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1[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/cod4mw.jpg]]
2[[caption-width-right:264:''"How'd a muppet like you pass selection?"'']]
3
4->''Our noble crusade has begun. Just as they lay waste to our country, we shall lay waste to theirs. ''(holds up a gun)'' This is how it begins.''
5-->--'''Khaled Al-Asad'''
6
7The one that [[{{Pun}} modernised]] the [=FPS=] genre.
8
9''Call of Duty 4: Modern Warfare'' is a 2007 FirstPersonShooter video game, made by Infinity Ward and published by Creator/{{Activision}}. It is the fourth main game in the ''VideoGame/CallOfDuty'' franchise, and unlike the previous games, which were set in UsefulNotes/WorldWarII, it is set in modern times.
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11In 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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13The game's success spawned [[VideoGame/CallOfDutyModernWarfare2 two]] [[VideoGame/CallOfDutyModernWarfare3 sequels]] and kickstarted the ''VideoGame/ModernWarfare'' subseries that dominated the ''Call of Duty'' franchise durinng the mid-2000s and early 2010s.
14
15A Platform/{{Wii}} version of the game, titled ''Call of Duty: Modern Warfare - Reflex Edition'', was released in 2009. A [[UpdatedRerelease remastered version]] of the game for modern consoles, developed by Raven Software, was initially released as part of a bundle with orders of ''VideoGame/CallOfDutyInfiniteWarfare'' in 2016, and later as a standalone game in 2017.
16----
17!!''Call of Duty 4: Modern Warfare'' contains examples of:
18
19* TwentyMinutesIntoTheFuture: The game takes place in 2011, four years after its real-world release date.
20* ActionPrologue: "Crew Expendable" serves as this. The game's TitleCard is placed right after it, and it is a relatively plot-irrelevant mission aside from providing {{Foreshadowing}} for [[spoiler:Al-Asad's attempts to obtain a nuke]].
21* 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.
22* 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.
23* ArtisticLicenseGeography: The missile facility is stated to be in the Altay Mountains in Russia. The real life Altai Mountains are located on the border with Kazakhstan and Mongolia, hundreds of miles from where the game suggests it is. The actual location of the facility is in the Caucasus Mountains, on the border with Georgia and Russia.
24* BittersweetEnding: The game ends with [[spoiler:the death of Zakhaev. However this comes with the knowledge that countless citizens in Al-Asad's country and American forces were lost when the nuke couldn't have been stopped and Zakhaev himself kills off most of what remains of Soap's squadron before the killing blow is landed]].
25* BossInMooksClothing: In "Crew Expendable", there's a lone crewman armed with a Desert Eagle camping in the cargo hold. He can kill you in just a few shots even on Normal difficulty, and can easily get the jump on you if you don't check your corners. In the remaster, there's even an achievement for taking his weapon and killing 5 enemies with it.
26* BrassBalls: You can have your player character be regarded as this during "All Ghillied Up"; the player character has the opportunity to slip into an area guarded by three {{Mooks}} to retrieve a collectible. If the player succeeds, [=MacMillan=] notes that they have "the minerals".
27* BrutalBonusLevel: ''Mile High Club,'' a cut mid game mission unlocked through completing the game, where the SAS has some two minutes to get from one end of an airplane to the other to rescue a VIP. Remember the Iranian embassy siege that made the real team famous? [[NintendoHard You need to be at least as good as those guys to stand a chance.]]
28* 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.
29* ControllableHelplessness:
30** During the mission "The Coup", you're tied up and thrown into the backseat of a car. The only control you actually have over your character is the ability to look around. [[spoiler:The twist? You're playing the ''President'' of Unspecifiedistan, on his way to his execution. And you ''do'' get executed by one of the {{Big Bad}}s, sparking the events of the rest of the game.]]
31** In the mission [[spoiler:"Aftermath", in which all you can do is limp across a burned-out wasteland until Sgt. Jackson dies horribly from radiation poisoning and/or internal injuries]].
32* DeathByDisfigurement: Subverted with [[spoiler:Zakhaev's assassination attempt. Turns out, "shock and blood loss" didn't take care of him as expected.]]
33* DevelopersForesight: During "One Shot, One Kill" in the remastered version of the game, you are able to kill Vladimir Makarov at the deal, which causes a time paradox. However, if you hit the person in the back seat, you get a message stating 'Friendly fire will not be tolerated'. That's because you shot Yuri, whose character model replaces the original {{Mook}} in the original version of the game.
34* DiscOneFinalBoss: Al-Asad. The first half of ''Call of Duty 4: Modern Warfare'' has you trying to overthrow his new regime in [[{{Qurac}} an unknown Middle Eastern country]], which is destroyed by a nuke. Then, after you kill him, you find out that he is [[spoiler:a pawn of the real villain, Imran Zakhaev]].
35* DisposablePilot: In "Hunted", both pilots are always killed, though most of your squad survives.
36* EarlyInstallmentWeirdness:
37** ''[=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 the [[SlippySlideyIceWorld more]] [[DarkestAfrica varied]] environments of the series' later two 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.
38** The game's [[https://callofdutymaps.com/Call-of-Duty/cod-4-modern-warfare/ 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, a pre-set voice message system, 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 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) or even game modes (multiplayer never lets you use stuff like a unique red dot scope, while the ACOG is completely missing from the campaign in favor of making an [=EOTech=] holosight share its function) 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). Maps also tend to be more directly based on singleplayer levels, with the most obvious unique maps themselves tending to be [[NostalgiaLevel borrowed from]] earlier games with a new coat of paint (e.g. Chinatown is a Chinese-themed redo of Carentan), compared to later games where multiplayer maps bear almost no resemblance to singleplayer levels beyond the overall aesthetic. Calling in a killstreak requires you to put away your weapon as in later games, but this is accomplished by having your character just pull out the detonator used for C4 before bringing their gun up again - ''World at War'' would replace it with a period-appropriate radio handset, but though ''Modern Warfare 2'' added a tactical laptop used for killstreaks that you control in some manner, the C4 detonator would keep being used for the "generic" killstreak animation until ''Modern Warfare 3''. [[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]].
