In most modern military shooters, the tendency is to turn the volume up to 11 and keep it there.
In the game, you're plunging into the unknown, navigating through darkened interiors, and 'surprises' left by the insurgency. Benito states "These are scary places, with scary things happening inside of them. which, of course, rattled the Marines psychologically." GamePro has stated that for Benito, giving players a taste of the horror, fear, and misery experienced by real-life Marines in the battle was a top priority. But every now and then, they would encounter a stunningly lethal situation. They went door-to-door clearing houses, and most of the time the houses would be empty. Benito states that "Many of the insurgents had no intention of leaving the city alive, so their entire mission might be to lie in wait, with a gun trained at a doorway, for days just waiting for a Marine to pop his head in. The fear in Six Days does not come from the undead or supernatural, but from the unpredictable, terrifying, and real tactics employed by the insurgents that were scattered throughout Fallujah. The game's director, Juan Benito, elaborated that "Through our interviews with all of the Marines, we discovered that there was an emotional, psychological arc to the Battle of Fallujah.Ītomic Games describes Six Days as a survival horror game, but not in the traditional sense. Marines, Iraqi civilians, Iraqi insurgents, war historians, and senior military officials, and learned the psychological complexity of the battle. The team at Atomic Games interviewed over 70 individuals, composed of the returning U.S. You're experiencing the events as they really happened." Development Tamte describes the project as "a meticulously recreated in-game version of Fallujah, complete with real life Marines lending their names and likenesses, as well as recreations of specific events from the battle. But when you make a decision yourself, then you get a much deeper level of understanding.". And I think at that point, you know - when you watch a movie, you see the decisions that somebody else made.
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And a lot of that has to do with presenting players with the dilemmas that the Marines saw in Fallujah and then giving them the choice of how to handle that dilemma.
There are things that you can do in video games that you cannot do in other forms of media. Tamte further elaborated in an interview with Joystiq that, "The words I would use to describe the game-first of all, it's compelling. You can tell a bunch of guys sat in a room and designed it. I've been playing military shooters for ages, and at a certain point when I'm playing the game, I know it's fake. Tamte later stated that "When they came back from Fallujah, they asked us to create a videogame about their experiences there, and it seemed like the right thing to do." Tamte further stated that the goal of Six Days in Fallujah is to create the most realistic military shooter possible, and that "Ultimately, all of us are curious about what it would really be like to be in a war. Marines from 3rd Battalion, 1st Marines to help us out." However, a few months into development, 3rd Battalion, 1st Marines (3/1) was deployed in Iraq and participated in the Second Battle of Fallujah. In an interview with Atomic Games president, Peter Tamte, he stated that "One of the divisions in our company was developing training tools for the United States Marine Corps, and they assigned some U.S.