftBehind", and [[HopeSpot it seems like things will turn out well]]. And then '''''NUKE''''', ruining any hopes of a happy ending. [[HopeSpot Despair hits so much harder when it has hope to contrast with.]]
--> "[[WebAnimation/ZeroPunctuation It was an unflinching and effective statement that cheered me up immensely.]]"

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* TheGreatestStoryNeverTold: In the last act of the game, you [[spoiler: save at least 15 million people, kill a major international figure, and watch your friends die. It's written off as missile tests and minor skirmishes between the Russian government and the ultranationalist faction. Only you and a handful of others, either in the highest echelons of NATO or on-site, know the truth.]]

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* TheGreatestStoryNeverTold: In the last act of the game, you [[spoiler: save [[spoiler:save at least 15 million people, kill a major international figure, and watch your friends die. It's written off as missile tests and minor skirmishes between the Russian government and the ultranationalist faction. Only you and a handful of others, either in the highest echelons of NATO or on-site, know the truth.]]


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** "Death from Above"'s intro cutscene shows a wireframe model of the AC-130H "Spectre", as seen by the depiction of two 20mm M61 Vulcan cannons, which is also what the TitleIn for the level identifies it as; however, the listed info for the weapons, as well as what you're actually given to work with in the mission proper, is for a single 25mm GAU-12, used by the AC-130U "Spooky" variant.

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* ElitesAreMoreGlamorous: Our playable characters Jackson and Soap are members of the U.S. Marine Corps' Force Recon and the British S.A.S, respectively.

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* ElitesAreMoreGlamorous: Our playable characters Jackson and Soap are members of the U.S. US Marine Corps' Force Recon and the British S.A.S, SAS, respectively.



** In "Hunted," the informant Nikolai will have to be escorted through a wilderness; fortunately, he's good enough at defending himself with his AK-47u and gains GameplayAllyImmortality (not too shabby for an emaciated guy captured for God-knows-how-long). In the "One Shot, One Kill" mission an injured Captain's support fire is apparently quite effective... however, he can be killed, and he is immobile; he can't move around unless you carry him, leaving you unable to do anything except walk around (no sprinting) and putting him down.

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** In "Hunted," the informant Nikolai will have to be escorted through a wilderness; fortunately, he's good enough at defending himself with his AK-47u AK-74u and gains GameplayAllyImmortality (not too shabby for an emaciated guy captured for God-knows-how-long). In the "One Shot, One Kill" mission an injured Captain's support fire is apparently quite effective... however, he can be killed, and he is immobile; he can't move around unless you carry him, leaving you unable to do anything except walk around (no sprinting) and putting him down.



* TheGreatestStoryNeverTold: In the last act of the game, you [[spoiler: save at least 15 million people, kill a major international figure, and watch your friends die. It's written off as missile tests and skirmishes. Only you and a handful of others, either in the highest echelons of NATO or on-site, know the truth.]]

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* TheGreatestStoryNeverTold: In the last act of the game, you [[spoiler: save at least 15 million people, kill a major international figure, and watch your friends die. It's written off as missile tests and skirmishes.minor skirmishes between the Russian government and the ultranationalist faction. Only you and a handful of others, either in the highest echelons of NATO or on-site, know the truth.]]



** Chernobyl's vehicle graveyards are also depicted as having Mi-24 Hinds in them, which aren't present in the real graveyards; it's likely that this is an intentional goof [[ShoutOut to mirror]] the then-still-in-development ''VideoGame/{{STALKER}}: Shadow of Chernobyl'', which prominently made the same error.



* LevelInReverse: "Heat", uses the same level data as the previous "Safehouse", only during daytime and for the most part played backwards.

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** Air strikes for both the Marines and SAS in multiplayer are performed by F-15s, which neither faction uses. Particularly odd in that the campaign properly depicts the Marines getting such air support from AV-8B Harriers.
* LevelInReverse: "Heat", "Heat" uses the same level data as the previous "Safehouse", only during daytime and for the most part played backwards.



* {{Qurac}}: The "small but oil-rich" country" in the Middle East Al-Asad takes over. The pre-mission briefings show where in the Middle East various missions take place, but they take care to spread them over the geographic locations of several different real-life countries. For example,the unnamed capital city that you spend much of the first half of the game fighting in is either on the west coast of Saudi Arabia, Bahrain (on the east coast of the Arabian Peninsula), near Riyadh in central Arabia, or the Iran-Iraq border. Its overthrown president, Al-Fulani, is named the Arabic equivalent of "John Doe".

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* {{Qurac}}: The "small but oil-rich" country" in the Middle East Al-Asad takes over. The pre-mission briefings show where in the Middle East various missions take place, but they take care to spread them over the geographic locations of several different real-life countries. For example,the example, the unnamed capital city that you spend much of the first half of the game fighting in is either on the west coast of Saudi Arabia, Bahrain (on the east coast of the Arabian Peninsula), near Riyadh in central Arabia, or the Iran-Iraq border. Its overthrown president, Al-Fulani, is named the Arabic equivalent of "John Doe".