39*** 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, thanks to a sponsorship deal with nVidia, all of the post-release maps and content console players had to buy with the Variety map pack 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 Platform/{{Steam}}, and were able to implement Prestiging, use Valve's anti-cheat system, and sell map packs.
40* ElitesAreMoreGlamorous: Our playable characters Jackson and Soap are members of the US Marine Corps' Force Recon and the British SAS, respectively.
41* EscortMission:
42** In "Hunted," the informant Nikolai will have to be escorted through a wilderness; fortunately, he's good enough at defending himself with his 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 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.
43** Additionally, there's the mission where you "escort" Soap's team... at the controls of an AC-130 gunship.
44* 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; Griggs openly mocks their lack of solid intel going into the operation, it's meant to invoke RippedFromTheHeadlines conflicts at the time in the Middle East, and 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 tragically AllForNothing. The SAS are the ones pursuing the real plotline the entire time.
45* 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.
46* FatalFamilyPhoto: After completing the "Mile High Club" mission, a photo depicting Vasquez, Price, Gaz, and Griggs is shown. [[spoiler:With the exception of Price,]] everyone in the photo is dead by the time you see it.
47* {{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. He's right; [[spoiler:Captain Price will be the one to do the deed]], while all of the Marines were chasing bad info that gets them nuked.
48-->'''Nikolai:''' Have the Americans already attacked Al-Asad?\
49'''Captain Price:''' No, their invasion begins in a few hours! Why?\
50'''Nikolai:''' The Americans are making a mistake. They will never take Al-Asad alive!
51* ForcedTutorial: The first playable campaign level, "F.N.G.", has Soap run through some basic skill checks then tackle an a short assault course before Price gathers the crew to lay out the upcoming mission. This is noteworthy because Soap is a new recruit to the Special Air Service, which is considered the British military's most elite operations group and presumably would have been introduced to firing a rifle sometime before Selection. At least it could be [[JustifiedTutorial justified]] as a way to just get a quick look at how Soap handles equipment and his reaction times before everyone gears up for a real operation, as the assault course in question is based on clearing a cargo ship. Later installments change the context of the first mission to remove this dissonance (''2'' has Joseph Allen demonstrating weapon and equipment handling for Afghani soldiers for his C.O. then runs an assault course so Shepherd can evaluate his capability to join TF 141, and ''3'' skips the tutorial altogether and thrusts the player directly into an ongoing conflict in New York City, simply giving prompts for in-game commands rather than framing the level around them).
52* 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 other on-site survivors, know the truth.]]
53* 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.
54* HelicopterBlender: "One Shot, One Kill" has a helicopter being shot down and digging itself into the ground while sliding towards Price (the player) and [=MacMillan=]. The former manages to avoid it, the latter frantically tries to get away from the blades, which come to a stop just before hitting him. He's still injured in the process, though, and you have to carry him around for the rest of the level.
55* 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).
56* JackBauerInterrogationTechnique: After capturing him, Price beats the crap out of Al-Asad for info. This is the only time in the series the technique doesn't yield information, as Al-Asad simply repeats (in un-subtitled Arabic) that he doesn't want to tell him anything; [[spoiler:but Price learns what he needs to know when Zakhaev calls anyway, so he just executes Al-Asad]].
57* JustPlaneWrong:
58** 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.
59** 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.
60** The opening sequence of "Charlie Don't Surf" depicts US Marines flying into combat aboard 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.
61** The SAS are also shown riding in Black Hawks 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 in Cyprus. The RAF pilots the heavier transport helicopters like the Chinook and Puma, while the utility helicopters are piloted by the British Army Air Corps.
62** 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.
63** "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.
64* LevelInReverse: "Heat" uses the same level data as the previous "Safehouse", only during daytime and for the most part played backwards.
65* 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.
66* {{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".
67* ShootTheTelevision: "Charlie Don't Surf" has an achievement called "Your Show Sucks" for shooting or otherwise destroying all the televisions showing Al-Asad's speech.
68* 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, killing everyone on board including the player character [[ShootTheShaggyDog and the pilot they just rescued]].
69* 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/MetalGearSolid3SnakeEater''-style Time Paradox]] in Pripyat.
70* 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.
71* SnipingTheCockpit: You'll have to do this a couple of times in the Pripyat flashback missions. Then Captain [=MacMillan=] does it to another one. Which almost crashes on top of him.
72* StealthBasedMission: "All Ghillied Up". The level is focused on strategically taking out enemies without alerting their comrades, or outright avoiding them, since triggering an alert will likely get you/your commanding officer killed quickly.
73* 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 AC-130 gunship]].
74* 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.
75--> "[[WebAnimation/ZeroPunctuation It was an unflinching and effective statement that cheered me up immensely.]]"
76* WeaponRunningTime:
77** The first scene of the mission "One Shot, One Kill" is a sniping mission. The target is so far away that the bullet will take over a second to reach him and your CO tells you that you need to account for wind, variable humidity, and even the Coriolis effect in your aim.
78** Later, during "Ultimatum," the bad guys launch [=ICBMs=] toward the Eastern Seaboard. "No Fighting in the War Room" becomes a TimedMission to take the control room and enter the missiles' destruct codes.
79* 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 succeeded by the Modular Tactical Vest the very year after the game's release.

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