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IGN Editorial: The Case for Six Days in Fallujah

Last month, Konami unveiled Six Days in Fallujah, a third person shooter intended to dramatize 2004's military assault on the titular Iraqi town in the language of videogames. The sensory flood of music, visuals, level design, and enemy patterns were to be assembled into an interactive recreation of one of the most violent weeks in recent American military history. Families of soldiers who were killed in Fallujah are still alive. They aren't the aged faces from generations past. They're young and active, and their brothers, sisters, husbands, wives, sons, and daughters were killed four and a half years ago in a town few Americans knew existed at the start of the decade.

Yesterday, Konami announced that it would not release Six Days in Fallujah, less than a month after it was first unveiled, due to public outcry. Their decision is a collective step backwards for the medium.

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