* SinkingShipScenario: In the first mission, the cargo ship you're raiding is bombed by enemy planes and you have to run through the flooding and collapsing cargo hold to get topside, where you must make a LeapOfFaith to a helicopter.

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* SinkingShipScenario: In the first real mission, the cargo ship you're raiding is bombed by enemy planes and you have to run through the flooding and collapsing cargo hold to get topside, where you must make a LeapOfFaith to a helicopter.

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* ANuclearError: In the last few levels, two RT-2UTTH Topol-M ballistic missiles are launched from a facility in southern Russia in the Caucasus Mountains, and the SAS and USMC race against time to disable the missiles in flight before they impact targets in the U.S. and kill 41 million people. However, by the time the abort codes are entered, the missiles have already jettisoned their first rocket stages and the delivery vehicle has already split into their individual warheads, with each warhead already in the terminal phase. The nature of ballistic missiles does not allow them to be disabled or aborted once launched; once the authorization codes have been entered, launch protocols executed and missiles have launched from their silos, all communications are automatically cut off in order to prevent hacking or disabling by enemy forces; there is ''no'' way to transmit abort codes or self-destruct orders. The only way to stop an ICBM once it has launched is to intercept with fighter aircraft and destroy it before it hits the boost phase. Since the Topol-Ms have already long exited boost phase and have entered the terminal phase of their launch sequence, there is nothing stopping those 12 550kt MIRV warheads from striking their targets.


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* AndNowForSomeoneCompletelyDifferent: In most missions the player controls either SAS operative John "Soap" [=MacTavish=] or US Marine Paul Jackson. Additionally, there are two flashback missions in which the player controls Captain Price, one mission in which the player controls an AC-130 operator, and one mission in which the player controls the recently deposed President al-Fulani (although for this last one the player [[ControllableHelplessness can do nothing other than look around]]). In the bonus mission "Mile High Club", the player controls an unnamed SAS operative.
* ANuclearError: In the last few levels, two RT-2UTTH Topol-M ballistic missiles are launched from a facility in southern Russia in the Caucasus Mountains, and the SAS and USMC race against time to disable the missiles in flight before they impact targets in the U.S. and kill 41 million people. However, by the time the abort codes are entered, the missiles have already jettisoned their first rocket stages and the delivery vehicle has already split into their individual warheads, with each warhead already in the terminal phase. The nature of ballistic missiles does not allow them to be disabled or aborted once launched; once the authorization codes have been entered, launch protocols executed and missiles have launched from their silos, all communications are automatically cut off in order to prevent hacking or disabling by enemy forces; there is ''no'' way to transmit abort codes or self-destruct orders. The only way to stop an ICBM once it has launched is to intercept with fighter aircraft and destroy it before it hits the boost phase. Since the Topol-Ms have already long exited boost phase and have entered the terminal phase of their launch sequence, there is nothing stopping those 12 550kt MIRV warheads from striking their targets.
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* OutrunningTheFireball: Averted. When the nuclear warhead in Al-Asad's headquarters is detonated, the US Marines are unable to outfly the resulting blast in their helicopters -- let alone outrun it -- and they all die in the process.

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* OutrunningTheFireball: OutrunTheFireball: Averted. When the nuclear warhead in Al-Asad's headquarters is detonated, the US Marines are unable to outfly the resulting blast in their helicopters -- let alone outrun it -- and they all die in the process.



* UnexpectedGameplayChange: "All Ghillied Up" and "DeathFromAbove". The former is largely a StealthBasedMission where going in guns-a-blazing will quickly you killed, the latter has you controlling an [[GunShipRescue AC-130 gunship]] and its weapons.

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* UnexpectedGameplayChange: "All Ghillied Up" and "DeathFromAbove". The former is largely a StealthBasedMission where going in guns-a-blazing will quickly get you killed, the latter has you controlling the weapons of an [[GunShipRescue [[GunshipRescue AC-130 gunship]] and its weapons.gunship]].
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None

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* OutrunningTheFireball: Averted. When the nuclear warhead in Al-Asad's headquarters is detonated, the US Marines are unable to outfly the resulting blast in their helicopters -- let alone outrun it -- and they all die in the process.
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Crosswicking.

