A simulation of the war on terror that critiques war through the simulation rules. For example, business and military spending is basically the same; not using your troops enough reduces their effectiveness; not spending enough on domestic affairs makes you unpopular; not spending enough on the military can get you assassinated; and so on. The commentary isn't particularly subtle, but the way it's built into the simulation rules is a nice use of games' procedurality.
See this blog post by Michael Mateas for a more detailed rundown of the rules and commentary they produce, and, for those not afraid of books, pgs. 82-84 of Ian Bogost's Persuasive Games (MIT Press, 2007) for more discussion.