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The Radio OFF button also made me very happy lol.
I think that is the whole point of the story of Wildlands. Those who fight monsters run the risk of becoming monsters themselves. Besides, the ghosts only went to bolivia after an American DEA agent was killed so that rules out the possibility that their motives for dismantling the cartel is altruistic.
The ghosts were ordered to dismantle the cartel by any means possible, and that includes doing things that might be considered morally questionable. Bowman, however, might have already been influenced the violence that was gripping Bolivia considering how long she stayed there.
There are no good guys in this game, IMHO. They're all bad guys or at least walking the fine line between good and bad - the cartel for their sadistic streak and wanton slaughter; the ghosts and Bowman for their indifference.
TL;DR
The ghosts started out wanting to make a difference, as the game steadily progressed and they just wanted to get over it by any means necessary.
Right, and that's what makes the writing good, as I said. It's not as one-sided as I'd feared... Though it can be at times. We're already knee-deep in spoilers at this point so I might as well hint at the ending - there IS a "good" ending and a "bad" ending to the game, though they aren't labelled as such. One you get for finishing the game normally, one you get for finishing the game having destabilised the Cartel fully (removed all four of Sueno's lieutenants). The Bad ending has Bowman flip out and shoot Sueno then goes to prison, completely unrepentant, the Good ending has her arrest Sueno and put him under witness protection while still being an insufferable ♥♥♥♥♥.
It's kind of disappointing to see her walk in the "good" ending, but I still like the sense of morality at the end. Bad ending you take the law into your own hands and murder people, good ending you follow the rule of law and try to save people. It even has that vibe of "I know he's going to be back to his old tricks eventually, and I'll be waiting." Really, it's the character of Karen Bowman that I utterly despise by this point, and I get the impression this was by design. The overal morality of the game seems to be "Don't become the monsters you hunt." Doubly so when you find all of Ricky Sandoval's files, which I REALLY don't want to spoil.
Suffice it to say that the game's narrative paints a pretty clear picture where everyone is evil. The Sueno and his men are violent deranged murderers, the US Ghosts are violent, arrogant murderers, both following their own unethical agendas, both lay claim to the moral high ground. It's pretty well told, all things considered.
I actually expected Ricky to be alive, having been turned by the Cartel. I made that gues fairly early on, when he was expressing sympathy for the Cartel. Having rock bottom expectations of the writing based on the awful voice acting, I presumed they were going for a cliche storyline and that was the hint. Turns out it was something a lot more interesting - I'm glad I was wrong.
Funny bit about that, though - the Ghosts aren't in Bolivia to break the Cartel or bring freedom or anything of the sort. They're here over the US embassy bombing, and all of the "liberation" business with the rebels is just a means of getting to El Sueno. That's why the Ricky Sandoval storyline is such an interesting aspect of the game.
I just think it's funny to play as US soldiers supporting a communist rebellion against a capitalist regime using terror tactics :) I thing it was El Way describing the way the Katari try to run the mines which leads me to describe them as "communist" - they're trying to employ collectives. I describe Santa Blanca as a capitalist regime because their propaganda radio has a whole segment defending and promoting the "a free market," plus Sueno runs the cartel like a business. And I describe our actions as terror tactis, given that one storyline mission has us shoot up a casino with the express purpose of scaring away tourists and driving the local boss out of business. Again - I'm not criticisng here, mostly pointing out that the core storyline is one of deliberate absurdity.
As to who's better? Neither. The Katari are murderous idiots, the Santa Blanca are murderous thugs, Unidad are jackbooted thugs. And we, the Ghosts? We come across like sanctimonious hypocrites. The writing does a good job of showing the narrative from everyone's perspective by giving us their arguments for why what they're doing is right for Bolivia, but it eventually makes it pretty clear that they're all inherently flawed. Yes, including us. That's actually a nice bit of subversion. Players are naturally inclined to "root for" whatever side the game puts them on, but our side is just as guilty as all of the others. The player characters' justifications may more closely align with those of the target audience, but the game leaves no room for doubt - our justifications are just as flimsy as anyone elses.
It took me a while to realise that this is a story with no good guys - just as it takes the US soldiers a while to come to the same conclusion themselves. For me, it was around about where I kicked down the door of a daycare center, children screaming all around, to strongarm an innocent civilian as a means of getting to her father. That's the sort of visual storytelling you can't really argue with. Its intent is clear as day, and I'm glad I left it till right at the end of the game. It made for a much better character arc overall.
The CIA and U.S. military don't sell subscriptions, policies or contracts to customers, nor do they ask for donations.
Funding comes from taxes. American taxpayers subsidized both the buildup and takedown of Saddam...whether they agreed with it or not. And there is no accounting at the end to show "how your money was spent" with any specifics, like a receipt or bill of sale.
Politicians are often derided by military (and justifiably so) for tying the hands of soldiers once they are committed; they also are derided for cutting funding, or allocating funds to the wrong purposes.
