Six Days in Fallujah, One Small Problem
by Nick Breckon, Apr 14, 2009 12:35pm PDTLike many gamers, I am not easily offended by videogames.
Whenever a morally objectionable gaming issue is raised in the media, or on a forum, the crusty Old-Man Gamer in my head pipes up. He's hardcore, for his age.
"Listen here, son. I was blowing up cops in strip clubs when I was ten years old!" he says. "I've been killing Nazis since I was old enough to crawl! In my day, we didn't have one of those newfangled Hot Latte Machiatto mods--all we needed was a few pixels and a little imagination. And I don't want to hear a thing about warfare, son. Hell, I invaded Germany wearing the skin of a Teletubby!"
For as often as the media thinks I've been morally assaulted by video games, so far not one of them has coaxed so much as an indignant sniffle out of Old-Man Gamer. This may have a lot to do with routine exposure to certain Counter-Strike sprays, but that's what it takes to become hardcore.
So it was very strange to sit there on a Thursday night, one hand clasped around a Norwegian bottle of spring water, the other clenched tight in a fist around an hors d'oeuvres napkin, as Konami's Six Days in Fallujah shocked and awed my moral center. This was new.
Konami's Gamers' Night was just another of the yearly publisher events that brings together journalists, free food and drink, and, occasionally, games. An open bar surrounded the event like a halo of liquid distraction. Later, there was talk of dancing games, and a dinner. And then, following a presentation of Silent Hill: Shattered Memories, USMC veteran Michael Ergo marched on stage, and promptly launched into a dramatic recollection of an RPG attack in Fallujah that nearly ended his life.
Developed by Atomic Games, Six Days in Fallujah (PC, 360, PS3) is based on the November 2004 assault on the Iraqi city--actually the second major battle to take place there in the Iraq War. The idea is an extensively-researched recollection of the six day invasion of US forces, told with an accurate timeline and including stories and characters based on real veterans of the conflict.
The unique, controversial nature of the project was apparent in Ergo's speech. In the middle of a night headlined by cheap, exploitative fare like Saw: The Videogame, to suddenly be listening to someone's first-hand account of combat in Iraq was quite the about-face. At that point, I wasn't sure whether this was an indication of the inappropriateness of the stunt, or how unusual it was to be faced with a real person's dramatic struggle in the midst of a pre-planned marketing campaign for silly videogames. Maybe Six Days really would be a serious, mature take on war. Maybe we're just not used to this kind of thing.
His story finished, Ergo explained how important he feels videogames have become to our culture, and how they are "one, if not the most important" mediums for telling stories such as his. Ergo then left the stage with a loud "oorah!" as the screen behind lit up.
The video began with what some marketing executive might call a "sizzle reel" of footage from the Iraq war. Trucks exploding from IEDs. Shrapnel from a blown-up building rifling off like bullets. Some kind of hip-hop/rock blasting. A few Marines fading in to recall their memories of battle. Title cards that said things like, "Experience the most intense battle of the 21st century." One Marine: "This is the opportunity to tell our story."
It was at this point that Atomic Games CEO Peter Tamte came out to show us a bit of game footage. The first scene opened on a typical Iraqi street, the player's third-person soldier surrounded by several squadmates. Suddenly an Iraqi ran out of an alley and into the path of the soldiers. Panicking, he bolted in the opposite direction--and then the shooting started. One of the Marines screamed, "Get some!"--and all hell broke loose.
Immediately it was apparent that Six Days is not aiming for a very realistic take on modern warfare. I never did imagine that Atomic would create a plodding, Operation Flashpoint-esque shooter in the sacrifice of action-packed combat. But considering the extensive marketing on the point of realism, I certainly didn't expect to see soldiers running out into the middle of the street during a firefight, taking a half-dozen bullets in the chest, and then regenerating their health safely behind cover. Not in a planned demonstration for press, at least.
In fact, from what Konami showed us, Six Days is far closer to Gears of War than America's Army. It has the same Gears D-pad weapon selection, the same style of cover system, and the same action-oriented gameplay.
In another clip, the player broke off from his squad, crouched up behind two insurgents who were firing on US soldiers, and took them out from a few feet away like some kind of renegade commando. I may be ignorant of this particular battle, but I've certainly never heard of any Army ninjas breaking off from their squads and capping insurgents solo. Maybe something like that has happened once or twice; either way, the videogamey nature of the moment seemed entirely out of place.
Later on, a soldier fired a rifle-mounted M203 grenade launcher into a building--then fired it again, and again, in a rapid-fire Rambo tactic that you'd only ever see with a controller in your hand.
