But then there are the little touches. For instance, not only do they not talk to him, but on several occasions while you and Reznov are talking, the other soldiers will stare at you like you've lost you fucking mind (which you totally have). They'll interrupt the "conversation" with noises like "Huh?" "Hmm ..." and the incredibly succinct "What the fuck's wrong with you?" This is exactly how most of us would react if we witnessed one of our comrades talking to his imaginary friend during a goddamn shootout.
But the game also drops its own hints in a manner entirely appropriate for a game set in the espionage-filled Cold War era: by using code. At the beginning of each level, a small briefing appears on screen, revealing your location, your mission, the date, and a few items your wife wants you to pick up at the market on your way home.
"And don't forget ears. That necklace is almost finished."
Now, see that circled word next to "Designate"? That word changes every level. If you take the first letter of each designation ("X" in this case) and arrange them in the order they appear in throughout the game, you get XREZNOVXXISDEDX: "Reznov is dead." Or "gzreznovgkzgkzisdedix" if you're an asshole who takes everything literally.