But regardless, at the end of the day it is the political apparatus that ensures there is 1) a monopoly on force and 2) coercive funding mechanism. This ensures the military's continued existence and also aggrandizes and gives sustenance to those within it, irrespective of the institution's performance, I.e. whether they win a war or not.
So while military-political relations often come out looking antagonistic, and this is true at some levels, these levels are fairly superficial.
At its core and most fundamental levels, the relationship is symbiotic.
So in those circumstances, it's very easy to have a "we'll do what we want and if you don't like it then ♥♥♥♥ you" approach because the military doesn't have to worry about its "customers" (i.e. the tax paying citizens) giving their money to another outfit.
The U.S. military is the only game in town, so to speak, for "defense," and that is a direct consequence of the political arrangement and the nation state system, not a consequence of the military necessarily being the best at what it does, or being preferred over competitors, because competition is simply illegal.
But in countries where you have a semblance of open entry into the business of providing defense of citizens' lives and property, you get developments like what we are seeing in South Africa, where private firms' security personnel are outnumbering the state military and police, have tactical and doctrinal parity, and are even approaching logistical and technological parity:
https://m.youtube.com/watch?v=vx-lRV3p3PY
So giving people choices as to where to put their money makes an absolutely huge, fundamental difference.
PS: And this is not to speak of the fact that such a large number of politicians and agency heads are former or retired military.
It also is to neglect bringing in the industry and capital relationships forged amongst military, political and corporate personalities, e.g. like when the top general responsible for deciding if Stryker should get the green light or not ends up on General Dynamics Land Systems board after he retires from the Army, and also with owning a portfolio with large amount of stock in the GDLS subsidiary that makes the proprietary 105 ammo for the special GD gun that the MGS utilizes.
Pretty much this. Wildlands' narrative manages to be bitingly critical of all parties and all characters involved, just in different ways. That my retelling of events in the game as they happened upset a number of people is I think more evidence that the game is going for a satirical tone, and I don't think it's accidental. Hostile Waters: Anetus Rising is accidental satire bordering on propaganda. Wildlands takes the piss out of its own narrative far too often, far too deliberately and far too extensively for that to be accidental. I don't know if the writers specifically wanted to upset people, but they did a fairly good job of highlighting the inherent hypocrisy of the situation well enough, which will always end up upsetting people with set beliefs on the matter.
There's plenty of both on display in the game, but it's acknowledged and often lampshaded whenever it comes up. The entire narrative is told from the perspective of a US military unit which at least starts out convinced that they're helping Bolivia with their actions, but are increasingly confronted with the destructive consequences of their actions as the story progresses. At the end of almost every zone, they're presented with an argument for the Cartel that the story ensures is both earnest and compelling, while giving the Ghosts only superficial justifications like "They must have made a choice to be in this situation." or "There must be another way to get clean water." or the ever popular "That's above my pay grade."
Wildlands isn't subtle about the setting it's building. Right from the start, you're put in contact with aggressive, violent rebels and asked to rescue one of their leaders that another leader already previous sold out. Yeah - Katari sold out what's-his-name, the guy in the first mission. Even as the game sets you up to kill two absolute monsters, it still goes out of its way to try and tug at your heartstrings. You have the tape from Ricky Sandoval pondering whether they're truly evil or just psychotic and you have that final conversation about them wanting to have a child. At first it seems like an easy choice - they're evil torturers, kill them. But it keeps happening. Bowman gives you a briefing about how the boss of the region is completely irredeemably evil, but then you start finding evidence explaining their backstory, you find a sympathetic tape from Ricky Sandoval and - if you end up capturing the boss in question - end up in a conversation with a three-dimensional, real-seeming person far removed from the caricature you were initially briefed on.
I don't think Wildlands the game is jingoist or xenophobic. I do believe the Ghosts - especially Karen Bowman - are, however, and intentionally so. The story is making a point of giving you a seemingly heroic, altruistic world-view and slowly unravelling it through your own character's actions and reactions until you're "no better than the Cartel" in your character's own words, and this after multiple other people have told you the same and been rejected out of hand. It's easy to look past this across the first few occasions, but I don't think it's possible to ignore it the whole way through, especially if you go for the "alternate" ending which requires doing all the storyline missions including the two for Ricky Sandoval.
Just accept that it's a low budget, half baked story to give you a reason to be sneaking around ghosting dudes with your mates.
It's like the plot in a prono.
I don't think there's any subtle messaging or anything behind the plot, it's just plain bad and slapped together on a whim.
Tom Clancy with a friend of his created, designed, and wrote the orginal Rainbow Six game. He was present and one of the main design forces behind the Original Rainbow Six game based off of his book. He was also on hand for Rogue Spear and several other games not based off his works. Ubisoft aquired his game company around 2001 and the first game released was Tom Clancy's Ghost Recon.