We didn't see any of the moral choices or "survival horror"-esque situations that the developers have mentioned. All I saw were scenes straight out of a Battlefield game. And unfortunately, the liberties taken in this early demo immediately called into question the rest of the game's merit, and turn the whole project into the sort of controversial mess that nobody enjoys.
"As long as [Six Days in Fallujah] made as realistically as possible, I believe that this could be a good thing for both combat veterans and for the war in general," said Sgt. Casey J. McGeorge, a veteran of the Iraq war, in an interview with G4--and I can't disagree that this approach would certainly help Konami's situation.
I can accept a game that has me firing rockets into buildings and indiscriminately blowing holes in the walls of houses. Even in the case of a one-sided story, if I'm solely rejecting the game based on a perceived bias, then at least it's making me think. But without even the most basic attempt at realism, the foundation of the project is on shaky ground.
Calling the game "Iraq War Rampage," and lending it the standard shooter setup and exploitative marketing, would be one thing. By picking a specific battle, claiming some level of historical accuracy, and using the faces of real Marines to market the game, Konami and Atomic have created the expectation that Six Days will represent a portrait of warfare that is a good deal more mature than that of Contra. And judging from this early glimpse, there is little evidence of that promise.
Of course, Six Days is inevitably controversial for its subject matter. The way Tamte bills the game, as a narrow, experiential story devoid of political comment, is akin to the film Black Hawk Down. But whereas Ridley Scott could get away with a movie that mostly glossed over the political and moral questions of that comparatively small conflict in favor of telling the on-the-ground storyline, pulling off that same trick with Fallujah--a battle from a war with an incomparable level of public awareness and charged political debate--will be far more difficult, and require a certain degree of dignity that was not demonstrated on Thursday.
Konami and Atomic have already contradicted themselves more than once, which isn't helping.
"We're not pro-war," said Konami marketing VP Anthony Crouts last week. "We're not trying to make people feel uncomfortable. We just want to bring a compelling entertainment experience. At the end of the day, it's just a game."
"We want people to experience something that's going to challenge them, that's going to make them think and provide an unprecedented level of insight into a great military significance," said creative director Juan Benito a few days later.
However, the more subtle contradiction seems to be the statement that the game will show only what the consulted Marines saw on the ground--despite the fact that civilians, and even insurgents, have been consulted for the project. Because these particular Marines apparently saw no dead children, and few civilians, the game will reflect that, according to Tamte. "What we're trying to do is recreate the stories of the Marines that we've spoken with and that are involved in the creation," he says. "And we're telling those stories of those particular Marines."
Based on the demonstration, I'm skeptical of how effective this strategy will be. As I watched the gunfire on screen, I should have been wondering what it was like to actually be in the shoes of those soldiers. But as I sat staring, I instead wondered whether the Marines had bothered to observe that building for civilian inhabitants before demolishing it. I wondered how any Marine that got shot in Iraq could endorse a game based on Fallujah where you can be hit by a hail of bullets and walk away.
By the end, I was left wondering what Konami was thinking.
Six Days in Fallujah is scheduled for a 2010 release on PC, Xbox 360 and PlayStation 3.
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Comments
Of course you aren't, Konami. You're about turning war into en-tuh-tainment, as any fool can see.
You can do so because we no longer fight our wars as once we did -- by drawing recruits from across the socio-economic map. Time was, everyone fought. (Didn't know this? Go read "The Naked And The Dead" and see how the high and the low brushed shoulders.)
Today, social reality is different. In the absence of an official draft, economic selection of soldiers squeezes new "volunteers" into uniform. They go off thankless. They return limbless.
Meanwhile, the advantaged -- let us call them the video card classes -- play representations of war onscreen.
They also serve, you see, who sit and fart and frag.
So no need to apologize, Konami. Tell us: when are the Abu Ghraib DLC levels coming? No, no -- don't explain. We know you're not pro-torture.
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I got a strange vibe from Breckon's story. I got the impression that a nerd like Breckon (I say that fondly) simply felt intimidated by these soldiers, and the heavy topic in general. I understand the point he was trying to make between marketing and reality and all, but I still get that "two worlds colliding" feeling. Here we have someone who sits comfortably and plays in the land of make-believe all day (video games (YEY!)), coming face-to-face with a person who's job was to ACTUALLY kill people while bullets whizzed around his head. There's a certain "weight" that comes with such a collision that can put someone in a weird mood, especially when there's alcohol involved, and especially especially when comfortable video game reviewers are surprised with a slap in the face from the reality outside their door.
