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The common response would be "The game doesn't give me any choice in the matter. I'm not the one making those decisions." And that's the response Adam and Lugo would give; I think the two of them form a pretty nice parallel to the player's relationship to Walker; following along not because they like what's happening, but because they don't have alternatives and don't quite see themselves as "complicit" in this murdering rampage. The truth is, I think either of them would be scared of being given the responsibility to make horrible choices themselves. What if they handcuff Walker, start heading for the exit, and then something horrible happens because of their actions? I don't think they'd want to admit it, but I think they feel pretty confident about being under the excuse of "This is Walker's fault!"
It demonstrates how easy is to get carried away, even in normal safe environment. I guess you've heard of "just following orders".
There is actually another psychological phenomenon known as "Folie à deux"
Shared_psychosis[en.wikipedia.org]. That would quite nicely explain why after some time, Adams and Lugo start to participate into the hallucinations.
Walker is the commander who marks the target and gives order for fire, but Adams and Lugo are the ones who do the actual targeting and shooting. When they argue after they see the result of their actions, it is clearly that they also feel responsible for what have happened. In a sense they are all traumatized.
The hanging bodies making Walker stop would definitely weird me out, though. And if home base were in any way easily accessible, I'd agree they'd take him back. But keep in mind relieving him of command means that you are down to two squad members keeping hold on one prisoner. Besides which, you assume that Adams and Lugo are 100%-reasonable, by-the-book people themselves. I'm not saying they start to hallucinate, but by the end they've definitely been twisted in some of the same ways Walker has.
The Kill Team[www.rollingstone.com][www.rollingstone.com]
The events in the article doesn't have anything to do with the events in the game.
War is Hell.
However what I wanted to point out is not that there could be a lone psychopathic murderers among the army men.
What is important (in the above story) is how the whole unit knew about the murders, because the perpetrator would not shut up about them. Yet nobody did anything to stop him. He even managed to find followers and to start bulling the ones who dislike his actions. All this with the silent help of the higher ups. This allowed things to go out of control and escalate.
I won't even try to argue how common or rare are the crimes in the army.
However I do expect soldiers to stick together and cover each-others backs. Even when one of them is not quite reasonable and his actions are questionable.
The 33rd had orders to leave Dubai. The CIA even tried to get them out.
I think this is a main theme of the story. People always talk about sanity - what's real in the story and what's not - and not about justification.
The true horror of the story is that there are no heroes - there are only orders. Konrad disobeyed his orders to leave the city, and it destroyed his reputation (and consequently sent the 33rd into chaos and tyranny after his suicide), the reputation of the USA, and perhaps Dubai itself. Walker and his squad believed they needed to get Konrad and the 33rd out - to follow their orders from above - not stopping to think about how pointless the whole situation was.
I believe this is partly a criticism of the USA's policies in Afghanistan in some ways, but I can't say exactly or for sure, because that issue (the war on terror in general) is extremely complex and historically dependent.
As Walker's sanity slipped, he was making order-adjacent decisions. Track down Konrad to find out more about the situation. Track down Konrad to liberate Dubai from the 33rd & save them. Once they've all come fully unhinged, track down Konrad to get revenge...
They were all on-board at first, then all losing their sanity - fighting because they didn't know what else to do...a very common result among shell-shocked people irl (2 of the 4 endings (spoilers) result in a "fighting to make it make sense" result - the path to glory (fight the soldiers who came to save you) and suicide (fight the self, aka make the guilt make sense).
A lot of people will say they don't revolt, because it's all a hallucination. Walker died in the helicopter, bc the dev suggested that's a possible interpretation. I think that's lazy and uninteresting. The surreallness and unreality of it all is something to be aware of - it is subjective and "unreal" in very serious ways. But we can't write everything off just bc the dev says it might not be real.