Rumor: Six Days in Fallujah Dev to Close

By Nick Breckon, Aug 07, 2009 5:04pm PDT Following the news that Six Days in Fallujah developer Atomic Games has terminated a number of its employees, a new IndustryGamers report indicates that the developer may be close to shutting down completely.

The report's anonymous source claims that the studio has seen its 75-person workforce reduced to "less than a dozen" employees.

"The remaining team is basically a skeleton cleanup crew that will be gone soon too," said the source. "They are trying to downplay the extent of these layoffs, but the reality is that Atomic is pretty much dead."

Atomic Games yesterday maintained that it was continuing to develop the controversial Six Days, despite being unable to find a new publisher following Konami's departure.

"Due to a mixture of fears about the edgy subject matter of Six Days in Fallujah, as well as low videogame sales this summer, we have been unable to secure full-scale funding from a major publisher for Six Days in Fallujah," reads the release. "Development at Atomic will continue with a smaller team that will be funded by our sister company, Destineer."

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  • The simple truth is that they said this was a realistic simulation of the battle, but they were building Gears of War-style gameplay. The latter would be fine if not for the former. They were never going to live down that early hype they generated about being true-to-life, and if they had, then maybe they could have made it through.

    Then again, is Call of Duty 4 any more forgiven because they made up some fake villians in a fake Middle Eastern country? In that game, American forces went in foolhardy and got likely hundreds of thousands killed in a nuclear explosion, and the SAS had to pick up the pieces. What I find amusing is that so many American gamers (including a few ignorant-to-the-news friends) think of CoD4 as pretty much "America, fuck yeah" when the developers actually had American forces bumbling and fucking up at every turn. Well, except for the AC130.

    I guess my point is that games about modern-day war have no real rules set for them, so it's easy to see why Atomic Games misstepped here: they had no way to truly gauge what level of gritty realism, compared against a separate axis of "too soon", they could afford to try. They shot too far, and the dev team is gone now because of it. And yeah, smarter PR probably could have done something about it, but it might not have saved the game.