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* HarmlessLuminescence: The nuke scene, where Paul Jackson can stare directly into the resulting flash and still see just fine. Of course, blindness would be the ''least'' of his problems at that point.
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Moving to Trivia per TRS


* DummiedOut:
** Hackers have found a surprisingly large amount of abandoned content, including different reticule images for every rifle scope (in the released version, all rifle scopes use "scope_overlay_m40a3," but there are ''seven'' others, including two for the M21), [[http://callofduty.wikia.com/wiki/Category:Call_of_Duty_4_Cancelled_Levels several abandoned levels]] including one where the player would have controlled an attack helicopter, and the [=AT4=] rocket launcher, which is in the game but never accessible without cheating.
** There are other clues about the developer's original intentions hidden within dummied-out weapons - two, the "Brick Blaster" and "Select a location", seem to indicate that QuickMelee would have still involved bashing people across the face with your gun rather than the newly-added knife.
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None


In the year [[TwentyMinutesIntoTheFuture 2011]], a civil war breaks out in Russia between its government and Ultranationalists led by Imran Zakhaev, who seek to restore Russia to its Soviet-era glamor. At the same time, a separatist group seizes control of a Middle Eastern country through a coup d'état. You play as two characters; a [[SemperFi U.S. Marine]] named Paul Jackson and a British Special Air Service operative named John "Soap" MacTavish, taking part in these conflicts.

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In the year [[TwentyMinutesIntoTheFuture 2011]], a civil war breaks out in Russia between its government and Ultranationalists led by Imran Zakhaev, who seek to restore Russia to its Soviet-era glamor. At the same time, a separatist group seizes control of a Middle Eastern country through a coup d'état. You play as two characters; a [[SemperFi U.S. Marine]] named Paul Jackson and a British Special Air Service operative named John "Soap" MacTavish, [=MacTavish=], taking part in these conflicts.
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None


In the year [[TwentyMinutesIntoTheFuture 2011]], a civil war breaks out in Russia between its government and Ultranationalists led by Imran Zakhaev, who seek to restore Russia to its Soviet-era glamor. At the same time, a separatist group seizes control of a Middle Eastern country through a coup d'état. You play as two characters: a [[SemperFi U.S. Marine]] and a British Special Air Service operative taking part in these conflicts.

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In the year [[TwentyMinutesIntoTheFuture 2011]], a civil war breaks out in Russia between its government and Ultranationalists led by Imran Zakhaev, who seek to restore Russia to its Soviet-era glamor. At the same time, a separatist group seizes control of a Middle Eastern country through a coup d'état. You play as two characters: characters; a [[SemperFi U.S. Marine]] named Paul Jackson and a British Special Air Service operative named John "Soap" MacTavish, taking part in these conflicts.
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grammar


* UnexpectedGameplayChange: "All Ghillied Up" and "DeathFromAbove". The latter is largely a StealthBasedMission where going in guns-a-blazing will quickly you killed, the latter has you controlling an [[GunShipRescue AC-130 gunship]] and its weapons.

to:

* UnexpectedGameplayChange: "All Ghillied Up" and "DeathFromAbove". The latter former is largely a StealthBasedMission where going in guns-a-blazing will quickly you killed, the latter has you controlling an [[GunShipRescue AC-130 gunship]] and its weapons.
Is there an issue? Send a MessageReason:
None


In the year [[TwentyMinutesIntoTheFuture 2011]], a civil war breaks out in Russia between its government and Ultranationalists who seek to restore Russia to its Soviet-era glamor. In the meantime, a separatist group seizes control of a Middle Eastern country through a coup d'état. You play as two characters: a [[SemperFi U.S. Marine]] and a British Special Air Service operative taking part in these conflicts.

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In the year [[TwentyMinutesIntoTheFuture 2011]], a civil war breaks out in Russia between its government and Ultranationalists led by Imran Zakhaev, who seek to restore Russia to its Soviet-era glamor. In At the meantime, same time, a separatist group seizes control of a Middle Eastern country through a coup d'état. You play as two characters: a [[SemperFi U.S. Marine]] and a British Special Air Service operative taking part in these conflicts.
Is there an issue? Send a MessageReason:
None

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* JustPlaneWrong:
** Zahkaev's forces use the N variant of the Mi-28 Havoc for air cover in the Chernobyl missions, despite them taking place in 1996, a few months before the prototype for that variant saw its first flight. Strangely, in the rest of the game where the Havoc actually existed in enough numbers for the Ultranationalists to have a few, they're the only non-playable faction that ''doesn't'' have them.
** The opening sequence of "Charlie Don't Surf" depicts US Marines flying into combat aboard Blackhawk helicopters, however the Marine Corps is the only branch of the the US military that does ''not'' operate any version of the Blackhawk. Interestingly, later levels depict them using CH-46 Sea Knights, the actual helicopter used for troop transport by the Marines at the time the game was released.
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None

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* DisposablePilot: In "Hunted", both pilots are always killed, though most of your squad survives.
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None

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* DeathByDisfigurement: Subverted with [[spoiler:Zakhaev's assassination attempt. Turns out, "shock and blood loss" didn't take care of him as expected.]]

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