http://forums.somethingawful.com/showthread.php?threadid=3216749&userid=0&perpage=40&pagenumber=28#post367857285This game was very entertaining from a gameplay perspective, but god drat the plot was some distinguished mentally-challenged mushmouthed poo poo. Like, we're talking some Turtledove alternate history rear end poo poo here. When the better part of the plot of your game is essentially a modern day red dawn with ridiculous production values, you aren't doing yourself any favors by writing it utterly humorless and dead serious, let alone trying to tie in some "deep" themes expecting that your intern's ruminations on the nature of historical perspective will be taken seriously.
Although it was of course impossible to suspend disbelief for any of the washington levels, I'm really more taking issue with plotholes and general nonsense on a more basic level- ie, character motivations, cause and effect. Now I'm not gonna lie, I certainly rushed through and didn't listen closely to every oorah-laden piece of gibberish, but I was paying a nominal amount of attention and there was so much poo poo that just made no sense in retrospect- this is by no means exhaustive:
Why were the americans going to nuke washington (I mean during the EMP blackout, after it has already been kind of nuked- not that I am exactly sure why price did that either- how exactly is he putting out the fire of the war between russia and america by framing russia for firing a nuke at america)?
Why did Makarov hate Captain Price? Why did they conclude that rescuing the man Makarov hated would make Makarov do anything, and then after they rescued him never bring it up again? Was Makarov even at the airplane graveyard? If so, why did they let Makarov go, again?
What was the general's plan even supposed to be after he betrays the Brits? How is he going to play the greatest trick in the history of history on history or whatever?
Who were the VIPs you carry around Burger King and find dead in that one house at the end of the last suburb level?