Of course, I'm not defending the game at all, which sounds like a run-and-gun? I'm just saying that there's a weird vibe to this whole review.
Actually, the more I think about it, the more it seems Nick is trying to put on Shack"NEWS" something that would fit better on a blog. Unless I'm totally retarded and Shacknews is now officially considered a blog....
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Also, I'm still not certain what your main objection is about? Are you upset the developers aren't taking the subject matter serious enough? In the end Atomic wants to make a good game and push units of the shelves, which isn't hard to believe. You seem to be judging a game that is well off from being released on the merits of it's marketing presentation and pr blurbs.
I truly hope you revisit the merits of the GAME when it's closer to release...
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It is a publicity stunt. They're doing something new, trying to validate their "hardcore" game with living, breathing Marines. But it is a videogame, not a documentary, no matter what they say. So for the most part, I kinda agree with this article that it is a pretty damned silly thing to do, but its marketing. Of course they're not going to portray everything realistically. Like movies, the boring bits are chopped because at the end of the day, this is entertainment. Not enlightenment.
But as I sat staring, I instead wondered whether the Marines had bothered to observe that building for civilian inhabitants before demolishing it. Unlike common perceptions that we're all knuckle-dragging thugs that just run around scared out of our minds shooting at anything that moves, the military goes mind-bogglingly apeshit over doctrine and policy and beating it into us. They have no hesitation to throwing rulebreakers to the wolves as an example to the rest.
....this kind of says it all to me.
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Konami couldn't come up with anything unique of science fiction. They had to drum up recent events that will make some peope distraut. Imagine a mom, dad, brother, etc seeing this type of game. Someone who did lose a loved one in Iraq. Shame on you Konami...shame.....
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Now it just sounds like they're making just another forgettable "military" shooter using the UE/Gears playing style (at least MoH: Airborne had some new features like dropping into any location on the map, for example); guess I'll skip it.
As far as whether the Marines consulted know what the game is actually like: I'm sure they've been paid well enough that they don't really care. I'd likely be the same way, as would most of you (especially if you're paid as little as we are). They were probably just paid to use their personal stories, names, and do some marketing, not to oversee the whole project and ensure it's authenticity.
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It's offensive to market a game as some sort of "true war stories from Iraq" and then turn around and sell a run and gun fps where taking a few bullets isn't life ending.
Saving Private Ryan, Band of Brothers - those were movies that did what Konami claims to be doing with this video game.
Imagine watching the Saving Private Ryan trailer and then being shown Rambo. Ridiculous.
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I imagined a scene where you are ordered to hold fire but then the civilian pops out a gun and blows your friend away. Those kinds of messed up moral and emotional scenes would truly makes for an experience of high impact.
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From what I understand, having the town be pretty much devoid of the civilian population is accurate. The military dropped hundreds of thousands of leaflets in the days leading up to the attack, telling non combatants to leave the area, and they have said that pretty much everyone who was there was there to fight.
As for soldiers breaking off from their squads...I haven't heard or read about any instances of this happening, anywhere, ever. Usually when this happens, the soldier gets seperated from his unit. The way this sounds, you were "sent to flank the enemy" in which case you would be sent with something like a fire team leader and two or three squad mates to flank the enemy..
This whole thing seems...hmm. I can't quite put my finger on it.
Have the Marines in question actually PLAYED the game their supposedly helping to make?
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I have no issue with gameplay based around the war but attempting to use Marines as negative PR shield for what looks to be a simple run-n-gun exercise just speaks volumes about how low these fucking suits will crawl to kowtow to shareholders.
One wonders if they have a mirror at home.
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More importantly, though, I'm glad to see the game criticized skeptically, this early on, on such a big site. Thanks for the read.
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I never played Brother's in Arms but the research and consultation from historians and military sources was impressive. I agree with the Marine's assertion that video games are a part of our cultural education. Playing certain games has led me to learn more about a variety of subjects. But playing the 'historical significance' card on a game which has no reflection on the actual events is a disgrace to everyone who lost loved ones during the war and its inexcusable to dismiss the absence of a real representation here when there are so many mod teams who have gone to great lengths to do just that.
Thank you for the excellent write-up. I just wish you could have gotten th Marines present to discuss their impressions of the footage.
oh, had more to say then I thought, as allways...
I thought this was about the Marines... Shouldn't he have said "Oorah!" ? IIRC, Hooah is used by the Army.
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Lets not fool ourselves here, were doing the industry a disservice; most games are manipulative pieces of corporate propaganda design and carefully crafted to get your money, morals are rarely considered.