The Game Boy: Why Six Days in Fallujah’s Doing It Wrong, and How We Can Make Things Right
In an understandably controversial move, Konami and Atomic Games recently demonstrated their upcoming “realistic” shooter, Six Days in Fallujah. The game – apparently supervised by the hardened eyes of soldiers who actually fought the debatably good fight – will focus primarily on the Second Battle of Fallujah. And as much as I enjoy the beautifully orchestrated, occasionally tear-jerking fictional plots of games like Call of Duty 4 and Brothers in Arms, I think Konami’s bold leap is a necessary one.
There’s just one problem, though: They’re doing it wrong.
Many publications were recently invited into the trenches of the still deep-in-development title, and – as many dejected “first impressions” articles can attest – Fallujah’s gameplay’s paradoxical lack of realism stands out like, well, Rambo in a shootout. Take this bit, for instance:
“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,” said Shacknews reporter Nick Breckon.
In essence, the game handles like a slightly less testosterone-splattered Gears of War. Characters slide from cover-to-cover, pay bullets no more heed than buzzing flies, and regenerate health after a few moments of downtime. Where’s the grim and gritty reality the game’s developers have been touting so vehemently? I mean, I’ve never had the pleasure of eating lead outside of a videogame (and even then, many of said bullets had faces), but if I had snuffed out lives in the streets of Fallujah, I’d be offended.
War isn’t a game. It’s pulse-pounding, strategic, and exciting, sure – but it’s not fun. And that’s why Fallujah falters.
But really, it’s not entirely Atomic Games’ fault. Listening to USMC veteran Michael Ergo talk about Six Days in Fallujah, it sounds like the development team entered the fray with good intentions.
“It's an all-encompassing experience,” he said, speaking of his time on the battlefield. “There were a lot of times that were intense; there were a lot of times that were boring. I went on patrol and we adopted a puppy. There's so many things that go into my experience in Fallujah that there's no one word that encompasses that.”
It appears, then, that while Six Days in Fallujah ‘s structure is taking pointers from movies like Blackhawk Down and Fullmetal Jacket, it’d be better served by Tivo-ing a few documentaries. After all, realism and entertainment rarely go hand-in-hand, and artistic liberty’s a volatile substance when mixed with freshly controversial subject matter. So why have Konami and Atomic Games decided to flip logic the bird and take the landmine-laden road of potential controversy?
Because otherwise, they’d risk tarnishing their record with a “bad” game.
Let’s be honest here: videogaming is an entertainment medium. Books can be “boring” (that is to say, their speech-to-explosion ratio can be greater than 1:1) and still have critical worth, as can movies. But modern-era games, at the end of the day, won’t garner anything more than a morbidly curious glance from the mainstream if their gameplay’s fun factor isn’t dialed up to at least an 8.5 out 10. You can probably guess where I’m going with this now; we need to change our judging criteria if we really want big-budget games that aren’t about wise-cracking, emotionally vacant bullet sponges.